class c4_FloatProp - Floating point properties.

c4_Row AsRow (double value_) const;
  Create a row with one floating point value

double Get (const c4_RowRef& row_) const;
  Get a floating point property in a row

void Set (const c4_RowRef& row_, double value_) const;
  Set a floating point property in a row

c4_FloatProp (const char* name_);
  Construct a new property

c4_FloatRef operator() (const c4_RowRef& row_) const;
  Get or set a floating point property in a row

c4_Row operator[] (double value_) const;
  Create a row with one floating point value, shorthand for AsRow

static void c4_Property::CleanupInternalData ();
  Call this to get rid of som eonternal datastructues (on exit)

int c4_Property::GetId () const;
  A property object in fact merely represents an entry in a globally maintained symbol table. Each property is assigned a unique id, which remains valid as long as some reference to that property exists. In general, property id's remain unique as long as the application runs. Do not store id's on file, since they are not guaranteed to remain the same across program invocations. All properties with the same name are given the same id.

const char* c4_Property::Name () const;
  Return the name of this property

void c4_Property::Refs (int) const;
  This is part of the implementation and shouldn't normally be called.

char c4_Property::Type () const;
  Return the type of this property

c4_Reference c4_Property::operator() (const c4_RowRef& row_) const;
  Get or set this untyped property in a row

c4_View c4_Property::operator, (const c4_Property& prop_) const;
  Return a view like the first, with a property appended to it

void c4_Property::operator= (const c4_Property& property_);
  Assignment

class c4_FloatProp