Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Fiea::Engine::Memory Namespace Reference

Classes

struct  Allocator
class  Heap
struct  IAllocatorProvider
struct  IDefaultAllocator
struct  IMemoryService
class  MemoryService
class  MemoryServiceSingleton
class  SystemAllocator
 A super-simple allocator to bypass our memory system. More...

Functions

template<class T, class U>
bool operator== (SystemAllocator< T > const &, SystemAllocator< U > const &) noexcept
template<class T, class U>
bool operator!= (SystemAllocator< T > const &x, SystemAllocator< U > const &y) noexcept

Function Documentation

◆ operator!=()

template<class T, class U>
bool Fiea::Engine::Memory::operator!= ( SystemAllocator< T > const & x,
SystemAllocator< U > const & y )
noexcept

◆ operator==()

template<class T, class U>
bool Fiea::Engine::Memory::operator== ( SystemAllocator< T > const & ,
SystemAllocator< U > const &  )
noexcept