В Go ввели generics и он потерял одно из своих основных преимуществ: легкую читаемость. Накидал простой пример: package main import "fmt" type MyObj[T int] struct{ a T } type MyObj2[T MyObj[E], E...
По следам недавнего топика «Обработка больших объемов данных в памяти на C # » представляю перевод упоминавшейся там статьи о структурах. Структуры являются фундаментальными типами данных в C# и...
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
I'm just starting out with AngelScript, and I have this type:template <typename T> struct vec2
{ T x, y; inline bool operator==(vec2<T> const c) { return (x == c.x) & (y == c.y); } inline bool operator!=(vec2<T> const c) { return (x != c.x) | (y != c.y); } vec
hi,i have reorganized a lot of my HLSL shadercode but still could not solve the following problem// e.g. the include file of global usable constantsstatic const uint gc_diffuse_lambert = 1; // global const for lambert diffuse brdf optionstatic const uint gc_material_opaque = 5; //
hi,i have reorganized a lot of my HLSL shadercode but still could not solve the following problem// e.g. the include file of global usable constantsstatic const uint gc_diffuse_lambert = 1; // global const for lambert diffuse brdf optionstatic const uint gc_material_opaque = 5; //
hi,i have reorganized a lot of my HLSL shadercode but still could not solve the following problem// e.g. the include file of global usable constantsstatic const uint gc_diffuse_lambert = 1; // global const for lambert diffuse brdf optionstatic const uint gc_material_opaque = 5; //
Введение При описании модели данных, часто приходится создавать новые типы, в первую очередь, используя такие ключевые слова как class / struct / record . Такие типы агрегируют в себе другие типы как...
Только объявление переменной-члена должно включать в себя static спецификатор. struct Foo
{ ... Вопрос по теме: c++, class, namespaces, static, member.