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State.h
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#ifndef STATE_HEADERFILE
#define STATE_HEADERFILE
#include "SlaveAgentSlotOfAgent.h"
#include "SubState.h"
#include <vector>
class State {
private:
vector<SubState*> vInputSubStates;
vector<SubState*> vOutputSubStates;
//unsigned int discreteAveragePartitionSize;
unsigned int discreteAveragePartitionCounter;
/*
StatisticValue continuousStatisticValue;
vector<AverageValue*> vDiscreteAveragePartition;
bool addDiscreteAveragePartition();
*/
bool addSubState(vector<SubState*>* vSubStates, SlaveAgentSlotOfAgent* slot);
bool variablesAreRelated(vector<SubState*>* vSubStates, float thresholdToBeRelated);
bool checkSubStatesForNotDrifting(vector<SubState*>* vSubStates, unsigned int discreteAveragePartitionSize, unsigned int compareDistanceDiscreteAveragePartition, float thresholdNotDrift);
public:
State();
/*
bool setDiscreteAveragePartitionSize(unsigned int discreteAverage);
unsigned int getDiscreteAveragePartitionSize();
*/
bool addInputSubState(SlaveAgentSlotOfAgent* slot);
bool addOutputSubState(SlaveAgentSlotOfAgent* slot);
void resetDiscreteAveragePartitionCounter();
bool addNewdiscreteAveragePartition();
bool injectValues(unsigned int discreteAveragePartitionSize);
bool injectValuesAndMakeNewDiscreteAveragePartition(unsigned int discreteAveragePartitionSize);
bool inputVariablesAreRelated(float thresholdToBeRelated);
bool outputVariablesAreRelated(float thresholdToBeRelated);
unsigned int getNumOfInjections();
bool checkAllVariablesForNotDrifting(unsigned int discreteAveragePartitionSize, unsigned int compareDistanceDiscreteAveragePartition, float thresholdNotDrift);
/*
bool injectValue(float value);
bool valueIsRelated(float value, float thresholdToAverage);
bool isNew();
unsigned int getNumberOfInjections();
void deleteState();
*/
};
#endif

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