void serialize(Archive &ar, const unsigned int /* file_version */)
 {
     ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Base1);
     ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Base2);
     ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Base3);
     ar & BOOST_SERIALIZATION_NVP(m_x);
 }
	void serialize(Archive & ar, const unsigned int version)
	{
		ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Base);
		ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(
            boost::enable_shared_from_this<Derived>
        );
		ar & BOOST_SERIALIZATION_NVP(m_derived);
	}
示例#3
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			template<class archive> void serialize(archive &ar,
			                                       const size_t /*version*/
			                                       ) {
				ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP( aligned_pair_score );
				ar & BOOST_SERIALIZATION_NVP( rmsd );
				ar & BOOST_SERIALIZATION_NVP( num_aligned_residues );
			}
void Moderator::CreatePlanet::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(ModeratorAction)
        & BOOST_SERIALIZATION_NVP(m_system_id)
        & BOOST_SERIALIZATION_NVP(m_planet_type)
        & BOOST_SERIALIZATION_NVP(m_planet_size);
}
void Moderator::CreateSystem::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(ModeratorAction)
        & BOOST_SERIALIZATION_NVP(m_x)
        & BOOST_SERIALIZATION_NVP(m_y)
        & BOOST_SERIALIZATION_NVP(m_star_type);
}
	void serialize( Archive& ar, const unsigned int version )
	{
		ar& BOOST_SERIALIZATION_BASE_OBJECT_NVP( OfxhPlugin );
		ar& BOOST_SERIALIZATION_NVP( _baseDescriptor );
		//ar & BOOST_SERIALIZATION_NVP(_pluginHandle); // don't save this
		ar& BOOST_SERIALIZATION_NVP( _contexts );
	}
示例#7
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 void serialize(Archive & ar, const unsigned int version)
 {
   // serialize base class information
   ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(UpdaterMean);
   
   ar & BOOST_SERIALIZATION_NVP(covar_decay_factor_);
 }
示例#8
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void WeaponsPlatformEvent::serialize(Archive& ar, const unsigned int version) {
    ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(CombatEvent);
    ar & BOOST_SERIALIZATION_NVP(bout)
        & BOOST_SERIALIZATION_NVP(attacker_id)
        & BOOST_SERIALIZATION_NVP(attacker_owner_id)
        & BOOST_SERIALIZATION_NVP(events);
}
示例#9
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void ExponentialSystem::serialize(Archive & ar, const unsigned int version)
{
  // serialize base class information
  ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(DynamicalSystem);

  ar & BOOST_SERIALIZATION_NVP(alpha_);
}
示例#10
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void 
SimplexWithAttachment<V>::
serialize(Archive& ar, version_type )
{			
	ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Parent);
	ar & BOOST_SERIALIZATION_NVP(attachment);
}
示例#11
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 void serialize(Archive &ar, const unsigned int version)
 {
     // save/load base class information
     ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(bus_stop);
     ar & BOOST_SERIALIZATION_NVP(street1);
     ar & BOOST_SERIALIZATION_NVP(street2);
 }
void					THIS::load(ba::polymorphic_iarchive & ar, unsigned int const &)
{
    LOG(lg, neb::gfx::core::light::sl, debug) << __PRETTY_FUNCTION__;

    BOOST_SERIALIZATION_BASE_OBJECT_NVP(gal::itf::shared);
    //BOOST_SERIALIZATION_BASE_OBJECT_NVP(neb::fnd::core::light::base);
}
示例#13
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 void serialize(Archive& ar, const unsigned int version)
 {
     ar& BOOST_SERIALIZATION_BASE_OBJECT_NVP(OfxhPluginDesc);
     //		ar & BOOST_SERIALIZATION_NVP(_binary); // just a link, don't save
     ar& BOOST_SERIALIZATION_NVP(_index);
     ar& BOOST_SERIALIZATION_NVP(_isSupported);
 }
示例#14
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void		THIS::save(ba::polymorphic_oarchive & ar, unsigned int const &) const
{
	LOG(lg, neb::gfx::core::light::sl, debug) << __FUNCSIG__;

	BOOST_SERIALIZATION_BASE_OBJECT_NVP(gal::itf::shared);
	//BOOST_SERIALIZATION_BASE_OBJECT_NVP(neb::fnd::core::light::Base);
}
示例#15
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void CurveLine::serialize(Archive & ar, const unsigned int version)
{
	ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(LineBase);
	
	ar & BOOST_SERIALIZATION_NVP(start_control_point_);
	ar & BOOST_SERIALIZATION_NVP(end_control_point_);
}
void SinglePlayerSetupData::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(GalaxySetupData)
        & BOOST_SERIALIZATION_NVP(m_new_game)
        & BOOST_SERIALIZATION_NVP(m_filename)
        & BOOST_SERIALIZATION_NVP(m_players);
}
示例#17
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void FleetTransferOrder::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Order)
        & BOOST_SERIALIZATION_NVP(m_fleet_from)
        & BOOST_SERIALIZATION_NVP(m_fleet_to)
        & BOOST_SERIALIZATION_NVP(m_add_ships);
}
示例#18
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 void load(Archive & ar, const unsigned int version) {
   SM_ASSERT_LE(std::runtime_error, version,
                (unsigned int) CLASS_SERIALIZATION_VERSION,
                "Unsupported serialization version");
   if (version >= 2) {
     ar >> BOOST_SERIALIZATION_BASE_OBJECT_NVP(CameraGeometryBase);
   }
示例#19
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void FighterLaunchEvent::serialize (Archive& ar, const unsigned int version) {
    ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(CombatEvent);
    ar & BOOST_SERIALIZATION_NVP(bout)
       & BOOST_SERIALIZATION_NVP(fighter_owner_empire_id)
       & BOOST_SERIALIZATION_NVP(launched_from_id)
       & BOOST_SERIALIZATION_NVP(number_launched);
}
示例#20
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void ResearchQueueOrder::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Order)
        & BOOST_SERIALIZATION_NVP(m_tech_name)
        & BOOST_SERIALIZATION_NVP(m_position)
        & BOOST_SERIALIZATION_NVP(m_remove);
}
示例#21
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void 
SimplexWithValue<V>::
serialize(Archive& ar, version_type )								
{ 
	ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Parent);
	ar & BOOST_SERIALIZATION_NVP(val);
}
示例#22
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文件: Actor.hpp 项目: bilwis/RMD
	void serialize(Archive & ar, const unsigned int version)
	{
		ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(RenderObject);
		ar & BOOST_SERIALIZATION_NVP(destructible);
		ar & BOOST_SERIALIZATION_NVP(ai);
		ar & BOOST_SERIALIZATION_NVP(speed);
	}
示例#23
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void FighterAttackedEvent::serialize (Archive& ar, const unsigned int version) {
    ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(CombatEvent);
    ar & BOOST_SERIALIZATION_NVP(bout)
       & BOOST_SERIALIZATION_NVP(round)
       & BOOST_SERIALIZATION_NVP(attacker_owner_empire_id)
       & BOOST_SERIALIZATION_NVP(attacked_by_object_id)
       & BOOST_SERIALIZATION_NVP(attacked_owner_id);
}
示例#24
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void FleetMoveOrder::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Order)
        & BOOST_SERIALIZATION_NVP(m_fleet)
        & BOOST_SERIALIZATION_NVP(m_start_system)
        & BOOST_SERIALIZATION_NVP(m_dest_system)
        & BOOST_SERIALIZATION_NVP(m_route);
}
示例#25
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void NewFleetOrder::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Order)
        & BOOST_SERIALIZATION_NVP(m_fleet_name)
        & BOOST_SERIALIZATION_NVP(m_system_id)
        & BOOST_SERIALIZATION_NVP(m_new_id)
        & BOOST_SERIALIZATION_NVP(m_ship_ids);
}
示例#26
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    void serialize(Archive & ar, const unsigned int version)
    {
        // serialize base class information
        ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Updater);

        ar & BOOST_SERIALIZATION_NVP(eliteness_);
        ar & BOOST_SERIALIZATION_NVP(weighting_method_);
    }
示例#27
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void Building::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(UniverseObject)
        & BOOST_SERIALIZATION_NVP(m_building_type)
        & BOOST_SERIALIZATION_NVP(m_planet_id)
        & BOOST_SERIALIZATION_NVP(m_ordered_scrapped)
        & BOOST_SERIALIZATION_NVP(m_produced_by_empire_id);
}
示例#28
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 void serialize(Archive & ar, const unsigned int version)
 {
   // serialize base class information
   ar & BOOST_SERIALIZATION_BASE_OBJECT_NVP(Parameterizable);
   
   ar & BOOST_SERIALIZATION_NVP(meta_parameters_);
   ar & BOOST_SERIALIZATION_NVP(model_parameters_);
 }
void MultiplayerLobbyData::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(GalaxySetupData)
        & BOOST_SERIALIZATION_NVP(m_new_game)
        & BOOST_SERIALIZATION_NVP(m_players)
        & BOOST_SERIALIZATION_NVP(m_save_game)
        & BOOST_SERIALIZATION_NVP(m_save_game_empire_data);
}
示例#30
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void System::serialize(Archive& ar, const unsigned int version)
{
    ar  & BOOST_SERIALIZATION_BASE_OBJECT_NVP(UniverseObject)
        & BOOST_SERIALIZATION_NVP(m_star)
        & BOOST_SERIALIZATION_NVP(m_orbits)
        & BOOST_SERIALIZATION_NVP(m_objects)
        & BOOST_SERIALIZATION_NVP(m_starlanes_wormholes)
        & BOOST_SERIALIZATION_NVP(m_last_turn_battle_here);
}