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author | Wouter van Oortmerssen <wvo@google.com> | 2016-01-06 16:51:00 -0800 |
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committer | Wouter van Oortmerssen <wvo@google.com> | 2016-01-06 16:51:00 -0800 |
commit | 6beafd14e09664d526e78c7c945f8f0c40f6de75 (patch) | |
tree | c65a16bd66511f26c4e8f410454c6b3bce387100 /docs | |
parent | b4d29970f4a1ed826785b6f6df30c0b7b8ad4b43 (diff) | |
download | flatbuffers-6beafd14e09664d526e78c7c945f8f0c40f6de75.tar.gz flatbuffers-6beafd14e09664d526e78c7c945f8f0c40f6de75.tar.bz2 flatbuffers-6beafd14e09664d526e78c7c945f8f0c40f6de75.zip |
Updated docs to point to benchmark source code location.
Change-Id: If4c8fac6a421ac6436cab0dd7a0ae822a32e90bf
Diffstat (limited to 'docs')
-rw-r--r-- | docs/html/md__benchmarks.html | 4 | ||||
-rwxr-xr-x | docs/source/Benchmarks.md | 6 |
2 files changed, 9 insertions, 1 deletions
diff --git a/docs/html/md__benchmarks.html b/docs/html/md__benchmarks.html index 3b8ec2cd..840b81f1 100644 --- a/docs/html/md__benchmarks.html +++ b/docs/html/md__benchmarks.html @@ -94,8 +94,10 @@ $(document).ready(function(){initNavTree('md__benchmarks.html','');}); <li>Thrift: very similar to Protocol Buffers, but appears to be less efficient, and have more dependencies.</li> <li>YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.</li> <li>C# comes with built-in serialization functionality, as used by Unity also. Being tied to the language, and having no automatic versioning support limits its applicability.</li> -<li>Project Anarchy (the free mobile engine by Havok) comes with a serialization system, that however does no automatic versioning (have to code around new fields manually), is very much tied to the rest of the engine, and works without a schema to generate code (tied to your C++ class definition). </li> +<li>Project Anarchy (the free mobile engine by Havok) comes with a serialization system, that however does no automatic versioning (have to code around new fields manually), is very much tied to the rest of the engine, and works without a schema to generate code (tied to your C++ class definition).</li> </ul> +<h3>Code for benchmarks</h3> +<p>Code for these benchmarks sits in <code>benchmarks/</code> in git branch <code>benchmarks</code>. It sits in its own branch because it has submodule dependencies that the main project doesn't need, and the code standards do not meet those of the main project. Please read <code>benchmarks/cpp/README.txt</code> before working with the code. </p> </div></div><!-- contents --> </div><!-- doc-content --> <!-- Google Analytics --> diff --git a/docs/source/Benchmarks.md b/docs/source/Benchmarks.md index d613d022..50061d71 100755 --- a/docs/source/Benchmarks.md +++ b/docs/source/Benchmarks.md @@ -52,3 +52,9 @@ meant to be representative of game data, e.g. a scene format. fields manually), is very much tied to the rest of the engine, and works without a schema to generate code (tied to your C++ class definition). +### Code for benchmarks + +Code for these benchmarks sits in `benchmarks/` in git branch `benchmarks`. +It sits in its own branch because it has submodule dependencies that the main +project doesn't need, and the code standards do not meet those of the main +project. Please read `benchmarks/cpp/README.txt` before working with the code. |