/* * Copyright 2006-2018 Adrian Thurston * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to * deal in the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include #include #include "fsmgraph.h" using std::cerr; using std::endl; KeyOps *keyOps = 0; /* Insert an action into an action table. */ void ActionTable::setAction( int ordering, Action *action ) { /* Multi-insert in case specific instances of an action appear in a * transition more than once. */ insertMulti( ordering, action ); } /* Set all the action from another action table in this table. */ void ActionTable::setActions( const ActionTable &other ) { for ( ActionTable::Iter action = other; action.lte(); action++ ) insertMulti( action->key, action->value ); } void ActionTable::setActions( int *orderings, Action **actions, int nActs ) { for ( int a = 0; a < nActs; a++ ) insertMulti( orderings[a], actions[a] ); } bool ActionTable::hasAction( Action *action ) { for ( int a = 0; a < length(); a++ ) { if ( data[a].value == action ) return true; } return false; } /* Insert an action into an action table. */ void LmActionTable::setAction( int ordering, TokenInstance *action ) { /* Multi-insert in case specific instances of an action appear in a * transition more than once. */ insertMulti( ordering, action ); } /* Set all the action from another action table in this table. */ void LmActionTable::setActions( const LmActionTable &other ) { for ( LmActionTable::Iter action = other; action.lte(); action++ ) insertMulti( action->key, action->value ); } void ErrActionTable::setAction( int ordering, Action *action, int transferPoint ) { insertMulti( ErrActionTableEl( action, ordering, transferPoint ) ); } void ErrActionTable::setActions( const ErrActionTable &other ) { for ( ErrActionTable::Iter act = other; act.lte(); act++ ) insertMulti( ErrActionTableEl( act->action, act->ordering, act->transferPoint ) ); } /* Insert a priority into this priority table. Looks out for priorities on * duplicate keys. */ void PriorTable::setPrior( int ordering, PriorDesc *desc ) { PriorEl *lastHit = 0; PriorEl *insed = insert( PriorEl(ordering, desc), &lastHit ); if ( insed == 0 ) { /* This already has a priority on the same key as desc. Overwrite the * priority if the ordering is larger (later in time). */ if ( ordering >= lastHit->ordering ) *lastHit = PriorEl( ordering, desc ); } } /* Set all the priorities from a priorTable in this table. */ void PriorTable::setPriors( const PriorTable &other ) { /* Loop src priorities once to overwrite duplicates. */ PriorTable::Iter priorIt = other; for ( ; priorIt.lte(); priorIt++ ) setPrior( priorIt->ordering, priorIt->desc ); } /* Set the priority of starting transitions. Isolates the start state so it has * no other entry points, then sets the priorities of all the transitions out * of the start state. If the start state is final, then the outPrior of the * start state is also set. The idea is that a machine that accepts the null * string can still specify the starting trans prior for when it accepts the * null word. */ void FsmGraph::startFsmPrior( int ordering, PriorDesc *prior ) { /* Make sure the start state has no other entry points. */ isolateStartState(); /* Walk all transitions out of the start state. */ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) { if ( trans->toState != 0 ) trans->priorTable.setPrior( ordering, prior ); } } /* Set the priority of all transitions in a graph. Walks all transition lists * and all def transitions. */ void FsmGraph::allTransPrior( int ordering, PriorDesc *prior ) { /* Walk the list of all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Walk the out list of the state. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState != 0 ) trans->priorTable.setPrior( ordering, prior ); } } } /* Set the priority of all transitions that go into a final state. Note that if * any entry states are final, we will not be setting the priority of any * transitions that may go into those states in the future. The graph does not * support pending in transitions in the same way pending out transitions are * supported. */ void FsmGraph::finishFsmPrior( int ordering, PriorDesc *prior ) { /* Walk all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) { /* Walk all in transitions of the final state. */ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ ) trans->priorTable.setPrior( ordering, prior ); } } /* Set the priority of any future out transitions that may be made going out of * this state machine. */ void FsmGraph::leaveFsmPrior( int ordering, PriorDesc *prior ) { /* Set priority in all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->outPriorTable.setPrior( ordering, prior ); } /* Set actions to execute on starting transitions. Isolates the start state * so it has no other entry points, then adds to the transition functions * of all the transitions out of the start state. If the start state is final, * then the func is also added to the start state's out func list. The idea is * that a machine that accepts the null string can execute a start func when it * matches the null word, which can only be done when leaving the start/final * state. */ void FsmGraph::startFsmAction( int ordering, Action *action ) { /* Make sure the start state has no other entry points. */ isolateStartState(); /* Walk the start state's transitions, setting functions. */ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) { if ( trans->toState != 0 ) trans->actionTable.setAction( ordering, action ); } } /* Set functions to execute on all transitions. Walks the out lists of all * states. */ void FsmGraph::allTransAction( int ordering, Action *action ) { /* Walk all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Walk the out list of the state. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState != 0 ) trans->actionTable.setAction( ordering, action ); } } } /* Specify functions to execute upon entering final states. If the start state * is final we can't really specify a function to execute upon entering that * final state the first time. So function really means whenever entering a * final state from within the same fsm. */ void FsmGraph::finishFsmAction( int ordering, Action *action ) { /* Walk all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) { /* Walk the final state's in list. */ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ ) trans->actionTable.setAction( ordering, action ); } } /* Add functions to any future out transitions that may be made going out of * this state machine. */ void FsmGraph::leaveFsmAction( int ordering, Action *action ) { /* Insert the action in the outActionTable of all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->outActionTable.setAction( ordering, action ); } /* Add functions to the longest match action table for constructing scanners. */ void FsmGraph::longMatchAction( int ordering, TokenInstance *lmPart ) { /* Walk all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) { /* Walk the final state's in list. */ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ ) trans->lmActionTable.setAction( ordering, lmPart ); } } void FsmGraph::fillGaps( FsmState *state ) { if ( state->outList.length() == 0 ) { /* Add the range on the lower and upper bound. */ attachNewTrans( state, 0, keyOps->minKey, keyOps->maxKey ); } else { TransList srcList; srcList.transfer( state->outList ); /* Check for a gap at the beginning. */ TransList::Iter trans = srcList, next; if ( keyOps->minKey < trans->lowKey ) { /* Make the high key and append. */ Key highKey = trans->lowKey; highKey.decrement(); attachNewTrans( state, 0, keyOps->minKey, highKey ); } /* Write the transition. */ next = trans.next(); state->outList.append( trans ); /* Keep the last high end. */ Key lastHigh = trans->highKey; /* Loop each source range. */ for ( trans = next; trans.lte(); trans = next ) { /* Make the next key following the last range. */ Key nextKey = lastHigh; nextKey.increment(); /* Check for a gap from last up to here. */ if ( nextKey < trans->lowKey ) { /* Make the high end of the range that fills the gap. */ Key highKey = trans->lowKey; highKey.decrement(); attachNewTrans( state, 0, nextKey, highKey ); } /* Reduce the transition. If it reduced to anything then add it. */ next = trans.next(); state->outList.append( trans ); /* Keep the last high end. */ lastHigh = trans->highKey; } /* Now check for a gap on the end to fill. */ if ( lastHigh < keyOps->maxKey ) { /* Get a copy of the default. */ lastHigh.increment(); attachNewTrans( state, 0, lastHigh, keyOps->maxKey ); } } } void FsmGraph::setErrorAction( FsmState *state, int ordering, Action *action ) { /* Fill any gaps in the out list with an error transition. */ fillGaps( state ); /* Set error transitions in the transitions that go to error. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState == 0 ) trans->actionTable.setAction( ordering, action ); } } void FsmGraph::setErrorActions( FsmState *state, const ActionTable &other ) { /* Fill any gaps in the out list with an error transition. */ fillGaps( state ); /* Set error transitions in the transitions that go to error. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState == 0 ) trans->actionTable.setActions( other ); } } /* Give a target state for error transitions. */ void FsmGraph::setErrorTarget( FsmState *state, FsmState *target, int *orderings, Action **actions, int nActs ) { /* Fill any gaps in the out list with an error transition. */ fillGaps( state ); /* Set error target in the transitions that go to error. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState == 0 ) { /* The trans goes to error, redirect it. */ redirectErrorTrans( trans->fromState, target, trans ); trans->actionTable.setActions( orderings, actions, nActs ); } } } void FsmGraph::transferErrorActions( FsmState *state, int transferPoint ) { for ( int i = 0; i < state->errActionTable.length(); ) { ErrActionTableEl *act = state->errActionTable.data + i; if ( act->transferPoint == transferPoint ) { /* Transfer the error action and remove it. */ setErrorAction( state, act->ordering, act->action ); state->errActionTable.vremove( i ); } else { /* Not transfering and deleting, skip over the item. */ i += 1; } } } /* Set error actions in the start state. */ void FsmGraph::startErrorAction( int ordering, Action *action, int transferPoint ) { /* Make sure the start state has no other entry points. */ isolateStartState(); /* Add the actions. */ startState->errActionTable.setAction( ordering, action, transferPoint ); } /* Set error actions in all states where there is a transition out. */ void FsmGraph::allErrorAction( int ordering, Action *action, int transferPoint ) { /* Insert actions in the error action table of all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) state->errActionTable.setAction( ordering, action, transferPoint ); } /* Set error actions in final states. */ void FsmGraph::finalErrorAction( int ordering, Action *action, int transferPoint ) { /* Add the action to the error table of final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->errActionTable.setAction( ordering, action, transferPoint ); } void FsmGraph::notStartErrorAction( int ordering, Action *action, int transferPoint ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState ) state->errActionTable.setAction( ordering, action, transferPoint ); } } void FsmGraph::notFinalErrorAction( int ordering, Action *action, int transferPoint ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( ! state->isFinState() ) state->errActionTable.setAction( ordering, action, transferPoint ); } } /* Set error actions in the states that have transitions into a final state. */ void FsmGraph::middleErrorAction( int ordering, Action *action, int transferPoint ) { /* Isolate the start state in case it is reachable from in inside the * machine, in which case we don't want it set. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState && ! state->isFinState() ) state->errActionTable.setAction( ordering, action, transferPoint ); } } /* Set EOF actions in the start state. */ void FsmGraph::startEOFAction( int ordering, Action *action ) { /* Make sure the start state has no other entry points. */ isolateStartState(); /* Add the actions. */ startState->eofActionTable.setAction( ordering, action ); } /* Set EOF actions in all states where there is a transition out. */ void FsmGraph::allEOFAction( int ordering, Action *action ) { /* Insert actions in the EOF action table of all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) state->eofActionTable.setAction( ordering, action ); } /* Set EOF actions in final states. */ void FsmGraph::finalEOFAction( int ordering, Action *action ) { /* Add the action to the error table of final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->eofActionTable.setAction( ordering, action ); } void FsmGraph::notStartEOFAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState ) state->eofActionTable.setAction( ordering, action ); } } void FsmGraph::notFinalEOFAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( ! state->isFinState() ) state->eofActionTable.setAction( ordering, action ); } } /* Set EOF actions in the states that have transitions into a final state. */ void FsmGraph::middleEOFAction( int ordering, Action *action ) { /* Set the actions in all states that are not the start state and not final. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState && ! state->isFinState() ) state->eofActionTable.setAction( ordering, action ); } } /* * Set To State Actions. */ /* Set to state actions in the start state. */ void FsmGraph::startToStateAction( int ordering, Action *action ) { /* Make sure the start state has no other entry points. */ isolateStartState(); startState->toStateActionTable.setAction( ordering, action ); } /* Set to state actions in all states. */ void FsmGraph::allToStateAction( int ordering, Action *action ) { /* Insert the action on all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) state->toStateActionTable.setAction( ordering, action ); } /* Set to state actions in final states. */ void FsmGraph::finalToStateAction( int ordering, Action *action ) { /* Add the action to the error table of final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->toStateActionTable.setAction( ordering, action ); } void FsmGraph::notStartToStateAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState ) state->toStateActionTable.setAction( ordering, action ); } } void FsmGraph::notFinalToStateAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( ! state->isFinState() ) state->toStateActionTable.setAction( ordering, action ); } } /* Set to state actions in states that are not final and not the start state. */ void FsmGraph::middleToStateAction( int ordering, Action *action ) { /* Set the action in all states that are not the start state and not final. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState && ! state->isFinState() ) state->toStateActionTable.setAction( ordering, action ); } } /* * Set From State Actions. */ void FsmGraph::startFromStateAction( int ordering, Action *action ) { /* Make sure the start state has no other entry points. */ isolateStartState(); startState->fromStateActionTable.setAction( ordering, action ); } void FsmGraph::allFromStateAction( int ordering, Action *action ) { /* Insert the action on all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) state->fromStateActionTable.setAction( ordering, action ); } void FsmGraph::finalFromStateAction( int ordering, Action *action ) { /* Add the action to the error table of final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->fromStateActionTable.setAction( ordering, action ); } void FsmGraph::notStartFromStateAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState ) state->fromStateActionTable.setAction( ordering, action ); } } void FsmGraph::notFinalFromStateAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( ! state->isFinState() ) state->fromStateActionTable.setAction( ordering, action ); } } void FsmGraph::middleFromStateAction( int ordering, Action *action ) { /* Set the action in all states that are not the start state and not final. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState && ! state->isFinState() ) state->fromStateActionTable.setAction( ordering, action ); } } /* Shift the function ordering of the start transitions to start * at fromOrder and increase in units of 1. Useful before staring. * Returns the maximum number of order numbers used. */ int FsmGraph::shiftStartActionOrder( int fromOrder ) { int maxUsed = 0; /* Walk the start state's transitions, shifting function ordering. */ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) { /* Walk the function data for the transition and set the keys to * increasing values starting at fromOrder. */ int curFromOrder = fromOrder; ActionTable::Iter action = trans->actionTable; for ( ; action.lte(); action++ ) action->key = curFromOrder++; /* Keep track of the max number of orders used. */ if ( curFromOrder - fromOrder > maxUsed ) maxUsed = curFromOrder - fromOrder; } return maxUsed; } /* Remove all priorities. */ void FsmGraph::clearAllPriorities() { for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Clear out priority data. */ state->outPriorTable.empty(); /* Clear transition data from the out transitions. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) trans->priorTable.empty(); } } /* Zeros out the function ordering keys. This may be called before minimization * when it is known that no more fsm operations are going to be done. This * will achieve greater reduction as states will not be separated on the basis * of function ordering. */ void FsmGraph::nullActionKeys( ) { /* For each state... */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Walk the transitions for the state. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { /* Walk the action table for the transition. */ for ( ActionTable::Iter action = trans->actionTable; action.lte(); action++ ) action->key = 0; /* Walk the action table for the transition. */ for ( LmActionTable::Iter action = trans->lmActionTable; action.lte(); action++ ) action->key = 0; } /* Null the action keys of the to state action table. */ for ( ActionTable::Iter action = state->toStateActionTable; action.lte(); action++ ) action->key = 0; /* Null the action keys of the from state action table. */ for ( ActionTable::Iter action = state->fromStateActionTable; action.lte(); action++ ) action->key = 0; /* Null the action keys of the out transtions. */ for ( ActionTable::Iter action = state->outActionTable; action.lte(); action++ ) action->key = 0; /* Null the action keys of the error action table. */ for ( ErrActionTable::Iter action = state->errActionTable; action.lte(); action++ ) action->ordering = 0; /* Null the action keys eof action table. */ for ( ActionTable::Iter action = state->eofActionTable; action.lte(); action++ ) action->key = 0; } } /* Walk the list of states and verify that non final states do not have out * data, that all stateBits are cleared, and that there are no states with * zero foreign in transitions. */ void FsmGraph::verifyStates() { for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Non final states should not have leaving data. */ if ( ! (state->stateBits & SB_ISFINAL) ) { assert( state->outActionTable.length() == 0 ); assert( state->outCondSet.length() == 0 ); assert( state->outPriorTable.length() == 0 ); } /* Data used in algorithms should be cleared. */ assert( (state->stateBits & SB_BOTH) == 0 ); assert( state->foreignInTrans > 0 ); } } /* Compare two transitions according to their relative priority. Since the * base transition has no priority associated with it, the default is to * return equal. */ int FsmGraph::comparePrior( const PriorTable &priorTable1, const PriorTable &priorTable2 ) { /* Looking for differing priorities on same keys. Need to concurrently * scan the priority lists. */ PriorTable::Iter pd1 = priorTable1; PriorTable::Iter pd2 = priorTable2; while ( pd1.lte() && pd2.lte() ) { /* Check keys. */ if ( pd1->desc->key < pd2->desc->key ) pd1.increment(); else if ( pd1->desc->key > pd2->desc->key ) pd2.increment(); /* Keys are the same, check priorities. */ else if ( pd1->desc->priority < pd2->desc->priority ) return -1; else if ( pd1->desc->priority > pd2->desc->priority ) return 1; else { /* Keys and priorities are equal, advance both. */ pd1.increment(); pd2.increment(); } } /* No differing priorities on the same key. */ return 0; } /* Compares two transitions according to priority and functions. Pointers * should not be null. Does not consider to state or from state. Compare two * transitions according to the data contained in the transitions. Data means * any properties added to user transitions that may differentiate them. Since * the base transition has no data, the default is to return equal. */ int FsmGraph::compareTransData( FsmTrans *trans1, FsmTrans *trans2 ) { /* Compare the prior table. */ int cmpRes = CmpPriorTable::compare( trans1->priorTable, trans2->priorTable ); if ( cmpRes != 0 ) return cmpRes; /* Compare longest match action tables. */ cmpRes = CmpLmActionTable::compare(trans1->lmActionTable, trans2->lmActionTable); if ( cmpRes != 0 ) return cmpRes; /* Compare action tables. */ return CmpActionTable::compare(trans1->actionTable, trans2->actionTable); } /* Callback invoked when another trans (or possibly this) is added into this * transition during the merging process. Draw in any properties of srcTrans * into this transition. AddInTrans is called when a new transitions is made * that will be a duplicate of another transition or a combination of several * other transitions. AddInTrans will be called for each transition that the * new transition is to represent. */ void FsmGraph::addInTrans( FsmTrans *destTrans, FsmTrans *srcTrans ) { /* Protect against adding in from ourselves. */ if ( srcTrans == destTrans ) { /* Adding in ourselves, need to make a copy of the source transitions. * The priorities are not copied in as that would have no effect. */ destTrans->lmActionTable.setActions( LmActionTable(srcTrans->lmActionTable) ); destTrans->actionTable.setActions( ActionTable(srcTrans->actionTable) ); } else { /* Not a copy of ourself, get the functions and priorities. */ destTrans->lmActionTable.setActions( srcTrans->lmActionTable ); destTrans->actionTable.setActions( srcTrans->actionTable ); destTrans->priorTable.setPriors( srcTrans->priorTable ); } } /* Compare the properties of states that are embedded by users. Compares out * priorities, out transitions, to, from, out, error and eof action tables. */ int FsmGraph::compareStateData( const FsmState *state1, const FsmState *state2 ) { /* Compare the out priority table. */ int cmpRes = CmpPriorTable:: compare( state1->outPriorTable, state2->outPriorTable ); if ( cmpRes != 0 ) return cmpRes; /* Test to state action tables. */ cmpRes = CmpActionTable::compare( state1->toStateActionTable, state2->toStateActionTable ); if ( cmpRes != 0 ) return cmpRes; /* Test from state action tables. */ cmpRes = CmpActionTable::compare( state1->fromStateActionTable, state2->fromStateActionTable ); if ( cmpRes != 0 ) return cmpRes; /* Test out action tables. */ cmpRes = CmpActionTable::compare( state1->outActionTable, state2->outActionTable ); if ( cmpRes != 0 ) return cmpRes; /* Test out condition sets. */ cmpRes = CmpActionSet::compare( state1->outCondSet, state2->outCondSet ); if ( cmpRes != 0 ) return cmpRes; /* Test out error action tables. */ cmpRes = CmpErrActionTable::compare( state1->errActionTable, state2->errActionTable ); if ( cmpRes != 0 ) return cmpRes; /* Test eof action tables. */ return CmpActionTable::compare( state1->eofActionTable, state2->eofActionTable ); } /* Invoked when a state looses its final state status and the leaving * transition embedding data should be deleted. */ void FsmGraph::clearOutData( FsmState *state ) { /* Kill the out actions and priorities. */ state->outActionTable.empty(); state->outCondSet.empty(); state->outPriorTable.empty(); } bool FsmGraph::hasOutData( FsmState *state ) { return ( state->outActionTable.length() > 0 || state->outCondSet.length() > 0 || state->outPriorTable.length() > 0 ); }