version (or platform)dependent Code
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As a general rule, code which is explicitly version (or platform)dependent
should be hidden behind a low-level macro or function. High-level code can then
just call those functions without concern for the low-level details. Code written in
should be hidden behind a low-level macro or function. High-level code can then
just call those functions without concern for the low-level details. Code written in
this way tends to be easier to read and more robust.
<ldd>
0 0
- version (or platform)dependent Code
- Platform Dependent Compilation
- Platform Dependent Compilation
- 【转】Unity3D Platform Dependent Compilation
- Version Code
- Platform Dependent Compilation 多平台兼容性使用注意事项
- Platform Dependent Compilation 多平台兼容性使用注意事项
- unity Platform Dependent Compilation(平台依赖编译)
- Unity3d平台脚本预定义编译条件 Platform Dependent Compilation
- Platform Dependent Compilation 多平台兼容性使用注意事项
- Diaspar : "Framework or platform?"
- Using platform encoding (GBK actually) to copy filtered resources, i.e. build is platform dependent!
- Using platform encoding (GBK actually) to copy filtered resources, i.e. build is platform dependent!
- Using platform encoding (GBK actually) to copy filtered resources, i.e. build is platform dependent!
- Using platform encoding (GBK actually) to copy filtered resources, i.e. build is platform dependent
- Using platform encoding (GBK actually) to copy filtered resources, i.e. build is platform dependent!
- version code and version name
- Argument-Dependent Lookup (aka ADL, or “Koenig Lookup”)
- MAC 命令
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