void FsmAp::setFinState( StateAp *state )
{
/* Is it already a fin state. */
- if ( state->stateBits & SB_ISFINAL )
+ if ( state->stateBits & STB_ISFINAL )
return;
- state->stateBits |= SB_ISFINAL;
+ state->stateBits |= STB_ISFINAL;
finStateSet.insert( state );
}
void FsmAp::unsetFinState( StateAp *state )
{
/* Is it already a non-final state? */
- if ( ! (state->stateBits & SB_ISFINAL) )
+ if ( ! (state->stateBits & STB_ISFINAL) )
return;
/* When a state looses its final state status it must relinquish all the
* properties that are allowed only for final states. */
clearOutData( state );
- state->stateBits &= ~ SB_ISFINAL;
+ state->stateBits &= ~ STB_ISFINAL;
finStateSet.remove( state );
}
void FsmAp::markReachableFromHere( StateAp *state )
{
/* Base case: return; */
- if ( state->stateBits & SB_ISMARKED )
+ if ( state->stateBits & STB_ISMARKED )
return;
/* Set this state as processed. We are going to visit all states that this
* state has a transition to. */
- state->stateBits |= SB_ISMARKED;
+ state->stateBits |= STB_ISMARKED;
/* Recurse on all out transitions. */
for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
void FsmAp::markReachableFromHereStopFinal( StateAp *state )
{
/* Base case: return; */
- if ( state->stateBits & SB_ISMARKED )
+ if ( state->stateBits & STB_ISMARKED )
return;
/* Set this state as processed. We are going to visit all states that this
* state has a transition to. */
- state->stateBits |= SB_ISMARKED;
+ state->stateBits |= STB_ISMARKED;
/* Recurse on all out transitions. */
for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
void FsmAp::markReachableFromHereReverse( StateAp *state )
{
/* Base case: return; */
- if ( state->stateBits & SB_ISMARKED )
+ if ( state->stateBits & STB_ISMARKED )
return;
/* Set this state as processed. We are going to visit all states with
* transitions into this state. */
- state->stateBits |= SB_ISMARKED;
+ state->stateBits |= STB_ISMARKED;
/* Recurse on all items in transitions. */
for ( TransInList::Iter trans = state->inList; trans.lte(); trans++ )
void FsmAp::unsetAllFinStates()
{
for ( StateSet::Iter st = finStateSet; st.lte(); st++ )
- (*st)->stateBits &= ~ SB_ISFINAL;
+ (*st)->stateBits &= ~ STB_ISFINAL;
finStateSet.empty();
}
/* Check that everything got marked. */
for ( StateList::Iter st = stateList; st.lte(); st++ ) {
/* Assert it got marked and then clear the mark. */
- assert( st->stateBits & SB_ISMARKED );
- st->stateBits &= ~ SB_ISMARKED;
+ assert( st->stateBits & STB_ISMARKED );
+ st->stateBits &= ~ STB_ISMARKED;
}
}
markReachableFromHereReverse( *pst );
/* Start state gets honorary marking. Must be done AFTER recursive call. */
- startState->stateBits |= SB_ISMARKED;
+ startState->stateBits |= STB_ISMARKED;
/* Make sure everything got marked. */
for ( StateList::Iter st = stateList; st.lte(); st++ ) {
/* Assert the state got marked and unmark it. */
- assert( st->stateBits & SB_ISMARKED );
- st->stateBits &= ~ SB_ISMARKED;
+ assert( st->stateBits & STB_ISMARKED );
+ st->stateBits &= ~ STB_ISMARKED;
}
}
void FsmAp::depthFirstOrdering( StateAp *state )
{
/* Nothing to do if the state is already on the list. */
- if ( state->stateBits & SB_ONLIST )
+ if ( state->stateBits & STB_ONLIST )
return;
/* Doing depth first, put state on the list. */
- state->stateBits |= SB_ONLIST;
+ state->stateBits |= STB_ONLIST;
stateList.append( state );
/* Recurse on everything ranges. */
{
/* Init on state list flags. */
for ( StateList::Iter st = stateList; st.lte(); st++ )
- st->stateBits &= ~SB_ONLIST;
+ st->stateBits &= ~STB_ONLIST;
/* Clear out the state list, we will rebuild it. */
int stateListLen = stateList.length();