specific
action.
<p>
The state machine is programmed by creating new States and
assigning transitions for each relevant character.
<p>
This scheme lends itself to object oriented inheritance by
having subclass Interp's re-use their superclasses' 
state tables and actions. They can also modify the state tables
they've inherited.
<p>
Because of this you need not start each new Interp from scratch.
For example InterpDumb has a bases state 'st_base' and defines
some common actions like ...
<pre>
	act_err		to in