- Node(ModelAction *act = NULL, Node *par = NULL, int nthreads = 1, bool *enabled_array = NULL);
+ Node(ModelAction *act = NULL, Node *par = NULL, int nthreads = 1, Node *prevfairness = NULL);
~Node();
/* return true = thread choice has already been explored */
bool has_been_explored(thread_id_t tid);
/* return true = backtrack set is empty */
bool backtrack_empty();
~Node();
/* return true = thread choice has already been explored */
bool has_been_explored(thread_id_t tid);
/* return true = backtrack set is empty */
bool backtrack_empty();
/* return false = thread was already in backtrack */
bool set_backtrack(thread_id_t id);
thread_id_t get_next_backtrack();
bool is_enabled(Thread *t);
/* return false = thread was already in backtrack */
bool set_backtrack(thread_id_t id);
thread_id_t get_next_backtrack();
bool is_enabled(Thread *t);
/** @return the parent Node to this Node; that is, the action that
* occurred previously in the stack. */
Node * get_parent() const { return parent; }
/** @return the parent Node to this Node; that is, the action that
* occurred previously in the stack. */
Node * get_parent() const { return parent; }
int num_threads;
std::vector< bool, MyAlloc<bool> > explored_children;
std::vector< bool, MyAlloc<bool> > backtrack;
int num_threads;
std::vector< bool, MyAlloc<bool> > explored_children;
std::vector< bool, MyAlloc<bool> > backtrack;