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https://en.cppreference.com/w/
The zero-overhead principle is a C++ design principle that states:
- You don't pay for what you don't use.
- What you do use is just as efficient as what you could reasonably write by hand.
In general, this means that no feature should be added to C++ that would impose any overhead, whether in time or space, greater than a programmer would introduce without using the feature.
The only two features in the language that do not follow the zero-overhead principle are runtime type identification and exceptions, and are why most compilers include a switch to turn them off.
#include <string>
using namespace std;
int f(unsigned long long d){
return 1;
}
//int f( long long d){
// return 1;
//}
int fs(const string& p, char *o){
return p == o;
}
int cmain(int argc, char *argv[])
{
char e[]="efawse";
auto z=fs("efawse", e);
int k=9;
k=f(k);
return 0;
}
#include "tuple.h"
struct E{
struct D{
void f(E *e){
return z(e);
}
void z(E *e){
e->f();
}
};
private:
void f(){
}
};
#include <iostream>
using std::cout;
typedef void (*TestFuncType)(void);
#include <string>
#include <list>
typedef std::string String;
int smain(int argc, char *argv[])
{
E e;
E::D d;
d.f(&e);
int k=9;
Tuple<int, char> m (k, '7');
return 0;
}
struct A{
A(){
}
// A(const A&){
//cout<<"A&\n";
// }
// A(A&&){
//cout<<"A&&\n";
// }
const char * p;
};
struct B{
B(){
}
// B(const B&){
//cout<<"B&\n";
// }
// B(B&&){
// cout<<"B&&\n";
// }
};
struct C{
A a;
B b;
};
int main(int argc, char *argv[])
{
// A a ;
// a.p = 98;
// A b = a;
C c;
c.a.p = "efs";
cout << "see\n";
C e((C&&)c);
cout << "end\n";
return 0;
}
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