Program: 73124
Project: 73124
Buggy source:
/** 
 * Calculate the current schedule, if necessary, and iterate the contained actors in the order given by the schedule. Iterating an actor involves calling the actor's iterate() method, which is equivalent to calling the actor's prefire(), fire() and postfire() methods in succession.  If iterate() returns NOT_READY, indicating that the actor is not ready to execute, then an IllegalActionException will be thrown. The values returned from iterate() are recorded and are used to determine the value that postfire() will return at the end of the director's iteration. NOTE: This method does not conform with the strict actor semantics because it calls postfire() of actors. Thus, it should not be used in domains that require a strict actor semantics, such as SR or Continuous.
 * @exception IllegalActionException If any actor executed by thisactor return false in prefire.
 * @exception InvalidStateException If this director does not have acontainer.
 */
public void fire() throws IllegalActionException {
  _prefire=false;
  Iterator firings=null;
  Scheduler scheduler=getScheduler();
  if (scheduler == null) {
    throw new IllegalActionException("String_Node_Str" + "String_Node_Str");
  }
  Schedule schedule=scheduler.getSchedule();
  firings=schedule.firingIterator();
  Firing firing=null;
  while (firings.hasNext() && !_stopRequested) {
    firing=(Firing)firings.next();
    Actor actor=firing.getActor();
    int iterationCount=firing.getIterationCount();
    if (_debugging) {
      _debug(new FiringEvent(this,actor,FiringEvent.BEFORE_ITERATE,iterationCount));
    }
    int returnValue=actor.iterate(iterationCount);
    if (returnValue == STOP_ITERATING) {
      _postfireReturns=false;
    }
 else     if (returnValue == NOT_READY) {
      throw new IllegalActionException(this,actor,"String_Node_Str" + "String_Node_Str" + actor.getName() + "String_Node_Str"+ "String_Node_Str"+ "String_Node_Str"+ "String_Node_Str");
    }
    if (_debugging) {
      _debug(new FiringEvent(this,actor,FiringEvent.AFTER_ITERATE,iterationCount));
    }
  }
}

Fixed version (ground truth):
/** 
 * Calculate the current schedule, if necessary, and iterate the contained actors in the order given by the schedule. Iterating an actor involves calling the actor's iterate() method, which is equivalent to calling the actor's prefire(), fire() and postfire() methods in succession.  If iterate() returns NOT_READY, indicating that the actor is not ready to execute, then an IllegalActionException will be thrown. The values returned from iterate() are recorded and are used to determine the value that postfire() will return at the end of the director's iteration. NOTE: This method does not conform with the strict actor semantics because it calls postfire() of actors. Thus, it should not be used in domains that require a strict actor semantics, such as SR or Continuous.
 * @exception IllegalActionException If any actor executed by thisactor return false in prefire.
 * @exception InvalidStateException If this director does not have acontainer.
 */
public void fire() throws IllegalActionException {
  Iterator firings=null;
  Scheduler scheduler=getScheduler();
  if (scheduler == null) {
    throw new IllegalActionException("String_Node_Str" + "String_Node_Str");
  }
  Schedule schedule=scheduler.getSchedule();
  firings=schedule.firingIterator();
  Firing firing=null;
  while (firings.hasNext() && !_stopRequested) {
    firing=(Firing)firings.next();
    Actor actor=firing.getActor();
    int iterationCount=firing.getIterationCount();
    if (_debugging) {
      _debug(new FiringEvent(this,actor,FiringEvent.BEFORE_ITERATE,iterationCount));
    }
    int returnValue=actor.iterate(iterationCount);
    if (returnValue == STOP_ITERATING) {
      _postfireReturns=false;
    }
 else     if (returnValue == NOT_READY) {
      throw new IllegalActionException(this,actor,"String_Node_Str" + "String_Node_Str" + actor.getName() + "String_Node_Str"+ "String_Node_Str"+ "String_Node_Str"+ "String_Node_Str");
    }
    if (_debugging) {
      _debug(new FiringEvent(this,actor,FiringEvent.AFTER_ITERATE,iterationCount));
    }
  }
}