S - system state classI - input symbol classO - output symbol classpublic class ReuseNode<S,I,O> extends Object
ReuseNode is a vertex in the ReuseTree that contains (a possible empty) set of outgoing ReuseEdges. Each ReuseNode may contain a system state holding relevant informations (e.g. database
identifiers or an object) that belongs to the system state that 'represents' the system state after executing a
membership query.| Modifier and Type | Class and Description |
|---|---|
static class |
ReuseNode.NodeResult<S,I,O> |
| Constructor and Description |
|---|
ReuseNode(int id,
int alphabetSize,
int maxSystemStates,
BoundedDeque.AccessPolicy accessPolicy,
BoundedDeque.EvictPolicy evictPolicy) |
| Modifier and Type | Method and Description |
|---|---|
void |
addEdge(int index,
ReuseEdge<S,I,O> edge)
|
S |
addSystemState(S state) |
void |
clearSystemStates() |
S |
fetchSystemState(boolean remove)
The system state, may be
null. |
Collection<ReuseEdge<S,I,O>> |
getEdges()
|
ReuseEdge<S,I,O> |
getEdgeWithInput(int index)
May be
null. |
int |
getId() |
ReuseNode<S,I,O> |
getTargetNodeForInput(int index) |
boolean |
hasSystemStates() |
Iterator<S> |
systemStatesIterator() |
public ReuseNode(int id,
int alphabetSize,
int maxSystemStates,
BoundedDeque.AccessPolicy accessPolicy,
BoundedDeque.EvictPolicy evictPolicy)
public S fetchSystemState(boolean remove)
null.public boolean hasSystemStates()
public void clearSystemStates()
public Collection<ReuseEdge<S,I,O>> getEdges()
ReuseEdges from this ReuseNode. If there are none the returned Collection will be empty (but never null).public int getId()
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