Gtk# Tooltip on NodeView Showing on Incorrect Rows - monodevelop

There appears to be some interesting behavior with the way tooltips are being displayed in Gtk# NodeView instances. Specifically, the GetPathAtPos method is not taking the header row into consideration when returning the TreePath, which in turn causes the tooltip to be displayed under an incorrect row. The following code is being used to demonstrate the issue:
using Gtk;
[TreeNode(ListOnly = true)]
public class MyTreeNode : TreeNode
{
[TreeNodeValue(Column = 0)]
public string RowNumber { get; set; } = "";
[TreeNodeValue(Column = 1)]
public string Data { get; set; } = "";
}
public partial class MainWindow : Gtk.Window
{
public MainWindow() : base(Gtk.WindowType.Toplevel)
{
Build();
nodeview1.AppendColumn("Row Number", new CellRendererText(), "text", 0);
nodeview1.AppendColumn("Data", new CellRendererText(), "text", 1);
NodeStore nodeStore = new NodeStore(typeof(MyTreeNode));
nodeStore.AddNode(new MyTreeNode { RowNumber = "One", Data = "foo" });
nodeStore.AddNode(new MyTreeNode { RowNumber = "Two", Data = "bar" });
nodeStore.AddNode(new MyTreeNode { RowNumber = "Three", Data = "baaz" });
nodeStore.AddNode(new MyTreeNode { RowNumber = "Four", Data = "quux" });
nodeview1.NodeStore = nodeStore;
nodeview1.HasTooltip = true;
nodeview1.QueryTooltip += Nodeview1_QueryTooltip;
}
private void Nodeview1_QueryTooltip(object o, QueryTooltipArgs args)
{
bool result = false;
if (nodeview1.GetPathAtPos(args.X, args.Y, out TreePath path))
{
TreeModel model = nodeview1.Model;
if (model.GetIter(out TreeIter iter, path))
{
string rowNumber = model.GetValue(iter, 0) as string;
args.Tooltip.Text = "This is the tooltip for Row Number " + rowNumber;
result = true;
}
}
args.RetVal = result;
}
protected void OnDeleteEvent(object sender, DeleteEventArgs a)
{
Application.Quit();
a.RetVal = true;
}
}
When hovering the mouse over the row where RowNumber = "Three", the tooltip says, "This is the tooltip for Row Number Four". Similarly, when hovering the mouse over the header, the tooltip says, "This is the tooltip for Row Number One". All of the tooltips behave this way.
As a workaround, I modified the call to GetPathAtPos to pass "args.Y - 23". The header row appears to be 23 pixels high, but of course it is not good practice to hard-code these types of values.
Hopefully someone else has experienced this before and knows how to resolve it or how to work around it more dynamically (for example, knowing how to get the height of the header row at runtime).
The code has been compiled using MonoDevelop 7.8.4 (build 2) on Ubuntu 22.04 LTS. Two things to note:
MonoDevelop supports only GTK 2 (unless anyone knows how to get it to support newer versions).
I am running Ubuntu in a VirtualBox session, with Windows 10 as the host operating system.

After doing some digging that included finding a great visual for Gtk.TreeView, I was able to find a solution. The X and Y values in QueryTooltipArgs are in widget coordinates. They need to be translated to bin window coordinates for GetPathAtPos to work correctly. As a result, the if statement in Nodeview1_QueryTooltip has been modified as follows:
ORIGINAL CODE:
if (nodeview1.GetPathAtPos(args.X, args.Y, out TreePath path))
UPDATED CODE:
nodeview1.ConvertWidgetToBinWindowCoords(args.X, args.Y, out int bx, out int by);
if (nodeview1.GetPathAtPos(bx, by, out TreePath path))

Related

AutoMapper - passing parameter to custom resolver weird behavior

Although I'm relatively new to AutoMapper I'm using it in a small project I'm developing. I've never had problems using it before but now I'm facing some weird behavior passing parameters to a Custom Resolver.
Here's the scenario: I get a list of messages from my repository and then map those to a frontend friendly version of it. Nothing fancy, just some normal mapping between objects. I have a field in that frontend object that tells if a certain user already voted for that message and that's what I'm using the Custom Resolver for (it's that second "ForMember"):
public List<SupportMessageUi> GetAllVisible(string userId)
{
Mapper.CreateMap<SupportMessage, SupportMessageUi>()
.ForMember(dest => dest.Votes,
opt => opt.ResolveUsing<SupportMessageVotesResolver>())
.ForMember(dest => dest.UserVoted,
opt => opt.ResolveUsing<SupportMessagesUserVotedResolver>()
.ConstructedBy(() => new SupportMessagesUserVotedResolver(userId)));
var messages = _unitOfWork.MessagesRepository.Get(m => m.Visible);
var messagesUi = Mapper.Map<List<SupportMessageUi>>(messages);
return messagesUi;
}
I'm calling this method on a web service and the problem is: the first time I call the webservice (using the webservice console) it all runs perfectly. For example, if I pass '555' as the userId I get to this method with the correct value:
And in the Custom Resolver the value was correctly passed to the constructor:
The results returned are correct. The problem comes next. The second time I call the service, passing a different argument ('666' this time) the argument that gets to the constructor of the Custom Resolver is the old one ('555'). Here's what I mean:
Right before mapping the objects we can see that the value passed to the constructor was correct ('666'):
But when it gets to the constructor of the Resolver the value is wrong, and is the old one ('555'):
All subsequent calls to the service use the original value in the Custom Resolver constructor ('555'), independently of the value I pass to the service (also happens if I make the call from another browser). If I shut down the server and relaunch it I can pass a new parameter (that will be used in all other calls until I shut it down again).
Any idea on why this is happening?
It's happening because AutoMapper.CreateMap is a static method, and only needs to be called once. With the CreateMap code in your web method, you're trying to call it every time you call that method on your web service. Since the web server process stays alive between calls (unless you restart it, like you said) then the static mappings stay in place. Hence, the necessity of calling AutoMapper.Reset, as you said in your answer.
But it's recommended that you put your mapping creation in AppStart or Global or a static constructor or whatever, so you only call it once. There are ways to call Map that allow you to pass in values, so you don't need to try to finesse things with the constructor of your ValueResolver.
Here's an example using a ValueResolver (note the change to implementing IValueResolver instead of inheriting ValueResolver<TSource, TDestination>):
[Test]
public void ValueTranslator_ExtraMapParameters()
{
const int multiplier = 2;
ValueTranslator translator = new ValueTranslator();
Mapper.AssertConfigurationIsValid();
ValueSource source = new ValueSource { Value = 4 };
ValueDest dest = translator.Translate(source, multiplier);
Assert.That(dest.Value, Is.EqualTo(8));
source = new ValueSource { Value = 5 };
dest = translator.Translate(source, multiplier);
Assert.That(dest.Value, Is.EqualTo(10));
}
private class ValueTranslator
{
static ValueTranslator()
{
Mapper.CreateMap<ValueSource, ValueDest>()
.ForMember(dest => dest.Value, opt => opt.ResolveUsing<ValueResolver>().FromMember(src => src.Value));
}
public ValueDest Translate(ValueSource source, int multiplier)
{
return Mapper.Map<ValueDest>(source, opt => opt.Items.Add("multiplier", multiplier));
}
private class ValueResolver : IValueResolver
{
public ResolutionResult Resolve(ResolutionResult source)
{
return source.New((int)source.Value * (int)source.Context.Options.Items["multiplier"]);
}
}
}
private class ValueSource { public int Value { get; set; } }
private class ValueDest { public int Value { get; set; } }
And here's an example using a TypeConverter:
[Test]
public void TypeTranslator_ExtraMapParameters()
{
const int multiplier = 3;
TypeTranslator translator = new TypeTranslator();
Mapper.AssertConfigurationIsValid();
TypeSource source = new TypeSource { Value = 10 };
TypeDest dest = translator.Translate(source, multiplier);
Assert.That(dest.Value, Is.EqualTo(30));
source = new TypeSource { Value = 15 };
dest = translator.Translate(source, multiplier);
Assert.That(dest.Value, Is.EqualTo(45));
}
private class TypeTranslator
{
static TypeTranslator()
{
Mapper.CreateMap<TypeSource, TypeDest>()
.ConvertUsing<TypeConverter>();
}
public TypeDest Translate(TypeSource source, int multiplier)
{
return Mapper.Map<TypeDest>(source, opt => opt.Items.Add("multiplier", multiplier));
}
private class TypeConverter : ITypeConverter<TypeSource, TypeDest>
{
public TypeDest Convert(ResolutionContext context)
{
TypeSource source = (TypeSource)context.SourceValue;
int multiplier = (int)context.Options.Items["multiplier"];
return new TypeDest { Value = source.Value * multiplier };
}
}
}
private class TypeSource { public int Value { get; set; } }
private class TypeDest { public int Value { get; set; } }
Answering myself: I was not using AutoMapper.Reset(). Once I did that everything started working properly.
Helpful reading: http://www.markhneedham.com/blog/2010/01/27/automapper-dont-forget-mapper-reset-at-the-start/

runAction not excuted when invoked from CCNode (not onEnter )

I have Class that is CCNode extended from one of its methods i want to excute actions
but none of then are running :
from this class :
class GameController : public CCNode
where i have also this:
void GameController::onEnter()
{
CCNode::onEnter();
}
this is the code i have :
bool GameController::removeFinalGems(CCArray* gemsToRemove)
{
onGemScaleInAnim = CCCallFuncND::create(this,
callfuncND_selector(GameController::OnGemScaleInAnim),gemsToRemove);
onRemoveGemScaleInAnim = CCCallFuncND::create(this,
callfuncND_selector(GameController::OnRemoveGemScaleInAnim),gemsToRemove);
CCSequence* selectedGemScaleInAndRemove = CCSequence::create(onGemScaleInAnim,
onRemoveGemScaleInAnim,
NULL);
bool b = this->isRunning();
CCAction *action = this->runAction(selectedGemScaleInAndRemove);
return true;
}
void GameController::OnGemScaleInAnim(CCNode* sender,void* data)
{
CCArray *gemsToRemove = (CCArray*) data;
}
void GameController::OnRemoveGemScaleInAnim(CCNode* sender,void* data)
{
CCArray *gemsToRemove = (CCArray*) data;
}
also i added check to see if there is actions running before and after
and its look like before its equal 0 and after it is equal 1
int na = this->numberOfRunningActions(); //equal 0
CCAction *action = this->runAction(selectedGemScaleInAndRemove);
int na0 = this->numberOfRunningActions();//equal 1 so there is action
it never gets to the OnRemoveGemScaleInAnim and OnGemScaleInAnim methods
I ran into this problem on cocos2d-x when porting an iOS cocos2d app.
After your "runAction" call, add the following line of code to check to see if paused target(s) is the culprit:
CCDirector::sharedDirector()->getActionManager()->resumeTarget( this );
In my case, this was the reason why actions were not being run. It seems that CCTransitionFade's (from screen transitions) resulted in pauses. It might be due to construction of nodes done during init, although I have not tested that theory.

JTable row color change based on a column value- on pop up click

My jTable is loaded with data and this is where I call my Pop up functionality on jTable.
jTable.addMouseListener(new TablePopupListener(jTable));
displayTable();
So basically, if I right-click a row, a popup(credit check) comes up and if I click it is setting a value to the last cell in that row. Now, based on this column cell value I have to define the color of a row. Let's say if the cell value fails then turn the row to red else to green. I have tried customCellRenderer and defined my condition but there is no change in row color. The custom cell renderer worked great for a button functionality that I had to write, though. The below code uses prepare cellRenderer which I felt is easy but I don't see any change in row color.
I am missing some connection, plz provide me help.
Thanks in advance.
class TablePopupListener extends MouseAdapter implements ActionListener {
JPopupMenu popup;
JTable table;
int[] selRows;
TableModel model;
ArrayList rowValueList = new ArrayList();
JMenuItem creditCheck = new JMenuItem("Credit Check");
public TablePopupListener(JTable jTable) {
this.table = jTable;
model = table.getModel();
popup = new JPopupMenu();
JMenuItem creditCheck = new JMenuItem("Credit Check");
creditCheck.addActionListener(this);
popup.add(creditCheck);
}
public void mousePressed(MouseEvent me) {
firePopup(me);
}
public void mouseReleased(MouseEvent me) {
firePopup(me);
}
public void firePopup(MouseEvent me) {
/*
* The popup menu will be shown only if there is a row selection in the
* table
*/
// popup.show(table, me.getX(), me.getY());
if (me.isPopupTrigger() && table.getModel().getRowCount() != 0
&& table.getSelectedRow() != -1) {
// popup.show(table,me.getX(),me.getY());
if (me.isPopupTrigger()) {
JTable source = (JTable) me.getSource();
int row = source.rowAtPoint(me.getPoint());
int column = source.columnAtPoint(me.getPoint());
if (!source.isRowSelected(row))
source.changeSelection(row, column, false, false);
popup.show(table, me.getX(), me.getY());
}
}
}
public void actionPerformed(ActionEvent ae) {
if (ae.getActionCommand().equals("Credit Check")) {
System.out.println("you have clicked creditCheckpopup");
selRows = table.getSelectedRows();
if (selRows.length > 0) {
for (int i = 0; i < selRows.length; i++) {
// get Table data
for (int j = 1; j < (table.getColumnCount()) - 1; j++) {
rowValueList.add(model.getValueAt(selRows[i], j));
}
System.out.println("Selection : " + rowValueList);
}
} else {
System.out.println("you have clicked something idiot");
}
int result = new COpxDeal(rowValueList).CheckCredit();
if (result == 1)
rowValueList.add("pass");
else
rowValueList.add("fail");
String aValue = (String) rowValueList.get(14);
for (int i = 0; i < selRows.length; i++) {
model.setValueAt(aValue, selRows[i], 15);
}
// inserted comment (Kleopatra): where are we? that's outside of the TablePopup?
// okay, nothing like copying the code into an IDE and let that do the formatting, silly me ;-)
// this is indeed _inside_ the popup, that is the table is recreated
table = new JTable(model) {
public Component prepareRenderer(TableCellRenderer renderer,
int row, int column) {
Component c = super.prepareRenderer(renderer, row, column);
JComponent jc = (JComponent) c;
// if (!isRowSelected(row)){
// c.setBackground(getBackground());
// System.out.println(isRowSelected(row));
// }
int modelRow = convertRowIndexToModel(row);
String strTestValue = "fail";
String strTblValue = (String) getModel().getValueAt(
modelRow, 15);
System.out.println("result :" + strTblValue);
if (strTblValue == null || strTblValue.equals(""))
System.out.println("there is nothing in strTblValue");
else if (strTestValue.equals(strTblValue)) {
jc.setBackground(Color.RED);
} else {
jc.setBackground(Color.green);
}
return c;
}
};
}
}
}
after some formatting (believe me, it's important for code to be readable ;-) seems like you instantiate a new table inside your popupMenu and only that table has the custom renderer. Which you can do, but doesn't have any effect on the your real table.
Move the prepareRenderer into your real table (the one you pass into the popup as parameter) and you should see the coloring. Beware: due to a bug in DefaultTableCellRenderer, you have to set the color always, that is
if (nothingToDo) {
setBackground(normal)
} else if ... {
setBackground(one)
} else {
setBackground(other)
}
Edit: trying to explain the changes in code structure, pseudo-code snippets
Current state, that's what you are doing:
JTable table = new JTable();
table.addMouseListener(new TablePopupListener(table));
// keep listener-local reference to table
JTable table = table;
....
// in the listener guts, the reference is replaced
table = new JTable() {
#Override
Component prepareRenderer(...
}
Change to, that's what you should do:
JTable table = new JTable() {
#Override
Component prepareRenderer(...
};
table.addMouseListener(new TablePopupListener(table));
// keep listener-local reference to table
JTable table = table;
// don't replace ever, it's for reading only
edit 2:
- changed the pseudo-code to actually register the listener)
- the code indented below the addMouseListener is mean as an outline of the code inside the TablePopupListener

How to modify linqtosql entityref objects in handcoded MVC model?

I am trying to set up my own mvc model rather than letting the environment create one via the graphic designer tool. I had hoped that this would make it easier to keep separate repositories for parts of the model space but so far it has caused me nothing but grief.
The first problem I ran into was that the entityref classes had to be updated via a selectlist control in the view. I managed to get that to work by adding an interal ID field to every entityref much like designer.cs would do. However, it has made the model class quite a bit more complex as the code below demonstrates.
Unfortunately, I now run into a problem when I want to explicitly update some of the entities in the controller. If I manually set the ID field, the update is just dropped, if I change the entity I get an exception while saving.
My model
[Table(Name = "dbo.Jobs")]
public class Job {
[Column(IsPrimaryKey = true, IsDbGenerated = true, AutoSync = AutoSync.OnInsert)]
public int JobID { get; set; }
internal string _CompanyID; // string for legacy reasons
[Column(Storage = "_CompanyID")]
public string CompanyID{
get { return _CompanyID}
set {
if ((_CompanyID != value)) {
if (_MittlerOrg.HasLoadedOrAssignedValue) {
throw new System.Data.Linq.ForeignKeyReferenceAlreadyHasValueException();
}
_CompanyID = value;
}
}
}
internal EntityRef<Company> _Company;
[Association(Storage = "_Company", ThisKey = "CompanyID", OtherKey = "CompanyID", IsForeignKey = true)]
public Company Company {
get { return _Company.Entity; }
set {
Organization previousValue = this._Company.Entity;
if ((previousValue != value) || (_Company.HasLoadedOrAssignedValue == false)) {
if ((previousValue != null)) {
_Company.Entity = null;
}
_Company.Entity = value;
if (value != null) {
_CompanyID = value.OrganizationID;
} else {
_CompanyID = default(string);
}
}
}
}
// The contact depends on the choice of company and should be set
// inside an action method once the company is determined.
internal string _ContactID;
[Column(Storage = "_ContactID")]
public string ContactID {
get { return _ContactID; }
set {
if ((_ContactID != value)) {
if (_Contact.HasLoadedOrAssignedValue) {
throw new System.Data.Linq.ForeignKeyReferenceAlreadyHasValueException();
}
_ContactID = value;
}
}
}
internal EntityRef<User> _Contact;
[Association(Storage = "_Contact", ThisKey = "ContactID", OtherKey = "UserID", IsForeignKey = true)]
public User Contact {
get { return _Contact.Entity; }
set {
User previousValue = this._Contact.Entity;
if ((previousValue != value) || (_Contact.HasLoadedOrAssignedValue == false)) {
if ((previousValue != null)) {
_Contact.Entity = null;
}
_Contact.Entity = value;
if (value != null) {
_ContactID = value.UserID;
} else {
_ContactID = default(string);
}
}
}
}
}
The edit function that causes problems is here. If I step though it in the debugger I see that fi.ContactID gets updated but not committed to the DB.
[HttpPost]
public ActionResult Edit(int id, FormCollection collection) {
var user = userrep.FetchByLogin(User.Identity.Name);
var job = jobrep.FetchByID(id);
try {
var oldvalue = job.CompanyID;
UpdateModel(job, "job");
if (oldvalue != job.CompanyID) {
if (job.CompanyID != null) {
job.ContactID = orgrep.FetchByID(job.CompanyID).DefaultContactID;
} else {
job.ContactID = default(string);
}
}
firep.Save();
return RedirectToAction("Index");
} catch (Exception e) {
}
}
Any idea how to get those pesky entityrefs to behave? I searched up and down the internet but all model layer examples seem to cover the simplest relationships only. Should I just chuck the model completely in favor of managing my references manually though id fields.
Cheers,
Duffy
Update: I never got this piece of code to work robustly so I ended up switching back to letting visual studio generate the DataContext via the drag and drop graphical designer.
I still struggle a bit with fixing the names on the relationship links after an update of the db schema (I carefully name all relationships in the db but the designer tool seems to ignore those names) but since I discovered that the db.designer.cs file can be opened in an xml editor rather than with the GUI, the job got a lot easier.

AS3: Optimizing Object Memory Size

I have have a class that I wrote, and it seems bigger than it should be. It doesn't extend anything, and has very little going on - or so I thought - but each one is taking up just under 100k100 bytes ( thanks back2dos ). I guess that I don't have a very good understanding of what really affects how much memory an object takes up in AS3.
If anyone can point me to some reading on the subject that might be helpful, or perhaps explain some insight into how to think about this, that would be awesome.
I would like to keep a LOT of these objects in memory - and I thought I could until now, but at this size I'm going to have to create them or use an object pooling technique of some kind.
Thanks for the assistance.
Edit: Although I've got this in order, I'm keeping the code I posted here for completeness. The class has been heavily modified from the original version. Values that were referencing other files have been made static as to allow the code to run for someone else ( in theory hehehe... ).
Although my situation is sorted out, I'll give the answer to a good reference for information on classes and memory.
In this case the class has 15 variables. I'm only using a single String and a bunch of ints, Numbers, and Booleans with some references to more of the same in globally available XML data. It also imports Point for the constructor, though no points are stored. In testing, even without the global XML references or Point class it's still around a ~84k each. There are getters for 7 of the variables and a couple methods in addition to the constructor. All of which are less than 20 lines ( and I have a very sparse coding style ).
The class mentioned for reference, but feel free to generalize:
package
{
public class AObject
{
private var _counter:int;
private var _frames:int;
private var _speed:int;
private var _currentState:String;
private var _currentFrame:int;
private var _offset:int;
private var _endFrame:int;
private var _type:int;
private var _object:int;
private var _state:int;
private var _x:Number;
private var _y:Number;
private var _w:int;
private var _h:int;
private var _update:Boolean;
public function AObject( targetX : int, targetY : int, state : int, object : int, type : int )
{
_x = targetX;
_y = targetY;
_type = type;
_object = object;
_state = state;
_counter = 0;
_w = 32;
_h = 32
_update = true;
setState( state );
}
public function setState( state:int ) : void
{
_currentState = "bob";
var frameCounter : int = 0;
var stateCounter : int = state - 1;
while ( state > 0 )
{
frameCounter += 4;
--stateCounter;
}
_offset = frameCounter;
_currentFrame = _offset;
_speed = 10;
_frames = 4;
_endFrame = _offset + _frames - 1;
}
public function get state() : int
{
return _state;
}
public function animate() : Boolean
{
if ( count() )
{
if( _currentFrame < _endFrame )
{
++_currentFrame;
}
else
{
_currentFrame = _offset;
}
_speed = 10;
return true;
}
else
{
return false;
}
}
private var adder: Number = 0;
private function count():Boolean
{
_counter++;
if ( _counter == _speed )
{
_counter = 0;
return true;
}
else
{
return false;
}
}
public function get x():int
{
return _x;
}
public function get y():int
{
return _y;
}
public function get type():int
{
return _type;
}
public function get object():int
{
return _object;
}
public function get currentFrame():int
{
return _currentFrame;
}
public function get w():int
{
return _w;
}
public function get h():int
{
return _h;
}
}
}
i am amazed, this compiles at all ... when i try to compile it with the flex SDK, it creates an enormous collision with the built-in class Object, which is the base class of any class, making my trace output overflow ...
other than that, this is an infinite loop if you pass a value for state bigger than 0
while ( state > 0 )
{
frameCounter += 4;
--stateCounter;
}
but it seems really strange these objects are so big ... after renaming and taking care not to pass in 0 for the state, i ran a test:
package {
import flash.display.Sprite;
import flash.sampler.getSize;
import flash.system.System;
public class Main extends Sprite {
public function Main():void {
const count:int = 100000;
var start:uint = System.totalMemory;
var a:Array = [];
for (var i:int = 0; i < count; i++) {
a.push(new MyObject(1, 2, 0, 4, 5));
}
var mem:uint = System.totalMemory - start - getSize(a);
trace("total of "+mem+" B for "+count+" objects, aprox. avg. size per object: "+(mem/count));
}
}
}
it yields:
total of 10982744 B for 100000 objects, aprox. avg. size per object: 109.82744
so that's quite ok ... i think the actual size should be 4 (for the bool) + 4 * 11 (for the ints) + 4 (for the reference to the string) + 8 * 3 (for the three floats (you have the adder somewhere over the count) + 8 for an empty class (reference to the traits objects + something else), giving you a total of 88 bytes ... which is, what you get, if you getSize the object ... please note however, that getSize will only give you the size of the object itself (as calculated here) ignoring the size of what strings or other objects your object references ...
so yeah, apart from that name you definitely should change, the problem must be somewhere else ...
greetz
back2dos
If you really want to save on space, you can fake shorts by using unsigned integers, and using upper/lower bits for one thing or another.
ints are 4 bytes by nature, you can reuse that int on anything less than 2^8.
width height
0xFFFF + 0xFFFF
offset endframe
0xFFFF + 0xFFFF
This though gets ugly when you want to write anything or read anything, as to write width or height you'd have to:
writing:
size = (width & 0x0000FFFF) << 16 | (height & 0x0000FFFF);
reading:
get width():uint { return (size & 0xFFFF0000) >> 16 };
That's ugly. Since you're using getters anyways, and assuming computation speed is not an issue, you could use internal byte arrays which could give you even more granularity for how you want to store your information. Assuming your strings are more than 4 bytes, makes more sense to use a number rather than a string.
Also, I believe you will actually get some memory increase by declaring the class as final, as I believe final functions get placed into the traits object, rather than