DataKeyArray.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ FXUpdate3074 / FXUpdate3074 / 1.1 / untmp / whidbey / QFE / ndp / fx / src / xsp / System / Web / UI / WebControls / DataKeyArray.cs / 1 / DataKeyArray.cs

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

namespace System.Web.UI.WebControls { 
 
    using System;
    using System.Collections; 
    using System.Security.Permissions;


    ///  
    /// 
    [AspNetHostingPermission(SecurityAction.LinkDemand, Level=AspNetHostingPermissionLevel.Minimal)] 
    public sealed class DataKeyArray : ICollection, IStateManager { 

        private ArrayList _keys; 
        private bool _isTracking;


        ///  
        /// Initializes a new instance of the  class.
        ///  
        public DataKeyArray(ArrayList keys) { 
            this._keys = keys;
        } 


        /// 
        ///    Gets the number of objects in the collection. This property is read-only. 
        /// 
        public int Count { 
            get { 
                return _keys.Count;
            } 
        }


        ///  
        /// Gets the value that specifies whether items in the  can be
        ///    modified. This property is read-only. 
        ///  
        public bool IsReadOnly {
            get { 
                return false;
            }
        }
 

        ///  
        /// Gets a value that indicates whether the  is 
        ///    thread-safe. This property is read-only.
        ///  
        public bool IsSynchronized {
            get {
                return false;
            } 
        }
 
 
        /// 
        ///    Gets the object used to synchronize access to the collection. This property is read-only.  
        /// 
        public object SyncRoot {
            get {
                return this; 
            }
        } 
 

        ///  
        /// Gets a  at the specified index in the collection. This property is read-only.
        /// 
        public DataKey this[int index] {
            get { 
                return _keys[index] as DataKey;
            } 
        } 

 

        /// 
        /// Copies the contents of the entire collection into an  appending at
        ///    the specified index of the . 
        /// 
        public void CopyTo(DataKey[] array, int index) { 
            ((ICollection)this).CopyTo(array, index); 
        }
 

        /// 
        void ICollection.CopyTo(Array array, int index) {
            for (IEnumerator e = this.GetEnumerator(); e.MoveNext();) 
                array.SetValue(e.Current, index++);
        } 
 

        ///  
        /// Creates an enumerator for the  used to iterate
        ///    through the collection.
        /// 
        public IEnumerator GetEnumerator() { 
            return _keys.GetEnumerator();
        } 
 
        #region IStateManager implementation
 
        /// 
        bool IStateManager.IsTrackingViewState {
            get {
                return _isTracking; 
            }
        } 
 

        ///  
        void IStateManager.LoadViewState(object state) {
            if (state != null) {
                object[] keysState = (object[])state;
 
                for (int i = 0; i < keysState.Length; i++) {
                    if (keysState[i] != null) { 
                        ((IStateManager)_keys[i]).LoadViewState(keysState[i]); 
                    }
                } 
            }
        }

 
        /// 
        object IStateManager.SaveViewState() { 
            int keyCount = _keys.Count; 
            object[] keysState = new object[keyCount];
            bool savedState = false; 

            for (int i = 0; i < keyCount; i++) {
                keysState[i] = ((IStateManager)_keys[i]).SaveViewState();
                if (keysState[i] != null) 
                    savedState = true;
            } 
 
            return savedState ? keysState : null;
        } 


        /// 
        void IStateManager.TrackViewState() { 
            _isTracking = true;
 
            int keyCount = _keys.Count; 
            for (int i = 0; i < keyCount; i++) {
                ((IStateManager)_keys[i]).TrackViewState(); 
            }
        }
        #endregion
    } 
}
 

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

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