/////////////////////////////////////////////////////////////////////////////// // Copyright (c) Electronic Arts Inc. All rights reserved. /////////////////////////////////////////////////////////////////////////////// #ifndef EASTL_UNORDERED_MAP_H #define EASTL_UNORDERED_MAP_H #include #include #if defined(EA_PRAGMA_ONCE_SUPPORTED) #pragma once // Some compilers (e.g. VC++) benefit significantly from using this. We've measured 3-4% build speed improvements in apps as a result. #endif namespace eastl { /// unordered_map /// /// The original TR1 (technical report 1) used "hash_map" to name a hash /// table backed associative container of unique key-value pairs. When the /// container was added to the C++11 standard the committee chose the name /// "unordered_map" to clarify that internally the elements are NOT sorted in /// any particular order. We provide a template alias here to ensure feature /// parity with the original eastl::hash_map. /// #if !defined(EA_COMPILER_NO_TEMPLATE_ALIASES) template , typename Predicate = eastl::equal_to, typename Allocator = EASTLAllocatorType, bool bCacheHashCode = false> using unordered_map = hash_map; #endif /// unordered_multimap /// /// Similar template alias as "unordered_map" except the contained elements /// need not be unique. See "hash_multimap" for more details. /// #if !defined(EA_COMPILER_NO_TEMPLATE_ALIASES) template , typename Predicate = eastl::equal_to, typename Allocator = EASTLAllocatorType, bool bCacheHashCode = false> using unordered_multimap = hash_multimap; #endif } // namespace eastl #endif // Header include guard