This class defines a list of Entities (Transient Objects),
it can be used as a field of other Transient classes, with
these features :
More...
#include <Interface_EntityList.hxx>
Public Member Functions |
| Interface_EntityList () |
| Creates a List as beeing empty
|
void | Clear () |
| Clears the List
|
void | Append (const Handle< Standard_Transient > &ent) |
| Appends an Entity, that is to the END of the list
(keeps order, but works slowerly than Add, see below)
|
void | Add (const Handle< Standard_Transient > &ent) |
| Adds an Entity to the list, that is, with NO REGARD about the
order (faster than Append if count becomes greater than 10)
|
void | Remove (const Handle< Standard_Transient > &ent) |
| Removes an Entity from the list, if it is there
|
void | Remove (const Standard_Integer num) |
| Removes an Entity from the list, given its rank
|
Standard_Boolean | IsEmpty () const |
| Returns True if the list is empty
|
Standard_Integer | NbEntities () const |
| Returns count of recorded Entities
|
const Handle_Standard_Transient & | Value (const Standard_Integer num) const |
| Returns an Item given its number. Beware about the way the
list was filled (see above, Add and Append)
|
void | SetValue (const Standard_Integer num, const Handle< Standard_Transient > &ent) |
| Returns an Item given its number. Beware about the way the
list was filled (see above, Add and Append)
|
void | FillIterator (Interface_EntityIterator &iter) const |
| fills an Iterator with the content of the list
(normal way to consult a list which has been filled with Add)
|
Standard_Integer | NbTypedEntities (const Handle< Standard_Type > &atype) const |
| Returns count of Entities of a given Type (0 : none)
|
Handle_Standard_Transient | TypedEntity (const Handle< Standard_Type > &atype, const Standard_Integer num=0) const |
| Returns the Entity which is of a given type.
If num = 0 (D), there must be ONE AND ONLY ONE
If num > 0, returns the num-th entity of this type
|
Detailed Description
- oriented to define a little list, that is, slower than an
Array or a Map of Entities for a big count (about 100 and
over), but faster than a Sequence
- allows to work as a Sequence, limited to Clear, Append,
Remove, Access to an Item identified by its rank in the list
- space saving, compared to a Sequence, especially for little
amounts; better than an Array for a very little amount (less
than 10) but less good for a greater amount
Works in conjunction with EntityCluster
An EntityList gives access to a list of Entity Clusters, which
are chained (in one sense : Single List)
Remark : a new Item may not be Null, because this is the
criterium used for "End of List"
Constructor & Destructor Documentation
Interface_EntityList::Interface_EntityList |
( |
| ) |
|
Member Function Documentation
void Interface_EntityList::Clear |
( |
| ) |
|
The documentation for this class was generated from the following file: