BALL::PropertyManager Class Reference

Property Manager class. More...

#include <property.h>

Inheritance diagram for BALL::PropertyManager:
Inheritance graph
[legend]

List of all members.


Public Member Functions

Constructors and Destructors
PropertyManager ()
Default constructor.
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)
Assign properties from another property manager.
const PropertyManager & operator= (const PropertyManager &property_manager)
Assignment operator.
void get (PropertyManager &property_manager) const
Assign properties to another property manager.
void swap (PropertyManager &property_manager)
Swap the properties with another property manager.
Accessors
BitVector & getBitVector ()
Return a mutable reference to the bit vector.
const BitVector & getBitVector () const
Return a const reference to the bit vector containing the unnamed properties.
Converters
operator BitVector & ()
Converter to BitVector.
Handling unnamed bit properties
void setProperty (Property property)
Set a property.
void clearProperty (Property property)
Clear a property.
void toggleProperty (Property property)
Toggle (invert) a property.
Size countProperties () const
Count all properties.
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 NamedProperty & getNamedProperty (Position index) const throw (Exception::IndexOverflow)
Non-mutable access to a named property by its index.
NamedProperty & getNamedProperty (Position index) throw (Exception::IndexOverflow)
Mutable access to a named property by its index.
void setProperty (const NamedProperty &property)
Set a named property.
void setProperty (const string &name)
Set a named property without any data.
void setProperty (const string &name, bool value)
Set a named property containing boolean data.
void setProperty (const string &name, int value)
Set a named property containing a signed integer number.
void setProperty (const string &name, unsigned int value)
Set a named property containing an unsigned integer number.
void setProperty (const string &name, float value)
Set a named property containing a floating point number.
void setProperty (const string &name, double value)
Set a named property containing a double-precision floating point number.
void setProperty (const string &name, const string &value)
Set a named property containing a string.
void setProperty (const string &name, const PersistentObject &value)
Set a named property containing a PersistentObject.
const NamedProperty & getProperty (const string &name) const
Retrieve a named property.
void clearProperty (const string &name)
Remove a named property.
Size countNamedProperties () const
Return the number of named properties.
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
Equality operator Two instances are equal if they have the same named and unnamed properties.
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
Test if instance is valid.
void dump (std::ostream &s=std::cout, Size depth=0) const
Internal state dump.

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

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.

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

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

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::isValid ( ) const

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

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

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

Generated on Thu Aug 6 18:30:27 2009 for BALL by doxygen 1.5.8