spelling and cleanup (to get it compiling)
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7abada72fd
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4 changed files with 10 additions and 14 deletions
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@ -216,11 +216,11 @@ namespace asset {
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*/
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set<string> groups;
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/** user visible Name-ID. To be localized. */
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/** user visible Name-ID. To be localised. */
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const string shortDesc;
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/** user visible qualification of the thing, unit or concept represented by this asset.
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* perferably "in one line". To be localized. */
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* preferably "in one line". To be localised. */
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const string longDesc;
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vector<PAsset> parents;
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@ -232,7 +232,7 @@ namespace asset {
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protected:
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/** Asset is a Interface class; usually, objects of
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* concrete subclasses are created via specialized Factories.
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* concrete subclasses are created via specialised Factories.
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* Calling this base ctor causes registration with AssetManager.
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*/
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Asset (const Ident& idi);
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@ -240,11 +240,11 @@ namespace asset {
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/** release all links to other Asset objects held internally.
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* The lifecycle of Asset objects is managed by smart pointers
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* and the Asset manager. Calling \c release() breaks interconnectons
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* and the Asset manager. Calling \c release() breaks interconnections
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* to other Assets in the central Object network comprising the session.
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* It is up to the AssetManager to asure the notification of any other
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* It is up to the AssetManager to assure the notification of any other
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* components that may need to release references to the Asset object
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* beeing removed. The rationale is, after releasing all interlinkings,
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* being removed. The rationale is, after releasing all interlinking,
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* when the AssetManager removes its DB entry for this asset, the
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* smart pointer goes out of scope and triggers cleanup.
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*/
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@ -255,7 +255,7 @@ namespace asset {
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virtual void unlink (IDA target);
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/** establish a connection between this and the given parent asset,
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* denoting we are in some way dependant on the parent. */
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* denoting we are in some way dependent on the parent. */
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void defineDependency (PAsset parent);
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void defineDependency (Asset& parent);
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@ -280,7 +280,7 @@ namespace asset {
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*/
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const vector<PAsset>& getDependant () const { return dependants; }
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/** weather this asset is swithced on and consequently
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/** weather this asset is switched on and consequently
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* included in the fixture and participates in rendering
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*/
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bool isActive () const;
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@ -303,7 +303,7 @@ namespace asset {
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/** ordering of Assets is based on the ordering
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* of Ident tuples, which are supposed to be unique.
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* By using our customized lumiera::P as smart ptr,
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* By using our customised lumiera::P as smart ptr,
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* comparison on P<Asset> ptrs will be automatically
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* forwarded to the Asset comparison operators.
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* @note version info is irrelevant */
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@ -79,7 +79,7 @@ namespace mobject {
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bool remove (PlacementMO&);
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bool remove (ID);
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};
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////////////////TODO currently just fleshing out the API; probably have to splitt off an impl.class
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////////////////TODO currently just fleshing out the API; probably have to split off an impl.class
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@ -58,8 +58,6 @@ namespace test {
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*/
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class PlacementIndex_test : public Test
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{
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typedef shared_ptr<asset::Media> PM;
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typedef shared_ptr<asset::Clip> PCA;
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virtual void
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run (Arg)
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@ -57,8 +57,6 @@ namespace test {
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*/
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class PlacementRef_test : public Test
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{
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typedef shared_ptr<asset::Media> PM;
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typedef shared_ptr<asset::Clip> PCA;
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virtual void
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run (Arg)
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