office-gobmx/configmgr/source/inc/noderef.hxx
2003-03-19 15:20:19 +00:00

690 lines
30 KiB
C++

/*************************************************************************
*
* $RCSfile: noderef.hxx,v $
*
* $Revision: 1.13 $
*
* last change: $Author: hr $ $Date: 2003-03-19 16:19:00 $
*
* The Contents of this file are made available subject to the terms of
* either of the following licenses
*
* - GNU Lesser General Public License Version 2.1
* - Sun Industry Standards Source License Version 1.1
*
* Sun Microsystems Inc., October, 2000
*
* GNU Lesser General Public License Version 2.1
* =============================================
* Copyright 2000 by Sun Microsystems, Inc.
* 901 San Antonio Road, Palo Alto, CA 94303, USA
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License version 2.1, as published by the Free Software Foundation.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307 USA
*
*
* Sun Industry Standards Source License Version 1.1
* =================================================
* The contents of this file are subject to the Sun Industry Standards
* Source License Version 1.1 (the "License"); You may not use this file
* except in compliance with the License. You may obtain a copy of the
* License at http://www.openoffice.org/license.html.
*
* Software provided under this License is provided on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING,
* WITHOUT LIMITATION, WARRANTIES THAT THE SOFTWARE IS FREE OF DEFECTS,
* MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE, OR NON-INFRINGING.
* See the License for the specific provisions governing your rights and
* obligations concerning the Software.
*
* The Initial Developer of the Original Code is: Sun Microsystems, Inc.
*
* Copyright: 2000 by Sun Microsystems, Inc.
*
* All Rights Reserved.
*
* Contributor(s): _______________________________________
*
*
************************************************************************/
#ifndef CONFIGMGR_CONFIGNODE_HXX_
#define CONFIGMGR_CONFIGNODE_HXX_
#ifndef CONFIGMGR_CONFIGEXCEPT_HXX_
#include "configexcept.hxx"
#endif
#ifndef CONFIGMGR_CONFIGPATH_HXX_
#include "configpath.hxx"
#endif
#ifndef CONFIGMGR_ACCESSOR_HXX
#include "accessor.hxx"
#endif
#ifndef INCLUDED_VECTOR
#include <vector>
#define INCLUDED_VECTOR
#endif
namespace configmgr
{
class INode;
namespace data { using memory::Accessor; class TreeAccessor; }
namespace view { class ViewTreeAccess; }
namespace configapi { class Factory; }
namespace node { struct Attributes; }
namespace configuration
{
//-------------------------------------------------------------------------
class Name;
class AbsolutePath;
class RelativePath;
namespace Path { class Component; }
class NodeChange;
class NodeChanges;
class NodeChangesTree;
//-------------------------------------------------------------------------
namespace argument { struct NoValidate; }
typedef com::sun::star::uno::Type UnoType;
typedef com::sun::star::uno::Any UnoAny;
//-------------------------------------------------------------------------
class NodeRef;
class ValueRef;
class AnyNodeRef;
class ElementRef;
class NodeID;
class Tree;
class TreeImpl;
typedef unsigned int NodeOffset;
typedef unsigned int TreeDepth;
const TreeDepth C_TreeDepthAll = ~0u;
//-------------------------------------------------------------------------
/// interface for a class that can be used to do some operation on a set of <type>NodeRef</type>s and <type>ValueRef</type>s.
struct NodeVisitor
{
/// returned from <method>handle</method> to indicate whether the operation is complete or should continue
enum Result { DONE, CONTINUE };
/// do the operation on <var>aNode</var>. needs to be implemented by concrete visitor classes
virtual Result handle(Tree const& aTree, NodeRef const& aNode) = 0;
/// do the operation on <var>aValue</var>. needs to be implemented by concrete visitor classes
virtual Result handle(Tree const& aTree, ValueRef const& aValue) = 0;
};
//-------------------------------------------------------------------------
/// represents a inner node position in some tree
class NodeRef
{
public:
/// constructs an empty (invalid) node
NodeRef();
/// copy a node (with reference semantics)
NodeRef(NodeRef const& rOther);
/// copy a node (with reference semantics)
NodeRef& operator=(NodeRef const& rOther);
void swap(NodeRef& rOther);
~NodeRef();
/// checks, if this represents an existing node
inline bool isValid() const;
/// returns the offset of this Node
inline NodeOffset getOffset() const;
/// returns the offset of this Node
inline TreeDepth getDepth() const;
private:
friend class Tree;
friend class TreeRef;
friend class TreeImplHelper;
friend class AnyNodeRef;
NodeRef(NodeOffset nPos, TreeDepth nDepth);
private:
NodeOffset m_nPos;
TreeDepth m_nDepth;
};
//-------------------------------------------------------------------------
/** identifies a hierarchy of config entries (identified by <type>NodeRef</type>s and <type>ValueRef</type>s)
<p>Examples for trees include</p>
<ulist>
<li>A module tree (for a specific set of parameters).</li>
<li>An updating tree (for a part of the whole).</li>
<li>A set element (updating or not), which could be detached.</li>
<ulist>
*/
class TreeRef
{
public:
/// create a tree with a given implementation
TreeRef(TreeImpl* pImpl);
/// copy a tree (with reference semantics)
TreeRef(TreeRef const& rOther);
/// copy a tree (with reference semantics)
TreeRef& operator=(TreeRef const& rOther);
~TreeRef();
void swap(TreeRef& rOther);
/// checks, if this refers to an existing tree
inline bool isValid() const;
/// checks, if this represents a real tree
bool isEmpty() const;
/// retrieves the number of immediately contained (subtree) nodes
NodeOffset getContainedInnerNodeCount() const;
/// checks whether the node <var>aNode</var> is a valid inner node in this tree.
bool isValidNode(NodeRef const& aNode) const;
// releases the data this tree operates on
void disposeData();
// Root node
public:
/// checks whether <var>aNode</var> is the root node of this tree
bool isRootNode(NodeRef const& aNode) const;
/// gets the root node of this tree
NodeRef getRootNode() const;
// Tree context handling
public:
/// gets the parent tree of this tree, if available
TreeRef getContextTree() const;
/// gets the parent node of this tree ('s root node), if available
NodeRef getContextNode() const;
friend bool equalTreeRef(TreeRef const& lhs, TreeRef const& rhs) { return lhs.m_pImpl == rhs.m_pImpl; }
private:
friend class Tree;
friend class TreeImplHelper;
TreeImpl* operator->() const { return m_pImpl; }
TreeImpl& operator* () const { return *m_pImpl; }
TreeImpl* get() const { return m_pImpl; }
TreeImpl* m_pImpl;
};
/** represents a hierarchy of config entries (identified by <type>NodeRef</type>s and <type>ValueRef</type>s)
<p>Examples for trees include</p>
<ulist>
<li>A module tree (for a specific set of parameters).</li>
<li>An updating tree (for a part of the whole).</li>
<li>A set element (updating or not), which could be detached.</li>
<ulist>
*/
class Tree
{
typedef node::Attributes NodeAttributes;
public:
/// create a tree with a given implementation
Tree(data::Accessor const& _accessor, TreeImpl* pImpl);
/// create a tree with a given implementation
Tree(data::Accessor const& _accessor, TreeRef const& _aTree);
/// checks, if this refers to an existing tree
bool isValid() const
{ return m_ref.isValid(); }
/// checks, if this represents a real tree
bool isEmpty() const
{ return m_ref.isEmpty(); }
/// retrieves the number of immediately contained (subtree) nodes
NodeOffset getContainedInnerNodeCount() const
{ return m_ref.getContainedInnerNodeCount(); }
/// checks whether the node <var>aNode</var> is a valid inner node in this tree.
bool isValidNode(NodeRef const& aNode) const;
/// checks whether the node <var>aNode</var> is a valid inner node in this tree.
bool isValidNode(AnyNodeRef const& aNode) const;
/// checks whether the node <var>aNode</var> is a valid value node in this tree.
bool isValidNode(ValueRef const& aNode) const;
/// checks whether the node <var>aNode</var> has any element nodes (of its own).
bool hasElements(NodeRef const& aNode) const;
/// checks whether the node <var>aNode</var> has a element node named <var>aName</var>.
bool hasElement(NodeRef const& aNode, Name const& aName) const;
/// checks whether the node <var>aNode</var> has a element node named <var>aName</var>.
bool hasElement(NodeRef const& aNode, Path::Component const& aName) const;
/** gets the element named <var>aName</var> of node <var>aNode</var>.
<p>PRE: <code>hasElement(aNode,aName) == true</code></p>
<p>If there is no such element, may return an empty node or raise an exception (?)</p>
@throws InvalidName
if <var>aName</var> is not a valid child name for this node
*/
ElementRef getElement(NodeRef const& aNode, Name const& aName) const;
/** gets the element named <var>aName</var> of node <var>aNode</var>, if it is available.
<p>PRE: <code>hasElement(aNode,aName) == true</code></p>
<p>If there is no such element, may return an empty node or raise an exception (?)</p>
<p>Caution: May miss existing children unless hasChild/getChild has been called before.</p>
@throws InvalidName
if <var>aName</var> is not a valid child name for this node
*/
ElementRef getAvailableElement(NodeRef const& aNode, Name const& aName) const;
/// checks whether the node <var>aNode</var> has any child value (in this tree).
bool hasChildValues(NodeRef const& aNode) const;
/// checks whether the node <var>aNode</var> has any child subtrees (in this tree).
bool hasChildNodes(NodeRef const& aNode) const;
/// checks whether the node <var>aNode</var> has any child nodes (in this tree).
bool hasChildren(NodeRef const& aNode) const;
/// checks whether the node <var>aNode</var> has a child value (in this tree) named <var>aName</var>.
bool hasChildValue(NodeRef const& aNode, Name const& aName) const;
/// checks whether the node <var>aNode</var> has a child subtree (in this tree) named <var>aName</var>.
bool hasChildNode(NodeRef const& aNode, Name const& aName) const;
/// checks whether the node <var>aNode</var> has a child node (in this tree) named <var>aName</var>.
bool hasChild(NodeRef const& aNode, Name const& aName) const;
/** gets the child value (in this tree) named <var>aName</var> of node <var>aNode</var>.
<p>PRE: <code>hasChildValue(aNode,aName) == true</code></p>
<P>If there is no such node, may return an empty node or raise an exception (?)</p>
@throws InvalidName
if <var>aName</var> is not a valid child name for this node
*/
ValueRef getChildValue(NodeRef const& aNode, Name const& aName) const;
/** gets the child value (in this tree) named <var>aName</var> of node <var>aNode</var>.
<p>PRE: <code>hasChildNode(aNode,aName) == true</code></p>
<P>If there is no such node, may return an empty node or raise an exception (?)</p>
@throws InvalidName
if <var>aName</var> is not a valid child name for this node
*/
NodeRef getChildNode(NodeRef const& aNode, Name const& aName) const;
/** gets the child value (in this tree) named <var>aName</var> of node <var>aNode</var>.
<p>PRE: <code>hasChildNode(aNode,aName) == true</code></p>
<P>If there is no such node, may return an empty node or raise an exception (?)</p>
@throws InvalidName
if <var>aName</var> is not a valid child name for this node
*/
AnyNodeRef getAnyChild(NodeRef const& aNode, Name const& aName) const;
/// return the local <type>Name</type> of the root node of this tree
Path::Component getRootName() const;
/// return the local <type>Name</type> of node <var>aNode</var> in this tree
Name getName(NodeRef const& aNode) const;
/// return the local <type>Name</type> of node <var>aNode</var> in this tree
Name getName(AnyNodeRef const& aNode) const;
/// return the local <type>Name</type> of value <var>aValue</var> in this tree
Name getName(ValueRef const& aValue) const;
/// return the <type>Attributes</type> of node <var>aNode</var> in this tree
NodeAttributes getAttributes(NodeRef const& aNode) const;
/// return the <type>Attributes</type> of node <var>aNode</var> in this tree
NodeAttributes getAttributes(AnyNodeRef const& aNode) const;
/// return the <type>Attributes</type> of value <var>aValue</var> in this tree
NodeAttributes getAttributes(ValueRef const& aValue) const;
/// get the Uno <type scope='com::sun::star::uno'>Type</type> of value <var>aValue</var> in this tree
UnoType getUnoType(ValueRef const& aValue) const;
// Parent/NodeRef context handling
public:
/// return the parent <type>NodeRef</type> of <var>aNode</var> (or an empty node, if it is the tree root)
NodeRef getParent(AnyNodeRef const& aNode) const;
/// return the parent <type>NodeRef</type> of <var>aNode</var> (or an empty node, if it is the tree root)
NodeRef getParent(NodeRef const& aNode) const;
/// return the parent <type>NodeRef</type> of <var>aValue</var> (or an empty node, if it is the tree root)
NodeRef getParent(ValueRef const& aValue) const;
/// return the <type>AbsolutePath</type> of <var>aNode</var>
AbsolutePath getAbsolutePath(NodeRef const& aNode) const;
/// gets the <type>AbsolutePath</type> of the root node of this tree
AbsolutePath getRootPath() const;
/// gets the root node of this tree
NodeRef getRootNode() const
{ return m_ref.getRootNode(); }
/// checks whether <var>aNode</var> is the root node of this tree
bool isRootNode(NodeRef const& aNode) const
{ return m_ref.isRootNode(aNode); }
public:
// value handling
/** retrieves the current value for <var>aNode</var>, provided there is one and it
is available.
*/
UnoAny getNodeValue(ValueRef const& aNode) const; // only works for value nodes
// default value handling
/// checks whether <var>aNode</var> has a default value
bool hasNodeDefault(ValueRef const& aNode) const; // only works for value nodes
/// checks whether <var>aNode</var> assumes its default value
bool isNodeDefault(ValueRef const& aNode) const; // only works for value nodes
/// checks whether <var>aNode</var> has a default state
bool hasNodeDefault(NodeRef const& aNode) const;
/// checks whether <var>aNode</var> assumes its default state
bool isNodeDefault(NodeRef const& aNode) const;
/// checks whether <var>aNode</var> has a default state
bool hasNodeDefault(AnyNodeRef const& aNode) const;
/// checks whether <var>aNode</var> assumes its default state
bool isNodeDefault(AnyNodeRef const& aNode) const;
/// checks whether the default values are available for the children of <var>aNode</var> (if applicable)
bool areValueDefaultsAvailable(NodeRef const& aNode) const;
/** retrieves the default value for <var>aNode</var>, provided there is one and it
is available.
<p>call <method>Tree::ensureDefaults</method> first to achieve best results</p>
*/
UnoAny getNodeDefaultValue(ValueRef const& aNode) const; // only works for value nodes
// Tree context handling
public:
/// gets the parent tree of this tree, if available
Tree getContextTree() const;
/// gets the parent node of this tree ('s root node), if available
NodeRef getContextNode() const;
// Update handling
public:
/// checks whether there are pending changes on this tree
bool hasChanges() const;
/// lists any pending changes on this tree
bool collectChanges(NodeChanges& aChanges) const;
/// applies <var>aChange</var> to <var>aNode</var> within this tree
void integrate(NodeChange& aChange, NodeRef const& aNode, bool bLocal) const;
/// applies <var>aChange</var> to <var>aNode</var> within this tree
void integrate(NodeChange& aChange, ValueRef const& aNode, bool bLocal) const;
/// applies <var>aChanges</var> to the children or descendants of <var>aNode</var> within this tree
void integrate(NodeChanges& aChanges, NodeRef const& aNode, bool bLocal) const;
/// applies <var>aChanges</var> to the descendants of <var>aNode</var> within this tree
void integrate(NodeChangesTree& aChanges, NodeRef const& aNode) const;
// Visitor handling
public:
/// dispatch node <var>aNode</var> to a Visitor
NodeVisitor::Result visit(NodeRef const& aNode, NodeVisitor& aVisitor) const
{ return aVisitor.handle(*this,aNode); }
/// dispatch node <var>aNode</var> to a Visitor
NodeVisitor::Result visit(ValueRef const& aNode, NodeVisitor& aVisitor) const
{ return aVisitor.handle(*this,aNode); }
/// dispatch node <var>aNode</var> to a Visitor
NodeVisitor::Result visit(AnyNodeRef const& aNode, NodeVisitor& aVisitor) const;
/** lets <var>aVisitor</var> visit the child nodes of <var>aNode</var>
<p>The order in which nodes are visited is repeatable (but currently unspecified)</p>
<p> Visits nodes until NodeVisitor::DONE is returned, then returns NodeVisitor::DONE.<BR/>
If all visits return NodeVisitor::CONTINUE, returns NodeVisitor::CONTINUE.<BR/>
If no children are present, returns NodeVisitor::CONTINUE
</p>
*/
NodeVisitor::Result dispatchToChildren(NodeRef const& aNode, NodeVisitor& aVisitor) const;
/** lets <var>aVisitor</var> visit the child nodes of <var>aNode</var>
<p>The order in which nodes are visited is repeatable (but currently unspecified)</p>
<p> Visits nodes until NodeVisitor::DONE is returned, then returns NodeVisitor::DONE.<BR/>
If all visits return NodeVisitor::CONTINUE, returns NodeVisitor::CONTINUE.<BR/>
If no children are present, returns NodeVisitor::CONTINUE
</p>
*/
NodeVisitor::Result dispatchToChildren(AnyNodeRef const& aNode, NodeVisitor& aVisitor) const;
// More NodeRef handling
public:
TreeRef getRef() const { return m_ref; }
// view & data layer binding
public:
data::Accessor getDataAccessor() const { return m_accessor; }
view::ViewTreeAccess getView() const;
void rebind(data::Accessor const& _aAccessor);
void unbind();
// Comparison
public:
friend bool equalTree(Tree const& lhs, Tree const& rhs) { return equalTreeRef(lhs.m_ref, rhs.m_ref); }
private:
friend class TreeImplHelper;
data::Accessor m_accessor;
TreeRef m_ref;
};
//-------------------------------------------------------------------------
class NodeID
{
public:
NodeID(Tree const& rTree, NodeRef const& rNode);
NodeID(TreeRef const& rTree, NodeRef const& rNode);
NodeID(TreeImpl* pImpl, NodeOffset nNode);
// comparison
// equality
friend bool operator==(NodeID const& lhs, NodeID const& rhs)
{ return lhs.m_pTree == rhs.m_pTree && lhs.m_nNode == rhs.m_nNode; }
// ordering
friend bool operator < (NodeID const& lhs, NodeID const& rhs);
// checking
bool isEmpty() const;
// checking
bool isValidNode() const;
// hashing
size_t hashCode() const;
// use as index - returns a value in the range 0..rTree.getContainedNodes() for the tree used to construct this
NodeOffset toIndex() const;
private:
friend class TreeImplHelper;
TreeImpl* m_pTree;
NodeOffset m_nNode;
};
//-------------------------------------------------------------------------
/** make a <type>Name</type> out of <var>sName</var>.
@throws InvalidName
if <var>sName</var> is not a valid name for a member of group <var>aNode</var> within <var>aTree</var>
*/
Name validateChildName(OUString const& sName, Tree const& aTree, NodeRef const& aNode );
/** make a <type>Name</type> out of <var>sName</var>.
@throws InvalidName
if <var>sName</var> is not a valid name for an element of set <var>aNode</var> within <var>aTree</var>
*/
Name validateElementName(OUString const& sName, Tree const& aTree, NodeRef const& aNode );
/** make a <type>Name</type> out of <var>sName</var>.
@throws InvalidName
if <var>sName</var> is not a valid name for a child of <var>aNode</var> within <var>aTree</var>
*/
Name validateChildOrElementName(OUString const& sName, Tree const& aTree, NodeRef const& aNode );
/** make one path component out of <var>sName</var>.
@throws InvalidName
if <var>sName</var> is not a valid name for an element of set <var>aNode</var> within <var>aTree</var>
*/
Path::Component validateElementPathComponent(OUString const& sName, Tree const& aTree, NodeRef const& aNode );
/** parse <var>aPath</var> into a relative path,
valid in the context of node <var>aNode<var/> in <var>aTree<var/>.
@returns
<var>aPath<var/> parsed as a relative path
@throws InvalidName
if <var>aPath<var/> is not a relative path or not valid in the context of <var>aNode<var/>
*/
RelativePath validateRelativePath(OUString const& aPath, Tree const& aTree, NodeRef const& aNode);
/** parse <var>aPath</var> as a configuration path
and reduce it to be relative to node <var>aNode<var/> in <var>aTree<var/>.
@returns
the result of parsing <var>aPath<var/>, if that results in a relative path, or
the part of it relative to <var>aNode<var/>,
if it is an absolute path to a descendant of <var>aNode<var/>
@throws InvalidName
if <var>aPath<var/> is not awell-formed path or
if it is an absolute path that is not to a descendant of <var>aNode<var/>
*/
RelativePath validateAndReducePath(OUString const& aPath, Tree const& aTree, NodeRef const& aNode);
/** checks whether there are any immediate children of <var>aNode</var> (which is in <var>aTree</var>)
@return
<TRUE/> if a child node exists
<FALSE/> otherwise
*/
bool hasChildOrElement(Tree const& aTree, NodeRef const& aNode);
/** checks whether there is an immediate child of <var>aNode</var> (which is in <var>aTree</var>)
specified by <var>aName</var>
@return
<TRUE/> if the child node exists
<FALSE/> otherwise
*/
bool hasChildOrElement(Tree const& aTree, NodeRef const& aNode, Name const& aName);
/** checks whether there is an immediate child of <var>aNode</var> (which is in <var>aTree</var>)
specified by <var>aName</var>
@return
<TRUE/> if the child node exists
<FALSE/> otherwise
*/
bool hasChildOrElement(Tree const& aTree, NodeRef const& aNode, Path::Component const& aName);
/** tries to find the immediate child of <var>aNode</var> (which is in <var>aTree</var>)
specified by <var>aName</var>
<p> On return <var>aNode</var> is modified to refer to the node found and
<var>aTree</var> will then refer to the tree that node is in.
<p/>
<p>Caution: May miss an existing child unless the child has been accessed before.</p>
@return
<TRUE/> if the child node exists and is available
(so <var>aNode</var> and <var>aTree</var> refer to the desired node),
<FALSE/> otherwise
@see NodeRef::getAvailableChild
*/
bool findInnerChildOrAvailableElement(Tree& aTree, NodeRef& aNode, Name const& aName);
/// test whether the given node is a structural (inner) node
bool isStructuralNode(Tree const& aTree, NodeRef const& aNode);
/// test whether the given inner node is a group node
bool isGroupNode(Tree const& aTree, NodeRef const& aNode);
/// get the value for a node that is a simple value (as tree element)
UnoAny getSimpleElementValue(Tree const& aTree, NodeRef const& aNode);
/// test whether the given inner node is a set node
bool isSetNode(Tree const& aTree, NodeRef const& aNode);
osl::Mutex& getRootLock(TreeRef const& aTree);
memory::Segment const * getRootSegment(TreeRef const& aTree);
typedef std::vector<NodeID> NodeIDList;
void getAllContainedNodes(Tree const& aTree, NodeIDList& aList);
NodeID findNodeFromIndex(TreeRef const& aTreeRef, NodeOffset nIndex);
//-------------------------------------------------------------------------
inline bool TreeRef::isValid() const
{
return m_pImpl != 0;
}
//-------------------------------------------------------------------------
inline bool NodeRef::isValid() const
{
return m_nPos != 0;
}
//-------------------------------------------------------------------------
inline NodeOffset NodeRef::getOffset() const
{
return m_nPos;
}
//-------------------------------------------------------------------------
inline TreeDepth NodeRef::getDepth() const
{
return m_nDepth;
}
//-------------------------------------------------------------------------
inline bool operator!=(NodeID const& lhs, NodeID const& rhs)
{ return !(lhs == rhs); }
//---------------------------------------------------------------------
inline bool operator>=(NodeID const& lhs, NodeID const& rhs)
{ return !(lhs < rhs); }
//---------------------------------------------------------------------
inline bool operator > (NodeID const& lhs, NodeID const& rhs)
{ return (rhs < lhs); }
inline bool operator<=(NodeID const& lhs, NodeID const& rhs)
{ return !(rhs < lhs); }
//-------------------------------------------------------------------------
}
}
#endif // CONFIGMGR_CONFIGNODE_HXX_