// -*- C++ -*-
namespace Hurricane {
/*! \class Property
* \brief Property description (\b API)
*
* \section secPropertyIntro Introduction
*
* Properties can be attached to the data base objects. Those
* properties must have a name in order to access them
* unambiguously. Of course only one property of a given name
* can be attached to an object.
*
* In a first step we define two great categories of properties
* : the private properties which can be attached to only one
* object and the shared properties which can be attached to a
* large number of objects.
*
* We will detail separately their respective behaviour, but we
* ensure that the management of each of those two property
* categories is absolutely secure. That is, on one side you can
* destroy explicitely a property (and the objects will be
* notified) and on the other side the properties will be
* automatically destroyed when no more object reference them.
*
* \remark By overloading some messages, as we will see later, it is
* possible to set up different behaviours (like avoid the
* automatic delete).
*
*
* \section secPropertyTheQuarks The Quarks
*
* As we shall see, the occurences are very simple objects which
* are used to designate some entity of the virtually unfolded
* hierarchy. Indeed, those occurences, which are built and
* deleted very quickly, are very volatile objects to which
* obvioulsy we can't attach properties directly.
*
* But the interest of occurences is precisely to be able to
* attach them properties. In order to be able to do that,
* properties must be stored in a secure place where we could
* find them when needed. The quarks are here for that purpose :
* they are subtypes of data base object and therefore can store
* the properties attached to occurences.
*
* \important only one quark is attached to all occurences which refer the
* same entity of the virtually unfolded hierarchy. This means
* that a property placed on an occurence can be read by any
* other occurence which refers the same entity of the virtually
* unfolded hierarchy.
*
* \remark Those quarks are also volatile objects because their only
* reason to exist is that at least one property is attached to
* them.
*
*
* \section secPropertyHowThatWorks How that works
*
* We will detail the way properties are managed by analysing
* more precisely what happens at the level of property access
* functions both for data base objects and for occurences.
*
*
* Accessing a property by its name
\code
Property* DBo::getProperty(const Name& name) const;
\endcode
* This member function returns the property of name \c \
* if there is one attached to the object, else NULL.
\code
Property* Occurrence::getProperty(const Name& name) const;
\endcode
* This function searches in a first time the quark representing
* the occurence.
*
* If the quark doesn't exist, this means there is no property
* attached to that occurence, then the function returns NULL.
*
* If the quark does exist, the function returns the property of
* name \c \ attached to the quark, if any, by calling
* the previous function (because quarks are data base objects).
*
*
* Accessing the set of all properties
\code
Properties DBo::getProperties() const;
\endcode
* Return the collection of properties attached to the object (possibly
* empty).
\code
Properties Occurrence::getProperties() const;
\endcode
* This function searches in a first time the quark representing
* the occurence.
*
* If the quark doesn't exist, this means there is no property
* attached to that occurence, then the function returns an
* empty property collection.
*
* If the quark does exist, the function returns the property
* collection attached to the quark, by calling the previous
* function (the returned collection is inevitably non empty,
* else the quark would not exist).
*
*
* Does the object have properties ?
\code
bool DBo::hasProperty() const;
\endcode
* Return \true if the object owns at least a property, else \false.
\code
bool Occurrence::hasProperty() const;
\endcode
* This function searches the quark representing the occurence.
*
* If the quark does exist it means there is at least a property
* assigned to it and the function returns \true, else it
* returns \false.
*
*
* Adding a property : things becomes a little harder
\code
void DBo::put(Property* property);
\endcode
* Adds the property \c \ to the set of properties of
* the object.
\code
void Occurrence::put(Property* property);
\endcode
* This function searches the quark representing the occurence.
*
* If the quark doesn't exist it is automatically created in
* order to attach this first property.
*
* once the quark has been got or created, we can add the
* property with the previous function.
*
* Two important things might happen then : The property is
* already owned by an other object (may be a quark) and that
* property is not a shared one and/or the object owns
* already a property with the same name.
*
* Therefore it may happen, within this step, that adding a
* property to an object leads to the deletion of an other
* property on that object (name unicity) or on an other
* object (unicity of owner for a private property).
*
* Which behaviour should we have in such conditions ? Shall we
* destroy the property which has been detached ? There is no
* unique behaviour which matches all needs. In order to solve
* this problem the properties must answer to two specific
* messages which are : onCapturedBy(DBo* dbo) when the
* property is attached to an object and onReleasedBy(DBo*
* dbo) when it is detached from the object. It is within
* that last message that the decision about the future of the
* property must be taken.
*
* \remark We will detail below those messages for both private and
* shared properties.
*
*
* Removing a property
\code
void DBo::remove(Property* property);
\endcode
* Removes the property \c \ from the set of
* properties of the object.
\code
void Occurrence::remove(Property* property);
\endcode
* The function searches for the quark associated to the
* occurence.
*
* If the quark doesn't exist, there is nothing to do, the
* occurence has no properties.
*
* Else the property is removed from the set of quark properties
* by calling the previous function. Furthermore if this removed
* property is the last one, the quark is automatically deleted.
*
* \important The message onReleasedBy is called upon as explained
* above. This call will decide of the future of the removed
* property.
*
*
* Clearing all properties
\code
void DBo::clearProperties();
\endcode
* Removes all properties attached to the object.
\code
void Occurrence::clearProperties();
\endcode
* First searches for the quark associated to the occurence.
*
* If the quark exist it is simply destroyed after removing all
* its private properties and detaching it from all its shared
* properties (wich may lead to their removal). Without quark
* the occurence looses all its properties.
*
* \important Here again the message onReleasedBy is called upon for
* each removed property.
*
*
* \section secPropertyCreationProcess Creation process
*
* The creation process is similar to the data base objects
* creation one. Therefore a property must be created by the
* special function Create and not by the usual new
* (which is not available).
*
*
* \section secPropertyDeletionProcess Deletion process
*
* Hurricane::Property::destroy
*
*
* \section secPropertyNaming Naming Conventions
*
* Properties being named and the their management being based
* on that name, it could occur conflicts between Hurricane
* which use some properties and the different tools which will
* be plugged above, or between different tools themselves.
*
* In order to avoid that you must take some precautions in the
* choice of the property names.
*
* So Hurricane uses properties prefixed by the string
* "Hurricane::",like for instance "Hurricane::Selector" for the
* property of type Selector.
*
* So I suggest that different tools use a
* similar namming strategy which would keep confident all the
* community of hurricaners
*
* \remark Using names like "ZenTek::TimingNode" for the TimingNode type
* property managed by tools from the ZenTek society decreases
* name conflicts, unless with other tools from the same
* society. A property name
* "SocietyName::ToolName::PropertyName" would be more secure.
*
* Furthermore, if the community adopts this convention it will
* be possible to simplify some parts of the code by avoiding
* for example calls to the macro is_a to check that the
* collected property is of the expected type, as shown in the
* following example :
\code
Property* property = occurence.getProperty("Hurricane::Selector");
if (property && is_a(property)) {
Selector* selector = (Selector*)property;
// ...
}
\endcode
* Which could become :
\code
Selector* selector = (Selector*)occurence.getProperty("Hurricane::Selector");
if (selector) {
// ...
}
\endcode
*
*
* \section secPropertyRemarks Remarks
*
* The name of properties being of type Name and not of type
* string, the comparison between two names operates on their
* pointers and not on their character strings. The length of
* the name doesn't affect the comparison performance.
*
* on the other hand, the time to create a property name depends
* obviously of its length and of the number of names (which
* fortunately are managed by efficient map containers).
*
* Therefore in order to avoid building names at each property
* access, you must provide a specific function which returns a
* Name object allocated once and once only.
*
* As a matter of fact if you write, like in the previous
* example :
\code
Property* property = occurence.getProperty("Hurricane::Selector");
\endcode
* Each time the name is built and this will degrade
* performance.
*
* on the other hand if the following static member function is
* provided :
\code
const Name& Selector::getPropertyName ()
{
static Name NAME = "Hurricane::Selector";
return NAME;
}
\endcode
* You could write later :
\code
Property* property = occurence.getProperty(Selector::getPropertyName());
\endcode
* This approach is much more efficient and presents an other
* interest : you don't need to know the name of the property
* being handled. This allows to change property names without
* affecting existing code.
*
* Therefore I propose, for every new
* instanciable property (whose name depends of the property
* type), that a static member function be systematically
* provided.
*
* Furthermore, both StandardPrivateProperty and
* StandardSharedProperty have, as we shall see later, an
* attribute giving their name. Here again, for accessing the
* propety, a name must be created.
*
* So I propose also that a global
* function (which can't be a static member function) be defined
* for each new property name.
*
* That way, by defining (i.e. for the property ObjectId) the
* function :
\code
const Name& getObjectIdPropertyName ()
{
static Name NAME = "Hurricane::ObjectId";
return NAME;
}
\endcode
* You can write later :
\code
Property* property = occurence.getProperty(getObjectIdPropertyName());
\endcode
*/
/*! \function Name Property::getName() const;
* \Return the name of the property : this method must absolutely be
* overloaded for all new property classes, because the property
* name is not a "wired in" attribute. A property being a real
* object, this name derives naturally from the property type
* name (so don't loose room uselessly to store it in a record
* slot).
*/
/*! \function void Property::onCapturedBy(DBo* dbo);
* This message is called upon when the property is added to the
* properties of \c \.
*
* By default this function does nothing particular, but it must
* be overloaded for all property sub-classes. We will detail
* later the reaction to this message as taken by the private
* and shared property classes.
*
* \remark This message being already overloaded for private and shared
* property classes there is no need to overload it again when
* specializing any of those two classes.
*/
/*! \function void Property::onReleasedBy(DBo* dbo);
* This message is called upon when the property is removed from
* the \c \ properties.
*
* \important The argument \c \ is not (or no more) necessarily the
* owner of the property which receives the message. The
* processing to be done in reaction to this message often
* depends on this observation. We will better understand this
* subtlety when studying private properties.
*
* \remark This message being already overloaded for private and shared
* property classes there is no need to overload it again when
* specializing any of those two classes.
*/
//! \name Property Collection
// \{
/*! \typedef Properties
* Generic collection representing a set of properties.
*/
/*! \typedef PropertyLocator
* Generic locator for visiting a property collection.
*/
/*! \typedef PropertyFilter
* Filter to selecting a subset of properties matching some
* criteria.
*/
/*! \def forEach(Property*, iproperty, properties)
* Macro for visiting all properties of a property collection.
\code
Occurrence occurence = ...; // we get an occurence
forEach(Property*, iproperty, occurence.getProperties()) {
cerr << *iproperty << endl;
}
\endcode
*/
// \}
/*! \function void Property::destroy();
* Like the data base objects, properties can be destroyed by
* calling upon this function and not the standard C++
* destructor (which is not available).
*/
}