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BALL::PropertyManager Class Reference

#include <BALL/CONCEPT/property.h>

Inheritance diagram for BALL::PropertyManager:
BALL::Atom BALL::AtomContainer BALL::Bond BALL::PDBFile BALL::Peak< PositionType > BALL::RingAnalyser::Ring BALL::VIEW::ModelProcessor BALL::VIEW::Representation BALL::Peak< float >

Public Member Functions

Constructors and Destructors
BALL_INLINE PropertyManager ()
 Default constructor. More...
 
BALL_INLINE PropertyManager (const PropertyManager &property_manager)
 Copy constructor. More...
 
virtual ~PropertyManager ()
 Destructor. More...
 
virtual void clear ()
 Clears all properties. More...
 
virtual void destroy ()
 Clears all properties. More...
 
Assignment
void set (const PropertyManager &property_manager)
 
const PropertyManageroperator= (const PropertyManager &property_manager)
 
void get (PropertyManager &property_manager) const
 
void swap (PropertyManager &property_manager)
 
Accessors
BitVectorgetBitVector ()
 
const BitVectorgetBitVector () const
 
Converters
 operator BitVector & ()
 
Handling unnamed bit properties
void setProperty (Property property)
 
void clearProperty (Property property)
 
void toggleProperty (Property property)
 
Size countProperties () const
 
Handling named properties

PropertyManager contains an vector of NamedProperty objects. Each of the NamedProeprty objects has to have a unique name. The setProperty methods ensure the uniqueness of this name. If a setProperty method is called for an existing name, the existing object is destructed prior to the insertion of the new object.

const NamedPropertygetNamedProperty (Position index) const
 
NamedPropertygetNamedProperty (Position index)
 
void setProperty (const NamedProperty &property)
 
void setProperty (const std::string &name)
 
void setProperty (const std::string &name, bool value)
 
void setProperty (const std::string &name, int value)
 
void setProperty (const std::string &name, unsigned int value)
 
void setProperty (const std::string &name, float value)
 
void setProperty (const std::string &name, double value)
 
void setProperty (const std::string &name, const std::string &value)
 
void setProperty (const std::string &name, const PersistentObject &value)
 
const NamedPropertygetProperty (const std::string &name) const
 
NamedPropertyIterator beginNamedProperty ()
 
NamedPropertyIterator endNamedProperty ()
 
void clearProperty (const std::string &name)
 
Size countNamedProperties () const
 
Predicates
bool hasProperty (Property property) const
 Query for an unnamed property. More...
 
bool hasProperty (const std::string &name) const
 Query for a named property. More...
 
bool operator== (const PropertyManager &pm) const
 
bool operator!= (const PropertyManager &pm) const
 Inequality operator. More...
 
Storable Interface
void write (PersistenceManager &pm) const
 Persistent stream writing. More...
 
bool read (PersistenceManager &pm)
 Persistent stream reading. More...
 
Debugging and Diagnostics
bool isValid () const
 
void dump (std::ostream &s=std::cout, Size depth=0) const
 

Detailed Description

Property Manager class. This class manages properties of a class. A property can be seen as easy way to extend the class BALL_EXPORT' attributes without changing its interface. There are different types of properties defined depending on the kind of data stored. The simplest kind of property is just stored as a boolean information: Either an object has a certain property, or it does not. These properties are obviously coded as a BitVector. However the meaning of the different bits has to be defined and the uniqueness of this meaning has to be guaranteed. In order to avoid this, all kernel classes derived from PropertyManager contain a public enum that defines a value NUMBER_OF_PROPERTIES. All user defined properties should refer to this constant (e.g. by defining MY_PROPERTY = Molecule::NUMBER_OF_PROPERTIES + 1).

The second way of storing properties is much more flexible, but less efficient. It uses the class NamedProperty that also allows to store additional information along with the property. In this case, each property is accessed via a unique name.
Interface: Storable

Definition at line 343 of file property.h.

Constructor & Destructor Documentation

BALL_INLINE BALL::PropertyManager::PropertyManager ( )

Default constructor.

BALL_INLINE BALL::PropertyManager::PropertyManager ( const PropertyManager property_manager)

Copy constructor.

virtual BALL::PropertyManager::~PropertyManager ( )
virtual

Destructor.

Member Function Documentation

NamedPropertyIterator BALL::PropertyManager::beginNamedProperty ( )

Return an iterator to the first NamedProperty stored in this container.

virtual void BALL::PropertyManager::clear ( )
virtual
void BALL::PropertyManager::clearProperty ( Property  property)

Clear a property. This method clears an unnamed property of a PropertyManager object by calling BitVector::clearBit(property) for the private bit vector.

Parameters
propertythe number of the property to be cleared
void BALL::PropertyManager::clearProperty ( const std::string &  name)

Remove a named property. If the named property name does exist, it is remove from the array of properties.

Parameters
namethe name of the property to be removed
Size BALL::PropertyManager::countNamedProperties ( ) const

Return the number of named properties.

Returns
Size the number of named properties stored in the ProprtyManager object
Size BALL::PropertyManager::countProperties ( ) const

Count all properties. This method returns the sum of unnamed and named properties. It counts the number of ones in the bit vector and the number of properties stored in the named property vector.

virtual void BALL::PropertyManager::destroy ( )
virtual
void BALL::PropertyManager::dump ( std::ostream &  s = std::cout,
Size  depth = 0 
) const

Internal state dump. Dump the current internal state of {*this} to the output ostream s with dumping depth depth .

Parameters
s- output stream where to output the internal state of {*this}
depth- the dumping depth
NamedPropertyIterator BALL::PropertyManager::endNamedProperty ( )

Return an iterator past the last NamedProperty stored in this container.

void BALL::PropertyManager::get ( PropertyManager property_manager) const

Assign properties to another property manager. This method copies the contents of the PropertyManager object to the given property_manager.

Parameters
property_managerthe target object
BitVector& BALL::PropertyManager::getBitVector ( )

Return a mutable reference to the bit vector. This method returns the bit vector containing the unnamed properties of the property manager.

Returns
BitVector& a mutable reference to the (private) BitVector containing the unnamed properties
const BitVector& BALL::PropertyManager::getBitVector ( ) const

Return a const reference to the bit vector containing the unnamed properties. This method returns the bit vector containing the unnamed properties of the property manager.

Returns
BitVector& a const reference to the (private) BitVector containing the unnamed properties
const NamedProperty& BALL::PropertyManager::getNamedProperty ( Position  index) const

Non-mutable access to a named property by its index.

Exceptions
Exception::IndexOverflow
NamedProperty& BALL::PropertyManager::getNamedProperty ( Position  index)

Mutable access to a named property by its index.

Exceptions
Exception::IndexOverflow
const NamedProperty& BALL::PropertyManager::getProperty ( const std::string &  name) const

Retrieve a named property. If the property manager contains a property named name this property is returned. An empty property is returned otherwise.

Parameters
namethe name of the proeprty to be retrieved
bool BALL::PropertyManager::hasProperty ( Property  property) const

Query for an unnamed property.

bool BALL::PropertyManager::hasProperty ( const std::string &  name) const

Query for a named property.

bool BALL::PropertyManager::isValid ( ) const

Test if instance is valid. Returns true if the bitvector is valid.

Returns
bool true
BALL::PropertyManager::operator BitVector & ( )

Converter to BitVector. This operator converts a PropertyManager object to a BitVector object containing the unnamed properties.

Returns
BitVector& a reference to the BitVector containing the unnamed properties of the property manager
bool BALL::PropertyManager::operator!= ( const PropertyManager pm) const

Inequality operator.

const PropertyManager& BALL::PropertyManager::operator= ( const PropertyManager property_manager)

Assignment operator. This operator calls set(property_manager) to assign a new object.

Parameters
property_managerthe PropertyManager object to copy from
Returns
PropertyManager *this
bool BALL::PropertyManager::operator== ( const PropertyManager pm) const

Equality operator Two instances are equal if they have the same named and unnamed properties.

bool BALL::PropertyManager::read ( PersistenceManager pm)

Persistent stream reading.

void BALL::PropertyManager::set ( const PropertyManager property_manager)

Assign properties from another property manager

Parameters
property_managerthe PropertyManager object to copy from
void BALL::PropertyManager::setProperty ( Property  property)

Set a property. This method sets an unnamed property of a PropertyManager object by calling BitVector::setBit(property) for the private bit vector.

Parameters
propertythe number of the property to be set
void BALL::PropertyManager::setProperty ( const NamedProperty property)

Set a named property. This method adds a new named property to the property manager's array of named properties or substitutes an already existing named property by property. If a property with the same name as property already exists, it is destructed.

Parameters
propertythe new property to be set
void BALL::PropertyManager::setProperty ( const std::string &  name)

Set a named property without any data. This method creates a new named property not containing any data (NamedProperty::Type == NONE). Already existing data using the same name is overwritten.

Parameters
namethe name to be used for the new property
void BALL::PropertyManager::setProperty ( const std::string &  name,
bool  value 
)

Set a named property containing boolean data. This method creates a new named property containing boolean data (NamedProperty::Type == BOOL). Already existing data using the same name is overwritten.

Parameters
namethe name to be used for the new property
valuethe boolean value
void BALL::PropertyManager::setProperty ( const std::string &  name,
int  value 
)

Set a named property containing a signed integer number. This method creates a new named property containing an int (NamedProperty::Type == INT). Already existing data using the same name is overwritten.

Parameters
namethe name to be used for the new property
valuethe data
void BALL::PropertyManager::setProperty ( const std::string &  name,
unsigned int  value 
)

Set a named property containing an unsigned integer number. This method creates a new named property containing an unsigned int (NamedProperty::Type == UNSIGNED_INT). Already existing data using the same name is overwritten.

Parameters
namethe name to be used for the new property
valuethe data
void BALL::PropertyManager::setProperty ( const std::string &  name,
float  value 
)

Set a named property containing a floating point number. This method creates a new named property containing a floating point number (NamedProperty::Type == FLOAT). Already existing data using the same name is overwritten.

Parameters
namethe name to be used for the new property
valuethe data
void BALL::PropertyManager::setProperty ( const std::string &  name,
double  value 
)

Set a named property containing a double-precision floating point number. This method creates a new named property containing a floating point number (NamedProperty::Type == DOUBLE). Already existing data using the same name is overwritten.

Parameters
namethe name to be used for the new property
valuethe data
void BALL::PropertyManager::setProperty ( const std::string &  name,
const std::string &  value 
)

Set a named property containing a string. This method creates a new named property containing a string (NamedProperty::Type == STRING). Already existing data using the same name is overwritten.

Parameters
namethe name to be used for the new property
valuethe data
void BALL::PropertyManager::setProperty ( const std::string &  name,
const PersistentObject value 
)

Set a named property containing a PersistentObject. This method creates a new named property containing a string (NamedProperty::Type == OBJECT). Already existing data using the same name is overwritten.

Parameters
namethe name to be used for the new property
valuethe data
void BALL::PropertyManager::swap ( PropertyManager property_manager)

Swap the properties with another property manager.

Parameters
property_managerthe PropertyManager object to swap the properties with
void BALL::PropertyManager::toggleProperty ( Property  property)

Toggle (invert) a property. This method clears an unnamed property of a PropertyManager object by calling BitVector::toggleBit(property) for the private bit vector.

Parameters
propertythe number of the property to be toggled
void BALL::PropertyManager::write ( PersistenceManager pm) const

Persistent stream writing.