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::VIEW::ModelProcessor BALL::VIEW::Representation BALL::PDBAtom BALL::SmilesParser::SPAtom BALL::Chain BALL::Fragment BALL::Molecule BALL::SecondaryStructure BALL::System BALL::SmilesParser::SPBond BALL::VIEW::AddBackboneModel BALL::VIEW::AddSurfaceModel BALL::VIEW::AtomBondModelBaseProcessor BALL::VIEW::ForceModel BALL::VIEW::LabelModel

List of all members.


Public Member Functions

Constructors and Destructors


BALL_INLINE PropertyManager ()
 

Default constructor.


BALL_INLINE PropertyManager (const PropertyManager &property_manager)
 

Copy constructor.


virtual ~PropertyManager ()
 

Destructor.


virtual void clear ()
 

Clears all properties.


virtual void destroy ()
 

Clears all properties.


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 throw (Exception::IndexOverflow)
NamedPropertygetNamedProperty (Position index) throw (Exception::IndexOverflow)
void setProperty (const NamedProperty &property)
void setProperty (const string &name)
void setProperty (const string &name, bool value)
void setProperty (const string &name, int value)
void setProperty (const string &name, unsigned int value)
void setProperty (const string &name, float value)
void setProperty (const string &name, double value)
void setProperty (const string &name, const string &value)
void setProperty (const string &name, const PersistentObject &value)
const NamedPropertygetProperty (const string &name) const
void clearProperty (const string &name)
Size countNamedProperties () const
Predicates
bool hasProperty (Property property) const
 

Query for an unnamed property.


bool hasProperty (const string &name) const
 

Query for a named property.


bool operator== (const PropertyManager &pm) const
bool operator!= (const PropertyManager &pm) const
 

Inequality operator.


Storable Interface
void write (PersistenceManager &pm) const
 

Persistent stream writing.


bool read (PersistenceManager &pm)
 

Persistent stream reading.


Debugging and Diagnostics
bool isValid () const
void dump (std::ostream &s=std::cout, Size depth=0) const

Private Attributes

BitVector bitvector_
std::vector< NamedPropertynamed_properties_

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

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

void BALL::PropertyManager::clearProperty ( const string &  name  ) 

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

Parameters:
name the name of the property to be removed
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:
property the number of the property to be cleared
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

Reimplemented in BALL::Atom, BALL::AtomContainer, BALL::Bond, BALL::Chain, BALL::Fragment, BALL::Molecule, BALL::NucleicAcid, BALL::Nucleotide, BALL::PDBAtom, BALL::Protein, BALL::Residue, BALL::SecondaryStructure, BALL::VIEW::Representation, BALL::VIEW::AtomBondModelBaseProcessor, BALL::VIEW::AddBackboneModel, BALL::VIEW::AddBallAndStickModel, BALL::VIEW::AddLineModel, BALL::VIEW::ModelProcessor, BALL::VIEW::AddSurfaceModel, and BALL::VIEW::AddVanDerWaalsModel.

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_manager the target object
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
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
NamedProperty& BALL::PropertyManager::getNamedProperty ( Position  index  )  throw (Exception::IndexOverflow)

Mutable access to a named property by its index.

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

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

const NamedProperty& BALL::PropertyManager::getProperty ( const 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:
name the name of the proeprty to be retrieved
bool BALL::PropertyManager::hasProperty ( const string &  name  )  const

Query for a named property.

bool BALL::PropertyManager::hasProperty ( Property  property  )  const

Query for an unnamed property.

bool BALL::PropertyManager::isValid (  )  const

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

Returns:
bool true

Reimplemented in BALL::Atom, BALL::AtomContainer, BALL::Bond, BALL::NucleicAcid, BALL::Nucleotide, BALL::Protein, BALL::Residue, BALL::SecondaryStructure, BALL::VIEW::Representation, and BALL::VIEW::ModelProcessor.

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_manager the 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_manager the PropertyManager object to copy from
void BALL::PropertyManager::setProperty ( const 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:
name the name to be used for the new property
value the data
void BALL::PropertyManager::setProperty ( const string &  name,
const 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:
name the name to be used for the new property
value the data
void BALL::PropertyManager::setProperty ( const 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:
name the name to be used for the new property
value the data
void BALL::PropertyManager::setProperty ( const 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:
name the name to be used for the new property
value the data
void BALL::PropertyManager::setProperty ( const 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:
name the name to be used for the new property
value the data
void BALL::PropertyManager::setProperty ( const 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:
name the name to be used for the new property
value the data
void BALL::PropertyManager::setProperty ( const 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:
name the name to be used for the new property
value the boolean value
void BALL::PropertyManager::setProperty ( const 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:
name the name to be used for the new property
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:
property the new property to be set
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:
property the number of the property to be set
void BALL::PropertyManager::swap ( PropertyManager property_manager  ) 

Swap the properties with another property manager.

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

Persistent stream writing.


Member Data Documentation