PropertyStore.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / whidbey / NetFxQFE / ndp / fx / src / WinForms / Managed / System / WinForms / PropertyStore.cs / 1 / PropertyStore.cs

                            //------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

namespace System.Windows.Forms { 
 
    using System;
    using System.Diagnostics; 
    using System.Diagnostics.CodeAnalysis;
    using System.Drawing;

    ///  
    ///     This is a small class that can efficiently store property values.
    ///     It tries to optimize for size first, "get" access second, and 
    ///     "set" access third. 
    /// 
    internal class PropertyStore { 

        private static int currentKey;

        private IntegerEntry[] intEntries; 
        private ObjectEntry[]  objEntries;
 
        ///  
        ///     Retrieves an integer value from our property list.
        ///     This will set value to zero and return false if the 
        ///     list does not contain the given key.
        /// 
        public bool ContainsInteger(int key) {
            bool found; 
            GetInteger(key, out found);
            return found; 
        } 

        ///  
        ///     Retrieves an integer value from our property list.
        ///     This will set value to zero and return false if the
        ///     list does not contain the given key.
        ///  
        public bool ContainsObject(int key) {
            bool found; 
            GetObject(key, out found); 
            return found;
        } 

        /// 
        ///     Creates a new key for this property store.  This is NOT
        ///     guarded by any thread safety so if you are calling it on 
        ///     multiple threads you should guard.  For our purposes,
        ///     we're fine because this is designed to be called in a class 
        ///     initializer, and we never have the same class hierarchy 
        ///     initializing on multiple threads at once.
        ///  
        public static int CreateKey() {
            return currentKey++;
        }
 
        public Color GetColor(int key) {
            bool found; 
            return GetColor(key, out found); 
        }
 
        // this is a wrapper around GetObject designed to
        // reduce the boxing hit
        public Color GetColor(int key, out bool found) {
            object storedObject = GetObject(key, out found); 

            if (found) { 
                ColorWrapper wrapper = storedObject as ColorWrapper; 

                if (wrapper != null) { 
                    return wrapper.Color;
                }
#if DEBUG
                else if (storedObject != null) { 
                    Debug.Fail("Have non-null object that isnt a color wrapper stored in a color entry!\r\nDid someone SetObject instead of SetColor?");
                } 
#endif 
            }
            // we didnt actually find a non-null color wrapper. 
            found = false;
            return Color.Empty;
        }
 

        public Padding GetPadding(int key) { 
            bool found; 
            return GetPadding(key, out found);
        } 

        // this is a wrapper around GetObject designed to
        // reduce the boxing hit
        public Padding GetPadding(int key, out bool found) { 
            object storedObject = GetObject(key, out found);
 
            if (found) { 
                PaddingWrapper wrapper = storedObject as PaddingWrapper;
 

                if (wrapper != null) {
                    return wrapper.Padding;
                } 
#if DEBUG
                else if (storedObject != null) { 
                    Debug.Fail("Have non-null object that isnt a padding wrapper stored in a padding entry!\r\nDid someone SetObject instead of SetPadding?"); 
                }
#endif 
            }

            // we didnt actually find a non-null padding wrapper.
            found = false; 
            return Padding.Empty;
        } 
#if false // FXCOP currently not used 
        public Size GetSize(int key) {
            bool found; 
            return GetSize(key, out found);
        }
#endif
 
        // this is a wrapper around GetObject designed to
        // reduce the boxing hit 
        public Size GetSize(int key, out bool found) { 
            object storedObject = GetObject(key, out found);
 
            if (found) {
                SizeWrapper wrapper = storedObject as SizeWrapper;
                if (wrapper != null) {
                    return wrapper.Size; 
                }
#if DEBUG 
                else if (storedObject != null) { 
                    Debug.Fail("Have non-null object that isnt a padding wrapper stored in a padding entry!\r\nDid someone SetObject instead of SetPadding?");
                } 
#endif
            }
             // we didnt actually find a non-null size wrapper.
            found = false; 
            return Size.Empty;
        } 
 
        public Rectangle GetRectangle(int key) {
            bool found; 
            return GetRectangle(key, out found);
        }

        // this is a wrapper around GetObject designed to 
        // reduce the boxing hit
        public Rectangle GetRectangle(int key, out bool found) { 
            object storedObject = GetObject(key, out found); 

            if (found) { 
                RectangleWrapper wrapper = storedObject as RectangleWrapper;
                if (wrapper != null) {
                    return wrapper.Rectangle;
                } 
#if DEBUG
                else if (storedObject != null) { 
                    Debug.Fail("Have non-null object that isnt a Rectangle wrapper stored in a Rectangle entry!\r\nDid someone SetObject instead of SetRectangle?"); 
                }
#endif 
            }
            // we didnt actually find a non-null rectangle wrapper.
            found = false;
            return Rectangle.Empty; 
        }
 
        ///  
        ///     Retrieves an integer value from our property list.
        ///     This will set value to zero and return false if the 
        ///     list does not contain the given key.
        /// 
        public int GetInteger(int key) {
            bool found; 
            return GetInteger(key, out found);
        } 
 
        /// 
        ///     Retrieves an integer value from our property list. 
        ///     This will set value to zero and return false if the
        ///     list does not contain the given key.
        /// 
        public int GetInteger(int key, out bool found) { 

            int   value = 0; 
            int   index; 
            short element;
            short keyIndex = SplitKey(key, out element); 

            found = false;

            if (LocateIntegerEntry(keyIndex, out index)) { 
                // We have found the relevant entry.  See if
                // the bitmask indicates the value is used. 
                // 
                if (((1 << element) & intEntries[index].Mask) != 0) {
 
                    found = true;

                    switch(element) {
                        case 0: 
                            value = intEntries[index].Value1;
                            break; 
 
                        case 1:
                            value = intEntries[index].Value2; 
                            break;

                        case 2:
                            value = intEntries[index].Value3; 
                            break;
 
                        case 3: 
                            value = intEntries[index].Value4;
                            break; 

                        default:
                            Debug.Fail("Invalid element obtained from LocateIntegerEntry");
                            break; 
                    }
                } 
            } 

            return value; 
        }

        /// 
        ///     Retrieves an object value from our property list. 
        ///     This will set value to null and return false if the
        ///     list does not contain the given key. 
        ///  
        public object GetObject(int key) {
            bool found; 
            return GetObject(key, out found);
        }

        ///  
        ///     Retrieves an object value from our property list.
        ///     This will set value to null and return false if the 
        ///     list does not contain the given key. 
        /// 
        public object GetObject(int key, out bool found) { 

            object value = null;
            int   index;
            short element; 
            short keyIndex = SplitKey(key, out element);
 
            found = false; 

            if (LocateObjectEntry(keyIndex, out index)) { 
                // We have found the relevant entry.  See if
                // the bitmask indicates the value is used.
                //
                if (((1 << element) & objEntries[index].Mask) != 0) { 

                    found = true; 
 
                    switch(element) {
                        case 0: 
                            value = objEntries[index].Value1;
                            break;

                        case 1: 
                            value = objEntries[index].Value2;
                            break; 
 
                        case 2:
                            value = objEntries[index].Value3; 
                            break;

                        case 3:
                            value = objEntries[index].Value4; 
                            break;
 
                        default: 
                            Debug.Fail("Invalid element obtained from LocateObjectEntry");
                            break; 
                    }
                }
            }
 
            return value;
        } 
 

        ///  
        ///     Locates the requested entry in our array if entries.  This does
        ///     not do the mask check to see if the entry is currently being used,
        ///     but it does locate the entry.  If the entry is found, this returns
        ///     true and fills in index and element.  If the entry is not found, 
        ///     this returns false.  If the entry is not found, index will contain
        ///     the insert point at which one would add a new element. 
        ///  
        private bool LocateIntegerEntry(short entryKey, out int index) {
            if (intEntries != null) { 
                int length = intEntries.Length;
                if (length <= 16) {
                    //if the array is small enough, we unroll the binary search to be more efficient.
                    //usually the performance gain is around 10% to 20% 
                    //DON'T change this code unless you are very confident!
                    index = 0; 
                    int midPoint = length / 2; 
                    if (intEntries[midPoint].Key <= entryKey) {
                        index = midPoint; 
                    }
                    //we don't move this inside the previous if branch since this catches both the case
                    //index == 0 and index = midPoint
                    if (intEntries[index].Key == entryKey) { 
                        return true;
                    } 
 
                    midPoint = (length + 1) / 4;
                    if (intEntries[index + midPoint].Key <= entryKey) { 
                        index += midPoint;
                        if (intEntries[index].Key == entryKey) {
                            return true;
                        } 
                    }
 
                    midPoint = (length + 3) / 8; 
                    if (intEntries[index + midPoint].Key <= entryKey) {
                        index += midPoint; 
                        if (intEntries[index].Key == entryKey) {
                            return true;
                        }
                    } 

                    midPoint = (length + 7) / 16; 
                    if (intEntries[index + midPoint].Key <= entryKey) { 
                        index += midPoint;
                        if (intEntries[index].Key == entryKey) { 
                            return true;
                        }
                    }
 
                    Debug.Assert(index < length);
                    if (entryKey > intEntries[index].Key) { 
                        index++; 
                    }
                    Debug_VerifyLocateIntegerEntry(index, entryKey, length); 
                    return false;
                }
                else {
                    // Entries are stored in numerical order by key index so we can 
                    // do a binary search on them.
                    // 
                    int max = length - 1; 
                    int min = 0;
                    int idx = 0; 

                    do {
                        idx = (max + min) / 2;
                        short currentKeyIndex = intEntries[idx].Key; 

                        if (currentKeyIndex == entryKey) { 
                            index = idx; 
                            return true;
                        } 
                        else if (entryKey < currentKeyIndex) {
                            max = idx - 1;
                        }
                        else { 
                            min = idx + 1;
                        } 
                    } 
                    while (max >= min);
 
                    // Didn't find the index.  Setup our output
                    // appropriately
                    //
                    index = idx; 
                    if (entryKey > intEntries[idx].Key) {
                        index++; 
                    } 
                    return false;
                } 
            }
            else {
                index = 0;
                return false; 
            }
        } 
 
        /// 
        ///     Locates the requested entry in our array if entries.  This does 
        ///     not do the mask check to see if the entry is currently being used,
        ///     but it does locate the entry.  If the entry is found, this returns
        ///     true and fills in index and element.  If the entry is not found,
        ///     this returns false.  If the entry is not found, index will contain 
        ///     the insert point at which one would add a new element.
        ///  
        private bool LocateObjectEntry(short entryKey, out int index) { 
            if (objEntries != null) {
                int length = objEntries.Length; 
                Debug.Assert(length > 0);
                if (length <= 16) {
                    //if the array is small enough, we unroll the binary search to be more efficient.
                    //usually the performance gain is around 10% to 20% 
                    //DON'T change this code unless you are very confident!
                    index = 0; 
                    int midPoint = length / 2; 
                    if (objEntries[midPoint].Key <= entryKey) {
                        index = midPoint; 
                    }
                    //we don't move this inside the previous if branch since this catches both the case
                    //index == 0 and index = midPoint
                    if (objEntries[index].Key == entryKey) { 
                        return true;
                    } 
 
                    midPoint = (length + 1) / 4;
                    if (objEntries[index + midPoint].Key <= entryKey) { 
                        index += midPoint;
                        if (objEntries[index].Key == entryKey) {
                            return true;
                        } 
                    }
 
                    midPoint = (length + 3) / 8; 
                    if (objEntries[index + midPoint].Key <= entryKey) {
                        index += midPoint; 
                        if (objEntries[index].Key == entryKey) {
                            return true;
                        }
                    } 

                    midPoint = (length + 7) / 16; 
                    if (objEntries[index + midPoint].Key <= entryKey) { 
                        index += midPoint;
                        if (objEntries[index].Key == entryKey) { 
                            return true;
                        }
                    }
 
                    Debug.Assert(index < length);
                    if (entryKey > objEntries[index].Key) { 
                        index++; 
                    }
                    Debug_VerifyLocateObjectEntry(index, entryKey, length); 
                    return false;
                }
                else {
                    // Entries are stored in numerical order by key index so we can 
                    // do a binary search on them.
                    // 
                    int max = length - 1; 
                    int min = 0;
                    int idx = 0; 

                    do {
                        idx = (max + min) / 2;
                        short currentKeyIndex = objEntries[idx].Key; 

                        if (currentKeyIndex == entryKey) { 
                            index = idx; 
                            return true;
                        } 
                        else if (entryKey < currentKeyIndex) {
                            max = idx - 1;
                        }
                        else { 
                            min = idx + 1;
                        } 
                    } 
                    while (max >= min);
 
                    // Didn't find the index.  Setup our output
                    // appropriately
                    //
                    index = idx; 
                    if (entryKey > objEntries[idx].Key) {
                        index++; 
                    } 
                    return false;
                } 
            }
            else {
                index = 0;
                return false; 
            }
        } 
/* 
        public Color RemoveColor(int key) {
            RemoveObject(key); 
        }
*/
        /// 
        ///     Removes the given key from the array 
        /// 
        public void RemoveInteger(int key) { 
            int   index; 
            short element;
            short entryKey = SplitKey(key, out element); 

            if (LocateIntegerEntry(entryKey, out index)) {
                if (((1 << element) & intEntries[index].Mask) == 0) {
                    // this element is not being used - return right away 
                    return;
                } 
 
                // declare that the element is no longer used
                intEntries[index].Mask &= (short) (~((short)(1 << element))); 

                if (intEntries[index].Mask == 0) {
                    // this object entry is no longer in use - let's remove it all together
                    // not great for perf but very simple and we don't expect to remove much 
                    IntegerEntry[] newEntries = new IntegerEntry[intEntries.Length - 1];
                    if (index > 0) { 
                        Array.Copy(intEntries, 0, newEntries, 0, index); 
                    }
                    if (index < newEntries.Length) { 
                        Debug.Assert(intEntries.Length - index - 1 > 0);
                        Array.Copy(intEntries, index + 1, newEntries, index, intEntries.Length - index - 1);
                    }
                    intEntries = newEntries; 
                }
                else { 
                    // this object entry is still in use - let's just clean up the deleted element 
                    switch (element)
                    { 
                        case 0:
                            intEntries[index].Value1 = 0;
                            break;
 
                        case 1:
                            intEntries[index].Value2 = 0; 
                            break; 

                        case 2: 
                            intEntries[index].Value3 = 0;
                            break;

                        case 3: 
                            intEntries[index].Value4 = 0;
                            break; 
 
                        default:
                            Debug.Fail("Invalid element obtained from LocateIntegerEntry"); 
                            break;
                    }
                }
            } 
        }
 
        ///  
        ///     Removes the given key from the array
        ///  
        [SuppressMessage("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
        public void RemoveObject(int key)
        {
            int   index; 
            short element;
            short entryKey = SplitKey(key, out element); 
 
            if (LocateObjectEntry(entryKey, out index)) {
                if (((1 << element) & objEntries[index].Mask) == 0) { 
                    // this element is not being used - return right away
                    return;
                }
 
                // declare that the element is no longer used
                objEntries[index].Mask &= (short)(~((short)(1 << element))); 
 
                if (objEntries[index].Mask == 0) {
                    // this object entry is no longer in use - let's remove it all together 
                    // not great for perf but very simple and we don't expect to remove much
                    if (objEntries.Length == 1)
                    {
                        // instead of allocating an array of length 0, we simply reset the array to null. 
                        objEntries = null;
                    } 
                    else 
                    {
                        ObjectEntry[] newEntries = new ObjectEntry[objEntries.Length - 1]; 
                        if (index > 0)
                        {
                            Array.Copy(objEntries, 0, newEntries, 0, index);
                        } 
                        if (index < newEntries.Length)
                        { 
                            Debug.Assert(objEntries.Length - index - 1 > 0); 
                            Array.Copy(objEntries, index + 1, newEntries, index, objEntries.Length - index - 1);
                        } 
                        objEntries = newEntries;
                    }
                }
                else { 
                    // this object entry is still in use - let's just clean up the deleted element
                    switch (element) 
                    { 
                        case 0:
                            objEntries[index].Value1 = null; 
                            break;

                        case 1:
                            objEntries[index].Value2 = null; 
                            break;
 
                        case 2: 
                            objEntries[index].Value3 = null;
                            break; 

                        case 3:
                            objEntries[index].Value4 = null;
                            break; 

                        default: 
                            Debug.Fail("Invalid element obtained from LocateObjectEntry"); 
                            break;
                    } 
                }
            }
        }
 
        public void SetColor(int key, Color value) {
            bool found; 
            object storedObject = GetObject(key, out found); 

            if (!found) { 
                SetObject(key, new ColorWrapper(value));
            }
            else {
                ColorWrapper wrapper = storedObject as ColorWrapper; 
                if(wrapper != null) {
                    // re-using the wrapper reduces the boxing hit. 
                    wrapper.Color = value; 
                }
                else { 
                    Debug.Assert(storedObject == null, "object should either be null or ColorWrapper"); // could someone have SetObject to this key behind our backs?
                    SetObject(key, new ColorWrapper(value));
                }
 
            }
        } 
        public void SetPadding(int key, Padding value) { 
            bool found;
            object storedObject = GetObject(key, out found); 

            if (!found) {
                SetObject(key, new PaddingWrapper(value));
            } 
            else {
                PaddingWrapper wrapper = storedObject as PaddingWrapper; 
                if(wrapper != null) { 
                    // re-using the wrapper reduces the boxing hit.
                    wrapper.Padding = value; 
                }
                else {
                    Debug.Assert(storedObject == null, "object should either be null or PaddingWrapper"); // could someone have SetObject to this key behind our backs?
                    SetObject(key, new PaddingWrapper(value)); 
                }
 
            } 
        }
        public void SetRectangle(int key, Rectangle value) { 

            bool found;
            object storedObject = GetObject(key, out found);
 
            if (!found) {
                SetObject(key, new RectangleWrapper(value)); 
            } 
            else {
                RectangleWrapper wrapper = storedObject as RectangleWrapper; 
                if(wrapper != null) {
                    // re-using the wrapper reduces the boxing hit.
                    wrapper.Rectangle = value;
                } 
                else {
                    Debug.Assert(storedObject == null, "object should either be null or RectangleWrapper"); // could someone have SetObject to this key behind our backs? 
                    SetObject(key, new RectangleWrapper(value)); 
                }
 
            }

        }
        public void SetSize(int key, Size value) { 

            bool found; 
            object storedObject = GetObject(key, out found); 

            if (!found) { 
                SetObject(key, new SizeWrapper(value));
            }
            else {
                SizeWrapper wrapper = storedObject as SizeWrapper; 
                if(wrapper != null) {
                    // re-using the wrapper reduces the boxing hit. 
                    wrapper.Size = value; 
                }
                else { 
                    Debug.Assert(storedObject == null, "object should either be null or SizeWrapper"); // could someone have SetObject to this key behind our backs?
                    SetObject(key, new SizeWrapper(value));
                }
 
            }
        } 
        ///  
        ///     Stores the given value in the key.
        ///  
        public void SetInteger(int key, int value) {
            int   index;
            short element;
            short entryKey = SplitKey(key, out element); 

            if (!LocateIntegerEntry(entryKey, out index)) { 
 
                // We must allocate a new entry.
                // 
                if (intEntries != null) {
                    IntegerEntry[] newEntries = new IntegerEntry[intEntries.Length + 1];

                    if (index > 0) { 
                        Array.Copy(intEntries, 0, newEntries, 0, index);
                    } 
 
                    if (intEntries.Length - index > 0) {
                        Array.Copy(intEntries, index, newEntries, index + 1, intEntries.Length - index); 
                    }

                    intEntries = newEntries;
                } 
                else {
                    intEntries = new IntegerEntry[1]; 
                    Debug.Assert(index == 0, "LocateIntegerEntry should have given us a zero index."); 
                }
 
                intEntries[index].Key = entryKey;
            }

            // Now determine which value to set. 
            //
            switch(element) { 
                case 0: 
                    intEntries[index].Value1 = value;
                    break; 

                case 1:
                    intEntries[index].Value2 = value;
                    break; 

                case 2: 
                    intEntries[index].Value3 = value; 
                    break;
 
                case 3:
                    intEntries[index].Value4 = value;
                    break;
 
                default:
                    Debug.Fail("Invalid element obtained from LocateIntegerEntry"); 
                    break; 
            }
 
            intEntries[index].Mask = (short)((1 << element) | (ushort)(intEntries[index].Mask));
        }

        ///  
        ///     Stores the given value in the key.
        ///  
        public void SetObject(int key, object value) { 
            int   index;
            short element; 
            short entryKey = SplitKey(key, out element);

            if (!LocateObjectEntry(entryKey, out index)) {
 
                // We must allocate a new entry.
                // 
                if (objEntries != null) { 
                    ObjectEntry[] newEntries = new ObjectEntry[objEntries.Length + 1];
 
                    if (index > 0) {
                        Array.Copy(objEntries, 0, newEntries, 0, index);
                    }
 
                    if (objEntries.Length - index > 0) {
                        Array.Copy(objEntries, index, newEntries, index + 1, objEntries.Length - index); 
                    } 

                    objEntries = newEntries; 
                }
                else {
                    objEntries = new ObjectEntry[1];
                    Debug.Assert(index == 0, "LocateObjectEntry should have given us a zero index."); 
                }
 
                objEntries[index].Key = entryKey; 
            }
 
            // Now determine which value to set.
            //
            switch(element) {
                case 0: 
                    objEntries[index].Value1 = value;
                    break; 
 
                case 1:
                    objEntries[index].Value2 = value; 
                    break;

                case 2:
                    objEntries[index].Value3 = value; 
                    break;
 
                case 3: 
                    objEntries[index].Value4 = value;
                    break; 

                default:
                    Debug.Fail("Invalid element obtained from LocateObjectEntry");
                    break; 
            }
 
            objEntries[index].Mask = (short)((ushort)(objEntries[index].Mask)|(1 << element)); 
        }
 
        /// 
        ///     Takes the given key and splits it into an index
        ///     and an element.
        ///  
        private short SplitKey(int key, out short element) {
            element = (short)(key & 0x00000003); 
            return (short)(key & 0xFFFFFFFC); 
        }
 
        [Conditional("DEBUG_PROPERTYSTORE")]
        private void Debug_VerifyLocateIntegerEntry(int index, short entryKey, int length) {
            int max = length - 1;
            int min = 0; 
            int idx = 0;
 
            do { 
                idx = (max + min) / 2;
                short currentKeyIndex = intEntries[idx].Key; 

                if (currentKeyIndex == entryKey) {
                    Debug.Assert(index == idx, "GetIntegerEntry in property store broken. index is " + index + " while it should be " + idx + "length of the array is " + length);
                } 
                else if (entryKey < currentKeyIndex) {
                    max = idx - 1; 
                } 
                else {
                    min = idx + 1; 
                }
            }
            while (max >= min);
 
            // shouldn't find the index if we run this debug code
            if (entryKey > intEntries[idx].Key) { 
                idx++; 
            }
            Debug.Assert(index == idx, "GetIntegerEntry in property store broken. index is " + index + " while it should be " + idx + "length of the array is " + length); 
        }

        [Conditional("DEBUG_PROPERTYSTORE")]
        private void Debug_VerifyLocateObjectEntry(int index, short entryKey, int length) { 
            int max = length - 1;
            int min = 0; 
            int idx = 0; 

            do { 
                idx = (max + min) / 2;
                short currentKeyIndex = objEntries[idx].Key;

                if (currentKeyIndex == entryKey) { 
                    Debug.Assert(index == idx, "GetObjEntry in property store broken. index is " + index + " while is should be " + idx + "length of the array is " + length);
                } 
                else if (entryKey < currentKeyIndex) { 
                    max = idx - 1;
                } 
                else {
                    min = idx + 1;
                }
            } 
            while (max >= min);
 
            if (entryKey > objEntries[idx].Key) { 
                idx++;
            } 
            Debug.Assert(index == idx, "GetObjEntry in property store broken. index is " + index + " while is should be " + idx + "length of the array is " + length);
        }

        ///  
        ///     Stores the relationship between a key and a value.
        ///     We do not want to be so inefficient that we require 
        ///     four bytes for each four byte property, so use an algorithm 
        ///     that uses the bottom two bits of the key to identify
        ///     one of four elements in an entry. 
        /// 
        private struct IntegerEntry {
            public short Key;
            public short Mask;  // only lower four bits are used; mask of used values. 
            public int Value1;
            public int Value2; 
            public int Value3; 
            public int Value4;
        } 

        /// 
        ///     Stores the relationship between a key and a value.
        ///     We do not want to be so inefficient that we require 
        ///     four bytes for each four byte property, so use an algorithm
        ///     that uses the bottom two bits of the key to identify 
        ///     one of four elements in an entry. 
        /// 
        private struct ObjectEntry { 
            public short Key;
            public short Mask;  // only lower four bits are used; mask of used values.
            public object Value1;
            public object Value2; 
            public object Value3;
            public object Value4; 
        } 

 
        private sealed class ColorWrapper {
            public Color Color;
            public ColorWrapper(Color color){
                this.Color = color; 
            }
        } 
 

        private sealed class PaddingWrapper{ 
            public Padding Padding;
            public PaddingWrapper(Padding padding){
                this.Padding = padding;
            } 
        }
        private sealed class RectangleWrapper{ 
            public Rectangle Rectangle; 
            public RectangleWrapper(Rectangle rectangle){
                this.Rectangle = rectangle; 
            }
        }
        private sealed class SizeWrapper {
            public Size Size; 
            public SizeWrapper(Size size){
                this.Size = size; 
            } 
        }
 
    }
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
//------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

namespace System.Windows.Forms { 
 
    using System;
    using System.Diagnostics; 
    using System.Diagnostics.CodeAnalysis;
    using System.Drawing;

    ///  
    ///     This is a small class that can efficiently store property values.
    ///     It tries to optimize for size first, "get" access second, and 
    ///     "set" access third. 
    /// 
    internal class PropertyStore { 

        private static int currentKey;

        private IntegerEntry[] intEntries; 
        private ObjectEntry[]  objEntries;
 
        ///  
        ///     Retrieves an integer value from our property list.
        ///     This will set value to zero and return false if the 
        ///     list does not contain the given key.
        /// 
        public bool ContainsInteger(int key) {
            bool found; 
            GetInteger(key, out found);
            return found; 
        } 

        ///  
        ///     Retrieves an integer value from our property list.
        ///     This will set value to zero and return false if the
        ///     list does not contain the given key.
        ///  
        public bool ContainsObject(int key) {
            bool found; 
            GetObject(key, out found); 
            return found;
        } 

        /// 
        ///     Creates a new key for this property store.  This is NOT
        ///     guarded by any thread safety so if you are calling it on 
        ///     multiple threads you should guard.  For our purposes,
        ///     we're fine because this is designed to be called in a class 
        ///     initializer, and we never have the same class hierarchy 
        ///     initializing on multiple threads at once.
        ///  
        public static int CreateKey() {
            return currentKey++;
        }
 
        public Color GetColor(int key) {
            bool found; 
            return GetColor(key, out found); 
        }
 
        // this is a wrapper around GetObject designed to
        // reduce the boxing hit
        public Color GetColor(int key, out bool found) {
            object storedObject = GetObject(key, out found); 

            if (found) { 
                ColorWrapper wrapper = storedObject as ColorWrapper; 

                if (wrapper != null) { 
                    return wrapper.Color;
                }
#if DEBUG
                else if (storedObject != null) { 
                    Debug.Fail("Have non-null object that isnt a color wrapper stored in a color entry!\r\nDid someone SetObject instead of SetColor?");
                } 
#endif 
            }
            // we didnt actually find a non-null color wrapper. 
            found = false;
            return Color.Empty;
        }
 

        public Padding GetPadding(int key) { 
            bool found; 
            return GetPadding(key, out found);
        } 

        // this is a wrapper around GetObject designed to
        // reduce the boxing hit
        public Padding GetPadding(int key, out bool found) { 
            object storedObject = GetObject(key, out found);
 
            if (found) { 
                PaddingWrapper wrapper = storedObject as PaddingWrapper;
 

                if (wrapper != null) {
                    return wrapper.Padding;
                } 
#if DEBUG
                else if (storedObject != null) { 
                    Debug.Fail("Have non-null object that isnt a padding wrapper stored in a padding entry!\r\nDid someone SetObject instead of SetPadding?"); 
                }
#endif 
            }

            // we didnt actually find a non-null padding wrapper.
            found = false; 
            return Padding.Empty;
        } 
#if false // FXCOP currently not used 
        public Size GetSize(int key) {
            bool found; 
            return GetSize(key, out found);
        }
#endif
 
        // this is a wrapper around GetObject designed to
        // reduce the boxing hit 
        public Size GetSize(int key, out bool found) { 
            object storedObject = GetObject(key, out found);
 
            if (found) {
                SizeWrapper wrapper = storedObject as SizeWrapper;
                if (wrapper != null) {
                    return wrapper.Size; 
                }
#if DEBUG 
                else if (storedObject != null) { 
                    Debug.Fail("Have non-null object that isnt a padding wrapper stored in a padding entry!\r\nDid someone SetObject instead of SetPadding?");
                } 
#endif
            }
             // we didnt actually find a non-null size wrapper.
            found = false; 
            return Size.Empty;
        } 
 
        public Rectangle GetRectangle(int key) {
            bool found; 
            return GetRectangle(key, out found);
        }

        // this is a wrapper around GetObject designed to 
        // reduce the boxing hit
        public Rectangle GetRectangle(int key, out bool found) { 
            object storedObject = GetObject(key, out found); 

            if (found) { 
                RectangleWrapper wrapper = storedObject as RectangleWrapper;
                if (wrapper != null) {
                    return wrapper.Rectangle;
                } 
#if DEBUG
                else if (storedObject != null) { 
                    Debug.Fail("Have non-null object that isnt a Rectangle wrapper stored in a Rectangle entry!\r\nDid someone SetObject instead of SetRectangle?"); 
                }
#endif 
            }
            // we didnt actually find a non-null rectangle wrapper.
            found = false;
            return Rectangle.Empty; 
        }
 
        ///  
        ///     Retrieves an integer value from our property list.
        ///     This will set value to zero and return false if the 
        ///     list does not contain the given key.
        /// 
        public int GetInteger(int key) {
            bool found; 
            return GetInteger(key, out found);
        } 
 
        /// 
        ///     Retrieves an integer value from our property list. 
        ///     This will set value to zero and return false if the
        ///     list does not contain the given key.
        /// 
        public int GetInteger(int key, out bool found) { 

            int   value = 0; 
            int   index; 
            short element;
            short keyIndex = SplitKey(key, out element); 

            found = false;

            if (LocateIntegerEntry(keyIndex, out index)) { 
                // We have found the relevant entry.  See if
                // the bitmask indicates the value is used. 
                // 
                if (((1 << element) & intEntries[index].Mask) != 0) {
 
                    found = true;

                    switch(element) {
                        case 0: 
                            value = intEntries[index].Value1;
                            break; 
 
                        case 1:
                            value = intEntries[index].Value2; 
                            break;

                        case 2:
                            value = intEntries[index].Value3; 
                            break;
 
                        case 3: 
                            value = intEntries[index].Value4;
                            break; 

                        default:
                            Debug.Fail("Invalid element obtained from LocateIntegerEntry");
                            break; 
                    }
                } 
            } 

            return value; 
        }

        /// 
        ///     Retrieves an object value from our property list. 
        ///     This will set value to null and return false if the
        ///     list does not contain the given key. 
        ///  
        public object GetObject(int key) {
            bool found; 
            return GetObject(key, out found);
        }

        ///  
        ///     Retrieves an object value from our property list.
        ///     This will set value to null and return false if the 
        ///     list does not contain the given key. 
        /// 
        public object GetObject(int key, out bool found) { 

            object value = null;
            int   index;
            short element; 
            short keyIndex = SplitKey(key, out element);
 
            found = false; 

            if (LocateObjectEntry(keyIndex, out index)) { 
                // We have found the relevant entry.  See if
                // the bitmask indicates the value is used.
                //
                if (((1 << element) & objEntries[index].Mask) != 0) { 

                    found = true; 
 
                    switch(element) {
                        case 0: 
                            value = objEntries[index].Value1;
                            break;

                        case 1: 
                            value = objEntries[index].Value2;
                            break; 
 
                        case 2:
                            value = objEntries[index].Value3; 
                            break;

                        case 3:
                            value = objEntries[index].Value4; 
                            break;
 
                        default: 
                            Debug.Fail("Invalid element obtained from LocateObjectEntry");
                            break; 
                    }
                }
            }
 
            return value;
        } 
 

        ///  
        ///     Locates the requested entry in our array if entries.  This does
        ///     not do the mask check to see if the entry is currently being used,
        ///     but it does locate the entry.  If the entry is found, this returns
        ///     true and fills in index and element.  If the entry is not found, 
        ///     this returns false.  If the entry is not found, index will contain
        ///     the insert point at which one would add a new element. 
        ///  
        private bool LocateIntegerEntry(short entryKey, out int index) {
            if (intEntries != null) { 
                int length = intEntries.Length;
                if (length <= 16) {
                    //if the array is small enough, we unroll the binary search to be more efficient.
                    //usually the performance gain is around 10% to 20% 
                    //DON'T change this code unless you are very confident!
                    index = 0; 
                    int midPoint = length / 2; 
                    if (intEntries[midPoint].Key <= entryKey) {
                        index = midPoint; 
                    }
                    //we don't move this inside the previous if branch since this catches both the case
                    //index == 0 and index = midPoint
                    if (intEntries[index].Key == entryKey) { 
                        return true;
                    } 
 
                    midPoint = (length + 1) / 4;
                    if (intEntries[index + midPoint].Key <= entryKey) { 
                        index += midPoint;
                        if (intEntries[index].Key == entryKey) {
                            return true;
                        } 
                    }
 
                    midPoint = (length + 3) / 8; 
                    if (intEntries[index + midPoint].Key <= entryKey) {
                        index += midPoint; 
                        if (intEntries[index].Key == entryKey) {
                            return true;
                        }
                    } 

                    midPoint = (length + 7) / 16; 
                    if (intEntries[index + midPoint].Key <= entryKey) { 
                        index += midPoint;
                        if (intEntries[index].Key == entryKey) { 
                            return true;
                        }
                    }
 
                    Debug.Assert(index < length);
                    if (entryKey > intEntries[index].Key) { 
                        index++; 
                    }
                    Debug_VerifyLocateIntegerEntry(index, entryKey, length); 
                    return false;
                }
                else {
                    // Entries are stored in numerical order by key index so we can 
                    // do a binary search on them.
                    // 
                    int max = length - 1; 
                    int min = 0;
                    int idx = 0; 

                    do {
                        idx = (max + min) / 2;
                        short currentKeyIndex = intEntries[idx].Key; 

                        if (currentKeyIndex == entryKey) { 
                            index = idx; 
                            return true;
                        } 
                        else if (entryKey < currentKeyIndex) {
                            max = idx - 1;
                        }
                        else { 
                            min = idx + 1;
                        } 
                    } 
                    while (max >= min);
 
                    // Didn't find the index.  Setup our output
                    // appropriately
                    //
                    index = idx; 
                    if (entryKey > intEntries[idx].Key) {
                        index++; 
                    } 
                    return false;
                } 
            }
            else {
                index = 0;
                return false; 
            }
        } 
 
        /// 
        ///     Locates the requested entry in our array if entries.  This does 
        ///     not do the mask check to see if the entry is currently being used,
        ///     but it does locate the entry.  If the entry is found, this returns
        ///     true and fills in index and element.  If the entry is not found,
        ///     this returns false.  If the entry is not found, index will contain 
        ///     the insert point at which one would add a new element.
        ///  
        private bool LocateObjectEntry(short entryKey, out int index) { 
            if (objEntries != null) {
                int length = objEntries.Length; 
                Debug.Assert(length > 0);
                if (length <= 16) {
                    //if the array is small enough, we unroll the binary search to be more efficient.
                    //usually the performance gain is around 10% to 20% 
                    //DON'T change this code unless you are very confident!
                    index = 0; 
                    int midPoint = length / 2; 
                    if (objEntries[midPoint].Key <= entryKey) {
                        index = midPoint; 
                    }
                    //we don't move this inside the previous if branch since this catches both the case
                    //index == 0 and index = midPoint
                    if (objEntries[index].Key == entryKey) { 
                        return true;
                    } 
 
                    midPoint = (length + 1) / 4;
                    if (objEntries[index + midPoint].Key <= entryKey) { 
                        index += midPoint;
                        if (objEntries[index].Key == entryKey) {
                            return true;
                        } 
                    }
 
                    midPoint = (length + 3) / 8; 
                    if (objEntries[index + midPoint].Key <= entryKey) {
                        index += midPoint; 
                        if (objEntries[index].Key == entryKey) {
                            return true;
                        }
                    } 

                    midPoint = (length + 7) / 16; 
                    if (objEntries[index + midPoint].Key <= entryKey) { 
                        index += midPoint;
                        if (objEntries[index].Key == entryKey) { 
                            return true;
                        }
                    }
 
                    Debug.Assert(index < length);
                    if (entryKey > objEntries[index].Key) { 
                        index++; 
                    }
                    Debug_VerifyLocateObjectEntry(index, entryKey, length); 
                    return false;
                }
                else {
                    // Entries are stored in numerical order by key index so we can 
                    // do a binary search on them.
                    // 
                    int max = length - 1; 
                    int min = 0;
                    int idx = 0; 

                    do {
                        idx = (max + min) / 2;
                        short currentKeyIndex = objEntries[idx].Key; 

                        if (currentKeyIndex == entryKey) { 
                            index = idx; 
                            return true;
                        } 
                        else if (entryKey < currentKeyIndex) {
                            max = idx - 1;
                        }
                        else { 
                            min = idx + 1;
                        } 
                    } 
                    while (max >= min);
 
                    // Didn't find the index.  Setup our output
                    // appropriately
                    //
                    index = idx; 
                    if (entryKey > objEntries[idx].Key) {
                        index++; 
                    } 
                    return false;
                } 
            }
            else {
                index = 0;
                return false; 
            }
        } 
/* 
        public Color RemoveColor(int key) {
            RemoveObject(key); 
        }
*/
        /// 
        ///     Removes the given key from the array 
        /// 
        public void RemoveInteger(int key) { 
            int   index; 
            short element;
            short entryKey = SplitKey(key, out element); 

            if (LocateIntegerEntry(entryKey, out index)) {
                if (((1 << element) & intEntries[index].Mask) == 0) {
                    // this element is not being used - return right away 
                    return;
                } 
 
                // declare that the element is no longer used
                intEntries[index].Mask &= (short) (~((short)(1 << element))); 

                if (intEntries[index].Mask == 0) {
                    // this object entry is no longer in use - let's remove it all together
                    // not great for perf but very simple and we don't expect to remove much 
                    IntegerEntry[] newEntries = new IntegerEntry[intEntries.Length - 1];
                    if (index > 0) { 
                        Array.Copy(intEntries, 0, newEntries, 0, index); 
                    }
                    if (index < newEntries.Length) { 
                        Debug.Assert(intEntries.Length - index - 1 > 0);
                        Array.Copy(intEntries, index + 1, newEntries, index, intEntries.Length - index - 1);
                    }
                    intEntries = newEntries; 
                }
                else { 
                    // this object entry is still in use - let's just clean up the deleted element 
                    switch (element)
                    { 
                        case 0:
                            intEntries[index].Value1 = 0;
                            break;
 
                        case 1:
                            intEntries[index].Value2 = 0; 
                            break; 

                        case 2: 
                            intEntries[index].Value3 = 0;
                            break;

                        case 3: 
                            intEntries[index].Value4 = 0;
                            break; 
 
                        default:
                            Debug.Fail("Invalid element obtained from LocateIntegerEntry"); 
                            break;
                    }
                }
            } 
        }
 
        ///  
        ///     Removes the given key from the array
        ///  
        [SuppressMessage("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
        public void RemoveObject(int key)
        {
            int   index; 
            short element;
            short entryKey = SplitKey(key, out element); 
 
            if (LocateObjectEntry(entryKey, out index)) {
                if (((1 << element) & objEntries[index].Mask) == 0) { 
                    // this element is not being used - return right away
                    return;
                }
 
                // declare that the element is no longer used
                objEntries[index].Mask &= (short)(~((short)(1 << element))); 
 
                if (objEntries[index].Mask == 0) {
                    // this object entry is no longer in use - let's remove it all together 
                    // not great for perf but very simple and we don't expect to remove much
                    if (objEntries.Length == 1)
                    {
                        // instead of allocating an array of length 0, we simply reset the array to null. 
                        objEntries = null;
                    } 
                    else 
                    {
                        ObjectEntry[] newEntries = new ObjectEntry[objEntries.Length - 1]; 
                        if (index > 0)
                        {
                            Array.Copy(objEntries, 0, newEntries, 0, index);
                        } 
                        if (index < newEntries.Length)
                        { 
                            Debug.Assert(objEntries.Length - index - 1 > 0); 
                            Array.Copy(objEntries, index + 1, newEntries, index, objEntries.Length - index - 1);
                        } 
                        objEntries = newEntries;
                    }
                }
                else { 
                    // this object entry is still in use - let's just clean up the deleted element
                    switch (element) 
                    { 
                        case 0:
                            objEntries[index].Value1 = null; 
                            break;

                        case 1:
                            objEntries[index].Value2 = null; 
                            break;
 
                        case 2: 
                            objEntries[index].Value3 = null;
                            break; 

                        case 3:
                            objEntries[index].Value4 = null;
                            break; 

                        default: 
                            Debug.Fail("Invalid element obtained from LocateObjectEntry"); 
                            break;
                    } 
                }
            }
        }
 
        public void SetColor(int key, Color value) {
            bool found; 
            object storedObject = GetObject(key, out found); 

            if (!found) { 
                SetObject(key, new ColorWrapper(value));
            }
            else {
                ColorWrapper wrapper = storedObject as ColorWrapper; 
                if(wrapper != null) {
                    // re-using the wrapper reduces the boxing hit. 
                    wrapper.Color = value; 
                }
                else { 
                    Debug.Assert(storedObject == null, "object should either be null or ColorWrapper"); // could someone have SetObject to this key behind our backs?
                    SetObject(key, new ColorWrapper(value));
                }
 
            }
        } 
        public void SetPadding(int key, Padding value) { 
            bool found;
            object storedObject = GetObject(key, out found); 

            if (!found) {
                SetObject(key, new PaddingWrapper(value));
            } 
            else {
                PaddingWrapper wrapper = storedObject as PaddingWrapper; 
                if(wrapper != null) { 
                    // re-using the wrapper reduces the boxing hit.
                    wrapper.Padding = value; 
                }
                else {
                    Debug.Assert(storedObject == null, "object should either be null or PaddingWrapper"); // could someone have SetObject to this key behind our backs?
                    SetObject(key, new PaddingWrapper(value)); 
                }
 
            } 
        }
        public void SetRectangle(int key, Rectangle value) { 

            bool found;
            object storedObject = GetObject(key, out found);
 
            if (!found) {
                SetObject(key, new RectangleWrapper(value)); 
            } 
            else {
                RectangleWrapper wrapper = storedObject as RectangleWrapper; 
                if(wrapper != null) {
                    // re-using the wrapper reduces the boxing hit.
                    wrapper.Rectangle = value;
                } 
                else {
                    Debug.Assert(storedObject == null, "object should either be null or RectangleWrapper"); // could someone have SetObject to this key behind our backs? 
                    SetObject(key, new RectangleWrapper(value)); 
                }
 
            }

        }
        public void SetSize(int key, Size value) { 

            bool found; 
            object storedObject = GetObject(key, out found); 

            if (!found) { 
                SetObject(key, new SizeWrapper(value));
            }
            else {
                SizeWrapper wrapper = storedObject as SizeWrapper; 
                if(wrapper != null) {
                    // re-using the wrapper reduces the boxing hit. 
                    wrapper.Size = value; 
                }
                else { 
                    Debug.Assert(storedObject == null, "object should either be null or SizeWrapper"); // could someone have SetObject to this key behind our backs?
                    SetObject(key, new SizeWrapper(value));
                }
 
            }
        } 
        ///  
        ///     Stores the given value in the key.
        ///  
        public void SetInteger(int key, int value) {
            int   index;
            short element;
            short entryKey = SplitKey(key, out element); 

            if (!LocateIntegerEntry(entryKey, out index)) { 
 
                // We must allocate a new entry.
                // 
                if (intEntries != null) {
                    IntegerEntry[] newEntries = new IntegerEntry[intEntries.Length + 1];

                    if (index > 0) { 
                        Array.Copy(intEntries, 0, newEntries, 0, index);
                    } 
 
                    if (intEntries.Length - index > 0) {
                        Array.Copy(intEntries, index, newEntries, index + 1, intEntries.Length - index); 
                    }

                    intEntries = newEntries;
                } 
                else {
                    intEntries = new IntegerEntry[1]; 
                    Debug.Assert(index == 0, "LocateIntegerEntry should have given us a zero index."); 
                }
 
                intEntries[index].Key = entryKey;
            }

            // Now determine which value to set. 
            //
            switch(element) { 
                case 0: 
                    intEntries[index].Value1 = value;
                    break; 

                case 1:
                    intEntries[index].Value2 = value;
                    break; 

                case 2: 
                    intEntries[index].Value3 = value; 
                    break;
 
                case 3:
                    intEntries[index].Value4 = value;
                    break;
 
                default:
                    Debug.Fail("Invalid element obtained from LocateIntegerEntry"); 
                    break; 
            }
 
            intEntries[index].Mask = (short)((1 << element) | (ushort)(intEntries[index].Mask));
        }

        ///  
        ///     Stores the given value in the key.
        ///  
        public void SetObject(int key, object value) { 
            int   index;
            short element; 
            short entryKey = SplitKey(key, out element);

            if (!LocateObjectEntry(entryKey, out index)) {
 
                // We must allocate a new entry.
                // 
                if (objEntries != null) { 
                    ObjectEntry[] newEntries = new ObjectEntry[objEntries.Length + 1];
 
                    if (index > 0) {
                        Array.Copy(objEntries, 0, newEntries, 0, index);
                    }
 
                    if (objEntries.Length - index > 0) {
                        Array.Copy(objEntries, index, newEntries, index + 1, objEntries.Length - index); 
                    } 

                    objEntries = newEntries; 
                }
                else {
                    objEntries = new ObjectEntry[1];
                    Debug.Assert(index == 0, "LocateObjectEntry should have given us a zero index."); 
                }
 
                objEntries[index].Key = entryKey; 
            }
 
            // Now determine which value to set.
            //
            switch(element) {
                case 0: 
                    objEntries[index].Value1 = value;
                    break; 
 
                case 1:
                    objEntries[index].Value2 = value; 
                    break;

                case 2:
                    objEntries[index].Value3 = value; 
                    break;
 
                case 3: 
                    objEntries[index].Value4 = value;
                    break; 

                default:
                    Debug.Fail("Invalid element obtained from LocateObjectEntry");
                    break; 
            }
 
            objEntries[index].Mask = (short)((ushort)(objEntries[index].Mask)|(1 << element)); 
        }
 
        /// 
        ///     Takes the given key and splits it into an index
        ///     and an element.
        ///  
        private short SplitKey(int key, out short element) {
            element = (short)(key & 0x00000003); 
            return (short)(key & 0xFFFFFFFC); 
        }
 
        [Conditional("DEBUG_PROPERTYSTORE")]
        private void Debug_VerifyLocateIntegerEntry(int index, short entryKey, int length) {
            int max = length - 1;
            int min = 0; 
            int idx = 0;
 
            do { 
                idx = (max + min) / 2;
                short currentKeyIndex = intEntries[idx].Key; 

                if (currentKeyIndex == entryKey) {
                    Debug.Assert(index == idx, "GetIntegerEntry in property store broken. index is " + index + " while it should be " + idx + "length of the array is " + length);
                } 
                else if (entryKey < currentKeyIndex) {
                    max = idx - 1; 
                } 
                else {
                    min = idx + 1; 
                }
            }
            while (max >= min);
 
            // shouldn't find the index if we run this debug code
            if (entryKey > intEntries[idx].Key) { 
                idx++; 
            }
            Debug.Assert(index == idx, "GetIntegerEntry in property store broken. index is " + index + " while it should be " + idx + "length of the array is " + length); 
        }

        [Conditional("DEBUG_PROPERTYSTORE")]
        private void Debug_VerifyLocateObjectEntry(int index, short entryKey, int length) { 
            int max = length - 1;
            int min = 0; 
            int idx = 0; 

            do { 
                idx = (max + min) / 2;
                short currentKeyIndex = objEntries[idx].Key;

                if (currentKeyIndex == entryKey) { 
                    Debug.Assert(index == idx, "GetObjEntry in property store broken. index is " + index + " while is should be " + idx + "length of the array is " + length);
                } 
                else if (entryKey < currentKeyIndex) { 
                    max = idx - 1;
                } 
                else {
                    min = idx + 1;
                }
            } 
            while (max >= min);
 
            if (entryKey > objEntries[idx].Key) { 
                idx++;
            } 
            Debug.Assert(index == idx, "GetObjEntry in property store broken. index is " + index + " while is should be " + idx + "length of the array is " + length);
        }

        ///  
        ///     Stores the relationship between a key and a value.
        ///     We do not want to be so inefficient that we require 
        ///     four bytes for each four byte property, so use an algorithm 
        ///     that uses the bottom two bits of the key to identify
        ///     one of four elements in an entry. 
        /// 
        private struct IntegerEntry {
            public short Key;
            public short Mask;  // only lower four bits are used; mask of used values. 
            public int Value1;
            public int Value2; 
            public int Value3; 
            public int Value4;
        } 

        /// 
        ///     Stores the relationship between a key and a value.
        ///     We do not want to be so inefficient that we require 
        ///     four bytes for each four byte property, so use an algorithm
        ///     that uses the bottom two bits of the key to identify 
        ///     one of four elements in an entry. 
        /// 
        private struct ObjectEntry { 
            public short Key;
            public short Mask;  // only lower four bits are used; mask of used values.
            public object Value1;
            public object Value2; 
            public object Value3;
            public object Value4; 
        } 

 
        private sealed class ColorWrapper {
            public Color Color;
            public ColorWrapper(Color color){
                this.Color = color; 
            }
        } 
 

        private sealed class PaddingWrapper{ 
            public Padding Padding;
            public PaddingWrapper(Padding padding){
                this.Padding = padding;
            } 
        }
        private sealed class RectangleWrapper{ 
            public Rectangle Rectangle; 
            public RectangleWrapper(Rectangle rectangle){
                this.Rectangle = rectangle; 
            }
        }
        private sealed class SizeWrapper {
            public Size Size; 
            public SizeWrapper(Size size){
                this.Size = size; 
            } 
        }
 
    }
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.

                        

Link Menu

Network programming in C#, Network Programming in VB.NET, Network Programming in .NET
This book is available now!
Buy at Amazon US or
Buy at Amazon UK