#include #include "EnactContext.h" void ExprNode::enact( const EnactContext & ) { type( 0 ); } //////////////////////////////////////////////////////////////////////// void AllocateNode::enact( const EnactContext &context ) { if (dtype()->enactType( context )) reportChange( "object allocation", *dtype() ); ExprNode::enact( context ); } void CastNode::enact( const EnactContext &context ) { if (dtype()->enactType( context )) reportChange( "cast", *dtype() ); ExprNode::enact( context ); } void InstanceOfNode::enact( const EnactContext &context ) { if (dtype()->enactType( context )) reportChange( "instanceof", *dtype() ); } void ThisNode::enact( const EnactContext &context ) { if (type()->isInferable()) context.enactBits( *type(), _flags, false ); ExprNode::enact( context ); }