class c4_BytesProp - Binary properties.
c4_Row AsRow (const c4_Bytes& value_) const;
Create a row with one bytes object

c4_Bytes Get (const c4_RowRef& row_) const;
Get a bytes property in a row

void Set (const c4_RowRef& row_, const c4_Bytes& value_) const;
Set a bytes property in a row

c4_BytesProp (const char* name_);
Construct a new property

c4_BytesRef operator() (const c4_RowRef& row_) const;
Get or set a bytes property in a row

c4_Row operator[] (const c4_Bytes& value_) const;
Create a row with one bytes object, 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_BytesProp