This shows the benchmark results comparing throughput of float parsing from several existing libraries.
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--- | |
#---------------------------------- | |
- yaml: |- | |
> | |
tree: | | |
+STR | |
+DOC | |
=VAL > | |
-DOC | |
-STR |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
using System.Diagnostics; | |
using HandlebarsDotNet; | |
using System.Web.Script.Serialization; | |
namespace ConsoleApp1 |
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#include <iostream> | |
template< class T, class ...CtorArgs > | |
size_t resize(T* mem, size_t prev, size_t next, CtorArgs && ...args) | |
{ | |
if(next > prev) | |
{ | |
for(size_t i = prev; i < next; ++i) | |
{ | |
new (mem + i) T(std::forward< CtorArgs >(args)...); |
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Building UE4Editor... | |
Performing 4 Actions (4 parallel jobs) | |
[3/4] [compile] clang++ Module.ShaderFormatOpenGL.cpp | |
[1/4] [compile] clang++ Module.UnrealEd.1_of_21.cpp | |
[2/4] [compile] clang++ Module.MeshUtilities.cpp | |
In file included from /home/jppm/projects/ue4/Engine/Intermediate/Build/Linux/UE4Editor/Debug/ShaderFormatOpenGL/Module.ShaderFormatOpenGL.cpp:2: | |
/home/jppm/projects/ue4/Engine/Source/Developer/ShaderFormatOpenGL/Private/OpenGLShaderCompiler.cpp(1042,6) : error: use of undeclared identifier 'HSF_PixelShader'; did you mean 'RRT_PixelShader'? | |
case HSF_PixelShader: | |
^~~~~~~~~~~~~~~ | |
RRT_PixelShader |