SMESH::ListOfGroups_var groups = aMesh->GetGroups();
myInfo->append( "" ); // separator
bool top_created = false;
- for ( int i = 0; i < groups->length(); i++ ) {
+ for ( CORBA::ULong i = 0; i < groups->length(); i++ ) {
SMESH::SMESH_GroupBase_var aGrp = groups[i];
if ( CORBA::is_nil( aGrp ) ) continue;
QString aName = aGrp->GetName();
SMESH::ListOfGroups_var groups = aMesh->GetGroups();
myInfo->append( "" ); // separator
bool top_created = false;
- for ( int i = 0; i < groups->length(); i++ ) {
+ for ( CORBA::ULong i = 0; i < groups->length(); i++ ) {
SMESH::SMESH_GroupBase_var aGrp = groups[i];
if ( CORBA::is_nil( aGrp ) ) continue;
QString aName = aGrp->GetName();
if ( !CORBA::is_nil( aMesh ) ) {
SMESH::ListOfGroups_var groups = aMesh->GetGroups();
QTreeWidgetItem* groupsItem = 0;
- for ( int i = 0; i < groups->length(); i++ ) {
+ for ( CORBA::ULong i = 0; i < groups->length(); i++ ) {
SMESH::SMESH_GroupBase_var aGrp = groups[i];
if ( CORBA::is_nil( aGrp ) ) continue;
QString aName = aGrp->GetName();
if ( !CORBA::is_nil( aMesh ) ) {
SMESH::ListOfGroups_var groups = aMesh->GetGroups();
QTreeWidgetItem* groupsItem = 0;
- for ( int i = 0; i < groups->length(); i++ ) {
+ for ( CORBA::ULong i = 0; i < groups->length(); i++ ) {
SMESH::SMESH_GroupBase_var aGrp = groups[i];
if ( CORBA::is_nil( aGrp ) ) continue;
QString aName = aGrp->GetName();
itemGroups->setData( 0, Qt::UserRole, GROUPS_ID );
// total number of groups > 10, show extra widgets for info browsing
- if ( myGroups->length() > MAXITEMS ) {
+ if ((int) myGroups->length() > MAXITEMS ) {
ExtraWidget* extra = new ExtraWidget( this, true );
connect( extra->prev, SIGNAL( clicked() ), this, SLOT( showPreviousGroups() ) );
connect( extra->next, SIGNAL( clicked() ), this, SLOT( showNextGroups() ) );
itemSubMeshes->setData( 0, Qt::UserRole, SUBMESHES_ID );
// total number of sub-meshes > 10, show extra widgets for info browsing
- if ( mySubMeshes->length() > MAXITEMS ) {
+ if ((int) mySubMeshes->length() > MAXITEMS ) {
ExtraWidget* extra = new ExtraWidget( this, true );
connect( extra->prev, SIGNAL( clicked() ), this, SLOT( showPreviousSubMeshes() ) );
connect( extra->next, SIGNAL( clicked() ), this, SLOT( showNextSubMeshes() ) );