set the final flag accepting for a state . concode_field_sep APSet _apset concode_elem_sep boolean _fail_if_disjoint concode_elem_sep Vector<NBA_State> _index concode_elem_sep MyBitSet _final_states concode_elem_sep NBA_State _start_state concode_elem_sep int _state_count concode_field_sep MyBitSet getFinalStates concode_elem_sep void print_hoa concode_elem_sep boolean getFailIfDisjoint concode_elem_sep APSet nba_i_getAPSet concode_elem_sep MyBitSet getSuccessors concode_elem_sep APSet getAPSet concode_elem_sep int getIndexForState concode_elem_sep void switchAPSet concode_elem_sep void print_lbtt concode_elem_sep int getAPSize concode_elem_sep void nba_i_addEdge concode_elem_sep boolean isDeterministic concode_elem_sep Iterator<NBA_State> iterator concode_elem_sep NBA_State getStartState concode_elem_sep void removeRedundantFinalStates concode_elem_sep NBA_State get concode_elem_sep int getStateCount concode_elem_sep void setFailIfDisjoint concode_elem_sep void print_dot concode_elem_sep NBA product_automaton concode_elem_sep void setStartState concode_elem_sep int nba_i_newState concode_elem_sep void print concode_elem_sep void print concode_elem_sep int size concode_elem_sep void nba_i_setStartState concode_elem_sep NBA_State newState
void function ( int arg0 , boolean arg1 ) { this . get ( arg0 ) . setFinal ( arg1 ) ; }