Open CASCADE Technology
6.5.4
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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 | |
DEFINE_STANDARD_ALLOC | 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 |
- oriented to define a little list, that is, slower than an <br> Array or a Map of Entities for a big count (about 100 and <br> over), but faster than a Sequence <br> - allows to work as a Sequence, limited to Clear, Append, <br> Remove, Access to an Item identified by its rank in the list <br> - space saving, compared to a Sequence, especially for little <br> amounts; better than an Array for a very little amount (less <br> than 10) but less good for a greater amount <br>
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"
void Interface_EntityList::Add | ( | const Handle< Standard_Transient > & | ent | ) |
void Interface_EntityList::Append | ( | const Handle< Standard_Transient > & | ent | ) |
void Interface_EntityList::FillIterator | ( | Interface_EntityIterator & | iter | ) | const |
Standard_Integer Interface_EntityList::NbTypedEntities | ( | const Handle< Standard_Type > & | atype | ) | const |
void Interface_EntityList::Remove | ( | const Handle< Standard_Transient > & | ent | ) |
void Interface_EntityList::SetValue | ( | const Standard_Integer | num, |
const Handle< Standard_Transient > & | ent | ||
) |
Handle_Standard_Transient Interface_EntityList::TypedEntity | ( | const Handle< Standard_Type > & | atype, |
const Standard_Integer | num = 0 |
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) | const |