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DataMuseum.dkPresents historical artifacts from the history of: Rational R1000/400 |
This is an automatic "excavation" of a thematic subset of
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Length: 5120 (0x1400)
Types: Ada Source
Notes: 03_class, FILE, R1k_Segment, e3_tag, package body A_Brick_Exist_On_Heap_Rule, seg_04b368, separate Bgrb1_Rule_Bundle
└─⟦8527c1e9b⟧ Bits:30000544 8mm tape, Rational 1000, Arrival backup of disks in PAM's R1000
└─⟦cfc2e13cd⟧ »Space Info Vol 2«
└─⟦this⟧
separate (Bgrb1_Rule_Bundle)
package body A_Brick_Exist_On_Heap_Rule is
use Bgrb1_Frames;
use Fact_Base;
function Premiss return Fact_Queries is
begin
return
(Bricks.Exist
((Size => Predicate.System_Defined_Predicate.Is_Any,
Place =>
Predicate.System_Defined_Predicate.Is_Equal (On_Heap))),
-- Robots.absent
-- ((Action =>
-- Predicate.System_Defined_Predicate.Is_Equal (Taking),
-- Working =>
-- Predicate.System_Defined_Predicate.Is_Equal (No),
-- Identifier => Predicate.System_Defined_Predicate.Is_Any))
-- Cette clause est mauvaise dans le cas ou il y a + de bricks on heap
-- que de box, car les robots sont delete et donc cette clause est vrai
-- meme quand c'est normallement finie.
Robots.Exist
(Action => Predicate.System_Defined_Predicate.Is_Any,
Working => Predicate.System_Defined_Predicate.Is_Equal (Yes),
Identifier => Predicate.System_Defined_Predicate.Is_Any)),
Robots.Exist
((Action => Predicate.System_Defined_Predicate.Is_Any,
Working => Predicate.System_Defined_Predicate.Is_Equal (Yes),
Identifier => Predicate.System_Defined_Predicate.Is_Any)),
Robots.Exist
((Action => Predicate.System_Defined_Predicate.Is_Any,
Working => Predicate.System_Defined_Predicate.Is_Equal (Yes),
Identifier => Predicate.System_Defined_Predicate.Is_Any)));
end Premiss;
procedure Action (Objects : Fact_Collection) is
On_Screen : Output_Stream.Object := Output_Stream.Standard_Output;
begin
Output_Stream.New_Line (On_Screen);
Output_Stream.Put_Line
(" --------------------------------------------------------------",
On_Screen);
Output_Stream.Put_Line
(" -- WAITING --",
On_Screen);
Output_Stream.Put_Line
(" --------------------------------------------------------------",
On_Screen);
Output_Stream.New_Line (On_Screen);
end Action;
end A_Brick_Exist_On_Heap_Rule;
nblk1=4
nid=0
hdr6=8
[0x00] rec0=19 rec1=00 rec2=01 rec3=020
[0x01] rec0=00 rec1=00 rec2=04 rec3=002
[0x02] rec0=15 rec1=00 rec2=03 rec3=03a
[0x03] rec0=0c rec1=00 rec2=02 rec3=000
tail 0x2174fb2cc867a49405127 0x42a00088462063c03