Node * get_node() const { return node; }
void set_node(Node *n) { node = n; }
+ void set_read_from(const ModelAction *act);
+
/** Store the most recent fence-release from the same thread
* @param fence The fence-release that occured prior to this */
void set_last_fence_release(const ModelAction *fence) { last_fence_release = fence; }
void create_cv(const ModelAction *parent = NULL);
ClockVector * get_cv() const { return cv; }
- bool read_from(const ModelAction *act);
bool synchronize_with(const ModelAction *act);
bool has_synchronized_with(const ModelAction *act) const;