Conway's Game of Life
You are encouraged to solve this task according to the task description, using any language you may know.
The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is the best-known example of a cellular automaton.
Conway's game of life is described here:
A cell C is represented by a 1 when alive or 0 when dead, in an m-by-m square array of cells. We calculate N - the sum of live cells in C's eight-location neighbourhood, then cell C is alive or dead in the next generation based on the following table:
C N new C 1 0,1 -> 0 # Lonely 1 4,5,6,7,8 -> 0 # Overcrowded 1 2,3 -> 1 # Lives 0 3 -> 1 # It takes three to give birth! 0 0,1,2,4,5,6,7,8 -> 0 # Barren
Assume cells beyond the boundary are always dead.
The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players. One interacts with the Game of Life by creating an initial configuration and observing how it evolves.
Although you should test your implementation on more complex examples such as the glider in a larger universe, show the action of the blinker (three adjoining cells in a row all alive), over three generations, in a 3 by 3 grid.
- References
- Its creator John Conway, explains the game of life. Video from numberphile on youtube.
- John Conway Inventing Game of Life- Numberphile video.
- See also
- Langton's ant - another well known cellular automaton.
6502 Assembly
<lang 6502asm>randfill: stx $01 ;$200 for indirect
ldx #$02 ;addressing stx $02
randloop: lda $fe ;generate random
and #$01 ;pixels on the sta ($01),Y ;screen jsr inc0103 cmp #$00 bne randloop lda $02 cmp #$06 bne randloop
clearmem: lda #$df ;set $07df-$0a20
sta $01 ;to $#00 lda #$07 sta $02
clearbyte: lda #$00
sta ($01),Y jsr inc0103 cmp #$20 bne clearbyte lda $02 cmp #$0a bne clearbyte
starttick:
copyscreen: lda #$00 ;set up source
sta $01 ;pointer at sta $03 ;$01/$02 and lda #$02 ;dest pointer sta $02 ;at $03/$04 lda #$08 sta $04 ldy #$00
copybyte: lda ($01),Y ;copy pixel to
sta ($03),Y ;back buffer jsr inc0103 ;increment pointers cmp #$00 ;check to see bne copybyte ;if we're at $600 lda $02 ;if so, we've cmp #$06 ;copied the bne copybyte ;entire screen
conway: lda #$df ;apply conway rules
sta $01 ;reset the pointer sta $03 ;to $#01df/$#07df lda #$01 ;($200 - $21) sta $02 ;($800 - $21) lda #$07 sta $04
onecell: lda #$00 ;process one cell
ldy #$01 ;upper cell clc adc ($03),Y ldy #$41 ;lower cell clc adc ($03),Y
chkleft: tax ;check to see
lda $01 ;if we're at the and #$1f ;left edge tay txa cpy #$1f beq rightcells
leftcells: ldy #$00 ;upper-left cell
clc adc ($03),Y ldy #$20 ;left cell clc adc ($03),Y ldy #$40 ;lower-left cell clc adc ($03),Y
chkright: tax ;check to see
lda $01 ;if we're at the and #$1f ;right edge tay txa cpy #$1e beq evaluate
rightcells: ldy #$02 ;upper-right cell
clc adc ($03),Y ldy #$22 ;right cell clc adc ($03),Y ldy #$42 ;lower-right cell clc adc ($03),Y
evaluate: ldx #$01 ;evaluate total
ldy #$21 ;for current cell cmp #$03 ;3 = alive beq storex ldx #$00 cmp #$02 ;2 = alive if bne storex ;c = alive lda ($03),Y and #$01 tax
storex: txa ;store to screen
sta ($01),Y jsr inc0103 ;move to next cell
conwayloop: cmp #$e0 ;if not last cell,
bne onecell ;process next cell lda $02 cmp #$05 bne onecell jmp starttick ;run next tick
inc0103: lda $01 ;increment $01
cmp #$ff ;and $03 as 16-bit bne onlyinc01 ;pointers inc $02 inc $04
onlyinc01: inc $01
lda $01 sta $03 rts</lang>
ACL2
<lang Lisp>(defun print-row (row)
(if (endp row) nil (prog2$ (if (first row) (cw "[]") (cw " ")) (print-row (rest row)))))
(defun print-grid-r (grid)
(if (endp grid) nil (progn$ (cw "|") (print-row (first grid)) (cw "|~%") (print-grid-r (rest grid)))))
(defun print-line (l)
(if (zp l) nil (prog2$ (cw "-") (print-line (1- l)))))
(defun print-grid (grid)
(progn$ (cw "+") (print-line (* 2 (len (first grid)))) (cw "+~%") (print-grid-r grid) (cw "+") (print-line (* 2 (len (first grid)))) (cw "+~%")))
(defun neighbors-row-r (row)
(if (endp (rest (rest row))) (list (if (first row) 1 0)) (cons (+ (if (first row) 1 0) (if (third row) 1 0)) (neighbors-row-r (rest row)))))
(defun neighbors-row (row)
(cons (if (second row) 1 0) (neighbors-row-r row)))
(defun zip+ (xs ys)
(if (or (endp xs) (endp ys)) (append xs ys) (cons (+ (first xs) (first ys)) (zip+ (rest xs) (rest ys)))))
(defun counts-row (row)
(if (endp row) nil (cons (if (first row) 1 0) (counts-row (rest row)))))
(defun neighbors-r (grid prev-counts curr-counts next-counts
prev-neighbors curr-neighbors next-neighbors) (if (endp (rest grid)) (list (zip+ (zip+ prev-counts prev-neighbors) (neighbors-row (first grid)))) (cons (zip+ (zip+ (zip+ prev-counts next-counts) (zip+ prev-neighbors next-neighbors)) curr-neighbors) (neighbors-r (rest grid) curr-counts next-counts (counts-row (third grid)) curr-neighbors next-neighbors (neighbors-row (third grid))))))
(defun neighbors (grid)
(neighbors-r grid nil (counts-row (first grid)) (counts-row (second grid)) nil (neighbors-row (first grid)) (neighbors-row (second grid))))
(defun life-rules-row (life neighbors)
(if (or (endp life) (endp neighbors)) nil (cons (or (and (first life) (or (= (first neighbors) 2) (= (first neighbors) 3))) (and (not (first life)) (= (first neighbors) 3))) (life-rules-row (rest life) (rest neighbors)))))
(defun life-rules-r (grid neighbors)
(if (or (endp grid) (endp neighbors)) nil (cons (life-rules-row (first grid) (first neighbors)) (life-rules-r (rest grid) (rest neighbors)))))
(defun conway-step (grid)
(life-rules-r grid (neighbors grid)))
(defun conway (grid steps)
(if (zp steps) nil (progn$ (print-grid grid) (conway (conway-step grid) (1- steps)))))</lang>
- Output:
+------+ | [] | | [] | | [] | +------+ +------+ | | |[][][]| | | +------+ +------+ | [] | | [] | | [] | +------+
Ada
<lang ada>with Ada.Text_IO; use Ada.Text_IO;
procedure Life is
type Cell is (O, X); -- Two states of a cell -- Computation of neighborhood function "+" (L, R : Cell) return Integer is begin case L is when O => case R is when O => return 0; when X => return 1; end case; when X => case R is when O => return 1; when X => return 2; end case; end case; end "+"; function "+" (L : Integer; R : Cell) return Integer is begin case R is when O => return L; when X => return L + 1; end case; end "+"; -- A colony of cells. The borders are dire and unhabited type Petri_Dish is array (Positive range <>, Positive range <>) of Cell;
procedure Step (Culture : in out Petri_Dish) is Above : array (Culture'Range (2)) of Cell := (others => O); Left : Cell; This : Cell; begin for I in Culture'First (1) + 1 .. Culture'Last (1) - 1 loop Left := O; for J in Culture'First (2) + 1 .. Culture'Last (2) - 1 loop case Above (J-1) + Above (J) + Above (J+1) + Left + Culture (I, J+1) + Culture (I+1, J-1) + Culture (I+1, J) + Culture (I+1, J+1) is when 2 => -- Survives if alive This := Culture (I, J); when 3 => -- Survives or else multiplies This := X; when others => -- Dies This := O; end case; Above (J-1) := Left; Left := Culture (I, J); Culture (I, J) := This; end loop; Above (Above'Last - 1) := Left; end loop; end Step;
procedure Put (Culture : Petri_Dish) is begin for I in Culture'Range loop for J in Culture'Range loop case Culture (I, J) is when O => Put (' '); when X => Put ('#'); end case; end loop; New_Line; end loop; end Put;
Blinker : Petri_Dish := (2..4 =>(O,O,X,O,O), 1|5 =>(O,O,O,O,O)); Glider : Petri_Dish := ( (O,O,O,O,O,O,O,O,O,O,O), (O,O,X,O,O,O,O,O,O,O,O), (O,O,O,X,O,O,O,O,O,O,O), (O,X,X,X,O,O,O,O,O,O,O), (O,O,O,O,O,O,O,O,O,O,O), (O,O,O,O,O,O,O,O,O,O,O) );
begin
for Generation in 1..3 loop Put_Line ("Blinker" & Integer'Image (Generation)); Put (Blinker); Step (Blinker); end loop; for Generation in 1..5 loop Put_Line ("Glider" & Integer'Image (Generation)); Put (Glider); Step (Glider); end loop;
end Life;</lang> The solution uses one cell thick border around square Petri dish as uninhabited dire land. This simplifies computations of neighborhood. Sample output contains 3 generations of the blinker and 5 of the glider:
- Output:
Blinker 1 # # # Blinker 2 ### Blinker 3 # # # Glider 1 # # ### Glider 2 # # ## # Glider 3 # # # ## Glider 4 # ## ## Glider 5 # # ###
ALGOL 68
See Conway's Game of Life/ALGOL 68
APL
AutoHotkey
ahk discussion <lang autohotkey>rows := cols := 10 ; set grid dimensions i = -1,0,1, -1,1, -1,0,1 ; neighbors' x-offsets j = -1,-1,-1, 0,0, 1,1,1 ; neighbors' y-offsets StringSplit i, i, `, ; make arrays StringSplit j, j, `,
Loop % rows { ; setup grid of checkboxes
r := A_Index, y := r*17-8 ; looks good in VISTA Loop % cols { c := A_Index, x := c*17-5 Gui Add, CheckBox, x%x% y%y% w17 h17 vv%c%_%r% gCheck }
} Gui Add, Button, % "x12 w" x+2, step ; button to step to next generation Gui Show Return
Check:
GuiControlGet %A_GuiControl% ; manual set of cells
Return
ButtonStep: ; move to next generation
Loop % rows { r := A_Index Loop % cols { c := A_Index, n := 0 Loop 8 ; w[x,y] <- new states x := c+i%A_Index%, y := r+j%A_Index%, n += 1=v%x%_%y% GuiControl,,v%c%_%r%,% w%c%_%r% := v%c%_%r% ? n=2 || n=3 : n=3 } } Loop % rows { ; update v[x,y] = states r := A_Index Loop % cols v%A_Index%_%r% := w%A_Index%_%r% }
Return
GuiClose: ; exit when GUI is closed ExitApp</lang>
AWK
50x20 grid (hardcoded) with empty border, filled with random cells, running for 220 generations, using ANSI escape-codes for output to terminal: <lang AWK> BEGIN {
c=220; d=619; i=10000; printf("\033[2J"); # Clear screen while(i--) m[i]=0; while(d--) m[int(rand()*1000)]=1;
while(c--){ for(i=52; i<=949; i++){ d=m[i-1]+m[i+1]+m[i-51]+m[i-50]+m[i-49]+m[i+49]+m[i+50]+m[i+51]; n[i]=m[i]; if(m[i]==0 && d==3) n[i]=1; else if(m[i]==1 && d<2) n[i]=0; else if(m[i]==1 && d>3) n[i]=0; } printf("\033[1;1H"); # Home cursor for(i=1;i<=1000;i++) # gridsize 50x20 { if(n[i]) printf("O"); else printf("."); m[i]=n[i]; if(!(i%50)) printf("\n"); } printf("%3d\n",c); # Countdown x=30000; while(x--) ; # Delay }
} </lang>
- Output:
Finally
.................................................. ..........................................OO...... ..........................................O.O..... ...........................................O...... ......................................OOO.......OO ................................................OO ....................................O.....O....... ....................................O.....O....... ....................................O.....O....... .................................................. ......................................OOO......... .................................................. .................................................. .................................................. ..O............................................... .O.O.............................................. O.O...........OO...........OO..................... .O............OO.........O..O..................... .........................OOO...................... .................................................. 0
BASIC256
Saving to PNG files function is omited. You can find it in the Galton box animation example.
<lang basic256># Conway's_Game_of_Life
X = 59 : Y = 35 : H = 4
fastgraphics graphsize X*H,Y*H
dim c(X,Y) : dim cn(X,Y) : dim cl(X,Y) </lang><lang basic256>
- Thunderbird methuselah
c[X/2-1,Y/3+1] = 1 : c[X/2,Y/3+1] = 1 : c[X/2+1,Y/3+1] = 1 c[X/2,Y/3+3] = 1 : c[X/2,Y/3+4] = 1 : c[X/2,Y/3+5] = 1
s = 0 do color black rect 0,0,graphwidth,graphheight alive = 0 : stable = 1 s = s + 1 for y = 0 to Y-1 for x = 0 to X-1 xm1 = (x-1+X)%X : xp1 = (x+1+X)%X ym1 = (y-1+Y)%Y : yp1 = (y+1+Y)%Y cn[x,y] = c[xm1,y] + c[xp1,y] cn[x,y] = c[xm1,ym1] + c[x,ym1] + c[xp1,ym1] + cn[x,y] cn[x,y] = c[xm1,yp1] + c[x,yp1] + c[xp1,yp1] + cn[x,y] if c[x,y] = 1 then if cn[x,y] < 2 or cn[x,y] > 3 then cn[x,y] = 0 else cn[x,y] = 1 alive = alive + 1 end if else if cn[x,y] = 3 then cn[x,y] = 1 alive = alive + 1 else cn[x,y] = 0 end if end if if c[x,y] then if cn[x,y] then if cl[x,y] then color purple # adult if not cl[x,y] then color green # newborn else if cl[x,y] then color red # old if not cl[x,y] then color yellow # shortlived end if rect x*H,y*H,H,H end if next x next y refresh pause 0.06 # Copy arrays for i = 0 to X-1 for j = 0 to Y-1 if cl[i,j]<>cn[i,j] then stable = 0 cl[i,j] = c[i,j] c[i,j] = cn[i,j] next j next i until not alive or stable
if not alive then print "Died in "+s+" iterations" color black rect 0,0,graphwidth,graphheight refresh else print "Stabilized in "+(s-2)+" iterations" end if</lang>
- Output:
Stabilized in 243 iterations
BBC BASIC
<lang bbcbasic> dx% = 64
dy% = 64 DIM old&(dx%+1,dy%+1), new&(dx%+1,dy%+1) VDU 23,22,dx%*4;dy%*4;16,16,16,0 OFF REM Set blinker: old&(50,50) = 1 : old&(50,51) = 1 : old&(50,52) = 1 REM Set glider: old&(5,7) = 1 : old&(6,7) = 1 : old&(7,7) = 1 : old&(7,6) = 1 : old&(6,5) = 1 REM Draw initial grid: FOR X% = 1 TO dx% FOR Y% = 1 TO dy% IF old&(X%,Y%) GCOL 11 ELSE GCOL 4 PLOT 69, X%*8-6, Y%*8-4 NEXT NEXT X% REM Run: GCOL 4,0 REPEAT FOR X% = 1 TO dx% FOR Y% = 1 TO dy% S% = old&(X%-1,Y%) + old&(X%,Y%-1) + old&(X%-1,Y%-1) + old&(X%+1,Y%-1) + \ \ old&(X%+1,Y%) + old&(X%,Y%+1) + old&(X%-1,Y%+1) + old&(X%+1,Y%+1) O% = old&(X%,Y%) N% = -(S%=3 OR (O%=1 AND S%=2)) new&(X%,Y%) = N% IF N%<>O% PLOT X%*8-6, Y%*8-4 NEXT NEXT X% SWAP old&(), new&() WAIT 30 UNTIL FALSE</lang>
- Output:
Brainf***
A life-program written in Brainf***
With Example-Output.
C
Play game of life on your console: gcc -std=c99 -Wall game.c; ./a.out [width] [height]
<lang C>#include <stdio.h>
- include <stdlib.h>
- include <unistd.h>
- define for_x for (int x = 0; x < w; x++)
- define for_y for (int y = 0; y < h; y++)
- define for_xy for_x for_y
void show(void *u, int w, int h) { int (*univ)[w] = u; printf("\033[H"); for_y { for_x printf(univ[y][x] ? "\033[07m \033[m" : " "); printf("\033[E"); } fflush(stdout); }
void evolve(void *u, int w, int h) { unsigned (*univ)[w] = u; unsigned new[h][w];
for_y for_x { int n = 0; for (int y1 = y - 1; y1 <= y + 1; y1++) for (int x1 = x - 1; x1 <= x + 1; x1++) if (univ[(y1 + h) % h][(x1 + w) % w]) n++;
if (univ[y][x]) n--; new[y][x] = (n == 3 || (n == 2 && univ[y][x])); } for_y for_x univ[y][x] = new[y][x]; }
void game(int w, int h) { unsigned univ[h][w]; for_xy univ[y][x] = rand() < RAND_MAX / 10 ? 1 : 0; while (1) { show(univ, w, h); evolve(univ, w, h); usleep(200000); } }
int main(int c, char **v) { int w = 0, h = 0; if (c > 1) w = atoi(v[1]); if (c > 2) h = atoi(v[2]); if (w <= 0) w = 30; if (h <= 0) h = 30; game(w, h); }</lang> Also see Conway's Game of Life/C
C++
Considering that the simplest implementation in C++ would lack any use of the object-oriented paradigm, this code was specifically written to demonstrate the various object-oriented features of C++. Thus, while it is somewhat verbose, it fully simulates Conway's Game of Life and is relatively simple to expand to feature different starting shapes. <lang c>#include <iostream>
- define HEIGHT 4
- define WIDTH 4
struct Shape { public:
char xCoord; char yCoord; char height; char width; char **figure;
};
struct Glider : public Shape {
static const char GLIDER_SIZE = 3; Glider( char x , char y ); ~Glider();
};
struct Blinker : public Shape {
static const char BLINKER_HEIGHT = 3; static const char BLINKER_WIDTH = 1; Blinker( char x , char y ); ~Blinker();
};
class GameOfLife { public:
GameOfLife( Shape sh ); void print(); void update(); char getState( char state , char xCoord , char yCoord , bool toggle); void iterate(unsigned int iterations);
private:
char world[HEIGHT][WIDTH]; char otherWorld[HEIGHT][WIDTH]; bool toggle; Shape shape;
};
GameOfLife::GameOfLife( Shape sh ) :
shape(sh) , toggle(true)
{
for ( char i = 0; i < HEIGHT; i++ ) { for ( char j = 0; j < WIDTH; j++ ) { world[i][j] = '.'; } } for ( char i = shape.yCoord; i - shape.yCoord < shape.height; i++ ) { for ( char j = shape.xCoord; j - shape.xCoord < shape.width; j++ ) { if ( i < HEIGHT && j < WIDTH ) { world[i][j] = shape.figure[ i - shape.yCoord ][j - shape.xCoord ]; } } }
}
void GameOfLife::print() {
if ( toggle ) { for ( char i = 0; i < HEIGHT; i++ ) { for ( char j = 0; j < WIDTH; j++ ) { std::cout << world[i][j]; } std::cout << std::endl; } } else { for ( char i = 0; i < HEIGHT; i++ ) { for ( char j = 0; j < WIDTH; j++ ) { std::cout << otherWorld[i][j]; } std::cout << std::endl; } } for ( char i = 0; i < WIDTH; i++ ) { std::cout << '='; } std::cout << std::endl;
}
void GameOfLife::update() {
if (toggle) { for ( char i = 0; i < HEIGHT; i++ ) { for ( char j = 0; j < WIDTH; j++ ) { otherWorld[i][j] = GameOfLife::getState(world[i][j] , i , j , toggle); } } toggle = !toggle; } else { for ( char i = 0; i < HEIGHT; i++ ) { for ( char j = 0; j < WIDTH; j++ ) { world[i][j] = GameOfLife::getState(otherWorld[i][j] , i , j , toggle); } } toggle = !toggle; }
}
char GameOfLife::getState( char state, char yCoord, char xCoord, bool toggle ) {
char neighbors = 0; if ( toggle ) { for ( char i = yCoord - 1; i <= yCoord + 1; i++ ) { for ( char j = xCoord - 1; j <= xCoord + 1; j++ ) { if ( i == yCoord && j == xCoord ) { continue; } if ( i > -1 && i < HEIGHT && j > -1 && j < WIDTH ) { if ( world[i][j] == 'X' ) { neighbors++; } } } } } else { for ( char i = yCoord - 1; i <= yCoord + 1; i++ ) { for ( char j = xCoord - 1; j <= xCoord + 1; j++ ) { if ( i == yCoord && j == xCoord ) { continue; } if ( i > -1 && i < HEIGHT && j > -1 && j < WIDTH ) { if ( otherWorld[i][j] == 'X' ) { neighbors++; } } } } } if (state == 'X') { return ( neighbors > 1 && neighbors < 4 ) ? 'X' : '.'; } else { return ( neighbors == 3 ) ? 'X' : '.'; }
}
void GameOfLife::iterate( unsigned int iterations ) {
for ( int i = 0; i < iterations; i++ ) { print(); update(); }
}
Glider::Glider( char x , char y ) {
xCoord = x; yCoord = y; height = GLIDER_SIZE; width = GLIDER_SIZE; figure = new char*[GLIDER_SIZE]; for ( char i = 0; i < GLIDER_SIZE; i++ ) { figure[i] = new char[GLIDER_SIZE]; } for ( char i = 0; i < GLIDER_SIZE; i++ ) { for ( char j = 0; j < GLIDER_SIZE; j++ ) { figure[i][j] = '.'; } } figure[0][1] = 'X'; figure[1][2] = 'X'; figure[2][0] = 'X'; figure[2][1] = 'X'; figure[2][2] = 'X';
}
Glider::~Glider() {
for ( char i = 0; i < GLIDER_SIZE; i++ ) { delete[] figure[i]; } delete[] figure;
}
Blinker::Blinker( char x , char y ) {
xCoord = x; yCoord = y; height = BLINKER_HEIGHT; width = BLINKER_WIDTH; figure = new char*[BLINKER_HEIGHT]; for ( char i = 0; i < BLINKER_HEIGHT; i++ ) { figure[i] = new char[BLINKER_WIDTH]; } for ( char i = 0; i < BLINKER_HEIGHT; i++ ) { for ( char j = 0; j < BLINKER_WIDTH; j++ ) { figure[i][j] = 'X'; } }
}
Blinker::~Blinker() {
for ( char i = 0; i < BLINKER_HEIGHT; i++ ) { delete[] figure[i]; } delete[] figure;
}
int main() {
Glider glider(0,0); GameOfLife gol(glider); gol.iterate(5); Blinker blinker(1,0); GameOfLife gol2(blinker); gol2.iterate(4);
} </lang>
- Output:
first a glider, then a blinker, over a few iterations
(reformatted for convenience).
.X.. .... .... .... .... ..X. X.X. ..X. .X.. ..X. XXX. .XX. X.X. ..XX ...X .... .X.. .XX. .XX. .XXX ==== ==== ==== ==== ==== .X.. .... .X.. .X.. XXX. .X.. .X.. .... .X.. .... .... .... ==== ==== ====
C#
<lang c sharp> using System; using System.Text; using System.Threading;
namespace ConwaysGameOfLife { // Plays Conway's Game of Life on the console with a random initial state. class Program { // The delay in milliseconds between board updates. private const int DELAY = 50;
// The cell colors. private const ConsoleColor DEAD_COLOR = ConsoleColor.White; private const ConsoleColor LIVE_COLOR = ConsoleColor.Black;
// The color of the cells that are off of the board. private const ConsoleColor EXTRA_COLOR = ConsoleColor.Gray;
private const char EMPTY_BLOCK_CHAR = ' '; private const char FULL_BLOCK_CHAR = '\u2588';
// Holds the current state of the board. private static bool[,] board;
// The dimensions of the board in cells. private static int width = 32; private static int height = 32;
// True if cell rules can loop around edges. private static bool loopEdges = true;
static void Main( string[] args )
{
// Use initializeRandomBoard for a larger, random board.
initializeDemoBoard();
initializeConsole();
// Run the game until the Escape key is pressed. while( !Console.KeyAvailable || Console.ReadKey( true ).Key != ConsoleKey.Escape ) { Program.drawBoard(); Program.updateBoard();
// Wait for a bit between updates. Thread.Sleep( DELAY ); } }
// Sets up the Console. private static void initializeConsole() { Console.BackgroundColor = EXTRA_COLOR; Console.Clear();
Console.CursorVisible = false;
// Each cell is two characters wide. // Using an extra row on the bottom to prevent scrolling when drawing the board. int width = Math.Max( Program.width, 8 ) * 2; int height = Math.Max( Program.height, 8 ) + 1; Console.SetWindowSize( width, height ); Console.SetBufferSize( width, height );
Console.BackgroundColor = DEAD_COLOR; Console.ForegroundColor = LIVE_COLOR; }
// Creates the initial board with a random state. private static void initializeRandomBoard() { var random = new Random();
Program.board = new bool[ Program.width, Program.height ]; for( var y = 0; y < Program.height; y++ ) { for( var x = 0; x < Program.width; x++ ) { // Equal probability of being true or false. Program.board[ x, y ] = random.Next( 2 ) == 0; } } }
// Creates a 3x3 board with a blinker. private static void initializeDemoBoard() { Program.width = 3; Program.height = 3;
Program.loopEdges = false;
Program.board = new bool[ 3, 3 ]; Program.board[ 1, 0 ] = true; Program.board[ 1, 1 ] = true; Program.board[ 1, 2 ] = true; }
// Draws the board to the console. private static void drawBoard() { // One Console.Write call is much faster than writing each cell individually. var builder = new StringBuilder();
for( var y = 0; y < Program.height; y++ ) { for( var x = 0; x < Program.width; x++ ) { char c = Program.board[ x, y ] ? FULL_BLOCK_CHAR : EMPTY_BLOCK_CHAR;
// Each cell is two characters wide. builder.Append( c ); builder.Append( c ); } builder.Append( '\n' ); }
// Write the string to the console. Console.SetCursorPosition( 0, 0 ); Console.Write( builder.ToString() ); }
// Moves the board to the next state based on Conway's rules. private static void updateBoard() { // A temp variable to hold the next state while it's being calculated. bool[,] newBoard = new bool[ Program.width, Program.height ];
for( var y = 0; y < Program.height; y++ ) { for( var x = 0; x < Program.width; x++ ) { var n = countLiveNeighbors( x, y ); var c = Program.board[ x, y ];
// A live cell dies unless it has exactly 2 or 3 live neighbors. // A dead cell remains dead unless it has exactly 3 live neighbors. newBoard[ x, y ] = c && ( n == 2 || n == 3 ) || !c && n == 3; } }
// Set the board to its new state. Program.board = newBoard; }
// Returns the number of live neighbors around the cell at position (x,y). private static int countLiveNeighbors( int x, int y ) { // The number of live neighbors. int value = 0;
// This nested loop enumerates the 9 cells in the specified cells neighborhood. for( var j = -1; j <= 1; j++ ) { // If loopEdges is set to false and y+j is off the board, continue. if( !Program.loopEdges && y + j < 0 || y + j >= Program.height ) { continue; }
// Loop around the edges if y+j is off the board. int k = ( y + j + Program.height ) % Program.height;
for( var i = -1; i <= 1; i++ ) { // If loopEdges is set to false and x+i is off the board, continue. if( !Program.loopEdges && x + i < 0 || x + i >= Program.width ) { continue; }
// Loop around the edges if x+i is off the board. int h = ( x + i + Program.width ) % Program.width;
// Count the neighbor cell at (h,k) if it is alive. value += Program.board[ h, k ] ? 1 : 0; } }
// Subtract 1 if (x,y) is alive since we counted it as a neighbor. return value - ( Program.board[ x, y ] ? 1 : 0 ); } } } </lang>
Output: <lang> Frame 1: Frame 2: Frame 3:
██
██████ ██ ██████
██
</lang>
Clojure
Based on the implementation by Christophe Grand here: http://clj-me.cgrand.net/2011/08/19/conways-game-of-life/ This implementation models the live cells as a set of coordinates. <lang lisp>(defn moore-neighborhood x y
(for [dx [-1 0 1] dy [-1 0 1] :when (not (= [dx dy] [0 0]))] [(+ x dx) (+ y dy)]))
(defn step [set-of-cells]
(set (for [[cell count] (frequencies (mapcat moore-neighborhood set-of-cells)) :when (or (= 3 count) (and (= 2 count) (contains? set-of-cells cell)))] cell)))
(defn print-world
([set-of-cells] (print-world set-of-cells 10)) ([set-of-cells world-size] (let [r (range 0 (+ 1 world-size))] (pprint (for [y r] (apply str (for [x r] (if (set-of-cells [x y]) \# \.))))))))
(defn run-life [world-size num-steps set-of-cells]
(loop [s num-steps cells set-of-cells] (print-world cells world-size) (when (< 0 s) (recur (- s 1) (step cells)))))
(def *blinker* #{[1 2] [2 2] [3 2]}) (def *glider* #{[1 0] [2 1] [0 2] [1 2] [2 2]}) </lang>
Common Lisp
<lang lisp>(defun next-life (array &optional results)
(let* ((dimensions (array-dimensions array)) (results (or results (make-array dimensions :element-type 'bit)))) (destructuring-bind (rows columns) dimensions (labels ((entry (row col) "Return array(row,col) for valid (row,col) else 0." (if (or (not (< -1 row rows)) (not (< -1 col columns))) 0 (aref array row col))) (neighbor-count (row col &aux (count 0)) "Return the sum of the neighbors of (row,col)." (dolist (r (list (1- row) row (1+ row)) count) (dolist (c (list (1- col) col (1+ col))) (unless (and (eql r row) (eql c col)) (incf count (entry r c)))))) (live-or-die? (current-state neighbor-count) (if (or (and (eql current-state 1) (<= 2 neighbor-count 3)) (and (eql current-state 0) (eql neighbor-count 3))) 1 0))) (dotimes (row rows results) (dotimes (column columns) (setf (aref results row column) (live-or-die? (aref array row column) (neighbor-count row column)))))))))
(defun print-grid (grid &optional (out *standard-output*))
(destructuring-bind (rows columns) (array-dimensions grid) (dotimes (r rows grid) (dotimes (c columns (terpri out)) (write-char (if (zerop (aref grid r c)) #\+ #\#) out)))))
(defun run-life (&optional world (iterations 10) (out *standard-output*))
(let* ((world (or world (make-array '(10 10) :element-type 'bit))) (result (make-array (array-dimensions world) :element-type 'bit))) (do ((i 0 (1+ i))) ((eql i iterations) world) (terpri out) (print-grid world out) (psetq world (next-life world result) result world))))</lang>
<lang lisp>(run-life (make-array '(3 3)
:element-type 'bit :initial-contents '((0 0 0) (1 1 1) (0 0 0))) 3)</lang>
produces
+++ ### +++ +#+ +#+ +#+ +++ ### +++
A version using a sparse list of living cells rather than an explicit board.
<lang lisp>(defun moore-neighborhood (cell)
(let ((r '(-1 0 1))) (mapcan
(lambda (delta-x) (loop for delta-y in r unless (and (= delta-x 0) (= delta-y 0)) collect (cons (+ (car cell) delta-x) (+ (cdr cell) delta-y)))) r)))
(defun frequencies (cells)
(let ((h (make-hash-table :test #'equal))) (loop for c in cells if (gethash c h) do (incf (gethash c h)) else do (setf (gethash c h) 1)) h))
(defun life-step (cells)
(let ((f (frequencies (mapcan #'moore-neighborhood cells)))) (loop for k being the hash-keys in f when (or
(= (gethash k f) 3) (and (= (gethash k f) 2) (member k cells :test #'equal))) collect k)))
(defun print-world (live-cells &optional (world-size 10))
(dotimes (y world-size) (dotimes (x world-size) (if (member (cons x y) live-cells :test #'equal)
(format t "X") (format t ".")))
(format t "~%")))
(defun run-life (world-size steps cells)
(print-world cells world-size) (format t "~%") (when (< 0 steps) (run-life world-size (- steps 1) (life-step cells))))
(defparameter *blinker* '((1 . 2) (2 . 2) (3 . 2))) (defparameter *glider* '((1 . 0) (2 . 1) (0 . 2) (1 . 2) (2 . 2)))</lang>
D
<lang d>import std.stdio, std.string, std.algorithm, std.array, std.conv;
struct GameOfLife {
enum Cell : char { dead = ' ', alive = '#' } Cell[][] grid, newGrid;
this(in int x, in int y) pure nothrow @safe { grid = new typeof(grid)(y + 2, x + 2); newGrid = new typeof(grid)(y + 2, x + 2); }
void opIndexAssign(in string[] v, in size_t y, in size_t x) pure /*nothrow*/ @safe /*@nogc*/ { foreach (immutable nr, row; v) foreach (immutable nc, state; row) grid[y + nr][x + nc] = state.to!Cell; }
void iteration() pure nothrow @safe @nogc { newGrid[0][] = Cell.dead; newGrid[$ - 1][] = Cell.dead; foreach (row; newGrid) row[0] = row[$ - 1] = Cell.dead;
foreach (immutable r; 1 .. grid.length - 1) foreach (immutable c; 1 .. grid[0].length - 1) { uint count = 0; foreach (immutable i; -1 .. 2) foreach (immutable j; -1 .. 2) if (i != 0 || j != 0) count += grid[r + i][c + j] == Cell.alive; immutable a = count == 3 || (count == 2 && grid[r][c] == Cell.alive); newGrid[r][c] = a ? Cell.alive : Cell.dead; }
grid.swap(newGrid); }
string toString() const pure /*nothrow @safe*/ { auto ret = "-".replicate(grid[0].length - 1) ~ "\n"; foreach (const row; grid[1 .. $ - 1]) ret ~= "|%(%c%)|\n".format(row[1 .. $ - 1]); return ret ~ "-".replicate(grid[0].length - 1); }
}
void main() /*@safe*/ {
immutable glider1 = [" #", "# #", " ##"]; immutable glider2 = ["# ", "# #", "## "];
auto uni = GameOfLife(60, 20); uni[3, 2] = glider1; uni[3, 15] = glider2; uni[3, 19] = glider1; uni[3, 32] = glider2; uni[5, 50] = [" # #", "# ", "# #", "#### "]; uni.writeln;
foreach (immutable _; 0 .. 20) { uni.iteration; uni.writeln; }
}</lang>
- Output, first iteration:
------------------------------------------------------------- | | | | | # # # # | | # # # # # # # # | | ## ## ## ## # # | | # | | # # | | #### | | | | | | | | | | | | | | | | | | | | | | | | | -------------------------------------------------------------
Faster Version
Same output. <lang d>import std.stdio, std.string, std.algorithm, std.typetuple,
std.array, std.conv;
struct GameOfLife {
enum Cell : char { dead = ' ', alive = '#' } Cell[] grid, newGrid; immutable size_t nCols;
this(in int nx, in int ny) pure nothrow @safe { nCols = nx + 2; grid = new typeof(grid)(nCols * (ny + 2)); newGrid = new typeof(grid)(grid.length); }
void opIndexAssign(in string[] v, in size_t y, in size_t x) pure /*nothrow*/ @safe /*@nogc*/ { foreach (immutable nr, const row; v) foreach (immutable nc, immutable state; row) grid[(y + nr) * nCols + x + nc] = state.to!Cell; }
void iteration() pure nothrow @safe @nogc { newGrid[0 .. nCols] = Cell.dead; newGrid[$ - nCols .. $] = Cell.dead; foreach (immutable nr; 1 .. (newGrid.length / nCols) - 1) { newGrid[nr * nCols + 0] = Cell.dead; newGrid[nr * nCols + nCols - 1] = Cell.dead; }
foreach (immutable nr; 1 .. (grid.length / nCols) - 1) { size_t nr_nCols = nr * nCols; foreach (immutable nc; 1 .. nCols - 1) { uint count = 0; /*static*/ foreach (immutable i; TypeTuple!(-1, 0, 1)) /*static*/ foreach (immutable j; TypeTuple!(-1, 0, 1)) static if (i != 0 || j != 0) count += (grid[nr_nCols + i * nCols + nc + j] == Cell.alive); immutable a = count == 3 || (count == 2 && grid[nr_nCols + nc] == Cell.alive); newGrid[nr_nCols + nc] = a ? Cell.alive : Cell.dead; } }
swap(grid, newGrid); }
string toString() const pure /*nothrow @safe*/ { string ret = "-".replicate(nCols - 1) ~ "\n"; foreach (immutable nr; 1 .. (grid.length / nCols) - 1) ret ~= "|%(%c%)|\n".format(grid[nr * nCols + 1 .. nr * nCols + nCols - 1]); return ret ~ "-".replicate(nCols - 1); }
}
void main() {
immutable glider1 = [" #", "# #", " ##"]; immutable glider2 = ["# ", "# #", "## "];
auto uni = GameOfLife(60, 20); uni[3, 2] = glider1; uni[3, 15] = glider2; uni[3, 19] = glider1; uni[3, 32] = glider2; uni[5, 50] = [" # #", "# ", "# #", "#### "]; uni.writeln;
foreach (immutable _; 0 .. 20) { uni.iteration; uni.writeln; }
}</lang>
Dart
<lang dart>/**
- States of a cell. A cell is either [ALIVE] or [DEAD].
- The state contains its [symbol] for printing.
- /
class State {
const State(this.symbol);
static final ALIVE = const State('#'); static final DEAD = const State(' ');
final String symbol;
}
/**
- The "business rule" of the game. Depending on the count of neighbours,
- the [cellState] changes.
- /
class Rule {
Rule(this.cellState);
reactToNeighbours(int neighbours) { if (neighbours == 3) { cellState = State.ALIVE; } else if (neighbours != 2) { cellState = State.DEAD; } }
var cellState;
}
/**
- A coordinate on the [Grid].
- /
class Point {
const Point(this.x, this.y);
operator +(other) => new Point(x + other.x, y + other.y);
final int x; final int y;
}
/**
- List of the relative indices of the 8 cells around a cell.
- /
class Neighbourhood {
List<Point> points() { return [ new Point(LEFT, UP), new Point(MIDDLE, UP), new Point(RIGHT, UP), new Point(LEFT, SAME), new Point(RIGHT, SAME), new Point(LEFT, DOWN), new Point(MIDDLE, DOWN), new Point(RIGHT, DOWN) ]; }
static final LEFT = -1; static final MIDDLE = 0; static final RIGHT = 1; static final UP = -1; static final SAME = 0; static final DOWN = 1;
}
/**
- The grid is an endless, two-dimensional [field] of cell [State]s.
- /
class Grid {
Grid(this.xCount, this.yCount) { _field = new Map(); _neighbours = new Neighbourhood().points(); }
set(point, state) { _field[_pos(point)] = state; }
State get(point) { var state = _field[_pos(point)]; return state != null ? state : State.DEAD; }
int countLiveNeighbours(point) => _neighbours.filter((offset) => get(point + offset) == State.ALIVE).length;
_pos(point) => '${(point.x + xCount) % xCount}:${(point.y + yCount) % yCount}';
print() { var sb = new StringBuffer(); iterate((point) { sb.add(get(point).symbol); }, (x) { sb.add("\n"); }); return sb.toString(); }
iterate(eachCell, [finishedRow]) { for (var x = 0; x < xCount; x++) { for (var y = 0; y < yCount; y++) { eachCell(new Point(x, y)); } if(finishedRow != null) { finishedRow(x); } } }
final xCount, yCount; List<Point> _neighbours; Map<String, State> _field;
}
/**
- The game updates the [grid] in each step using the [Rule].
- /
class Game {
Game(this.grid);
tick() { var newGrid = createNewGrid();
grid.iterate((point) { var rule = new Rule(grid.get(point)); rule.reactToNeighbours(grid.countLiveNeighbours(point)); newGrid.set(point, rule.cellState); });
grid = newGrid; }
createNewGrid() => new Grid(grid.xCount, grid.yCount);
printGrid() => print(grid.print());
Grid grid;
}
main() {
// Run the GoL with a blinker. runBlinker();
}
runBlinker() {
var game = new Game(createBlinkerGrid());
for(int i = 0; i < 3; i++) { game.printGrid(); game.tick(); } game.printGrid();
}
createBlinkerGrid() {
var grid = new Grid(4, 4); loadBlinker(grid); return grid;
}
loadBlinker(grid) => blinkerPoints().forEach((point) => grid.set(point, State.ALIVE));
blinkerPoints() => [new Point(0, 1), new Point(1, 1), new Point(2, 1)];</lang>
Test cases driving the design of this code: <lang dart>#import('<path to sdk>/lib/unittest/unittest.dart');
main() {
group('rules', () { test('should let living but lonely cell die', () { var rule = new Rule(State.ALIVE); rule.reactToNeighbours(1); expect(rule.cellState, State.DEAD); }); test('should let proper cell live on', () { var rule = new Rule(State.ALIVE); rule.reactToNeighbours(2); expect(rule.cellState, State.ALIVE); }); test('should let dead cell with three neighbours be reborn', () { var rule = new Rule(State.DEAD); rule.reactToNeighbours(3); expect(rule.cellState, State.ALIVE); }); test('should let living cell with too many neighbours die', () { var rule = new Rule(State.ALIVE); rule.reactToNeighbours(4); expect(rule.cellState, State.DEAD); }); });
group('grid', () { var origin = new Point(0, 0); test('should have state', () { var grid = new Grid(1, 1); expect(grid.get(origin), State.DEAD); grid.set(origin, State.ALIVE); expect(grid.get(origin), State.ALIVE); }); test('should have dimension', () { var grid = new Grid(2, 3); expect(grid.get(origin), State.DEAD); grid.set(origin, State.ALIVE); expect(grid.get(origin), State.ALIVE); expect(grid.get(new Point(1, 2)), State.DEAD); grid.set(new Point(1, 2), State.ALIVE); expect(grid.get(new Point(1, 2)), State.ALIVE); }); test('should be endless', () { var grid = new Grid(2, 4); grid.set(new Point(2, 4), State.ALIVE); expect(grid.get(origin), State.ALIVE); grid.set(new Point(-1, -1), State.ALIVE); expect(grid.get(new Point(1, 3)), State.ALIVE); }); test('should print itself', () { var grid = new Grid(1, 2); grid.set(new Point(0, 1), State.ALIVE); expect(grid.print(), " #\n"); }); });
group('game', () { test('should exists', () { var game = new Game(null); expect(game, isNotNull); }); test('should create a new grid when ticked', () { var grid = new Grid(1, 1); var game = new Game(grid); game.tick(); expect(game.grid !== grid); }); test('should have a grid with the same dimension after tick', (){ var game = new Game(new Grid(2, 3)); game.tick(); expect(game.grid.xCount, 2); expect(game.grid.yCount, 3); }); test('should apply rules to middle cell', (){ var grid = new Grid(3, 3); grid.set(new Point(1, 1), State.ALIVE); var game = new Game(grid); game.tick(); expect(game.grid.get(new Point(1, 1)), State.DEAD);
grid.set(new Point(0, 0), State.ALIVE); grid.set(new Point(1, 0), State.ALIVE); game = new Game(grid); game.tick(); expect(game.grid.get(new Point(1, 1)), State.ALIVE); }); test('should apply rules to all cells', (){ var grid = new Grid(3, 3); grid.set(new Point(0, 1), State.ALIVE); grid.set(new Point(1, 0), State.ALIVE); grid.set(new Point(1, 1), State.ALIVE); var game = new Game(grid); game.tick(); expect(game.grid.get(new Point(0, 0)), State.ALIVE); }); });
}</lang>
- Output:
# # # ### # # # ###
E
Just does three generations of a blinker in a dead-boundary grid, as specified. (User:Kevin Reid has graphical and wrapping versions.)
<lang e>def gridWidth := 3 def gridHeight := 3 def X := 0..!gridWidth def Y := 0..!gridHeight
def makeFlexList := <elib:tables.makeFlexList> def makeGrid() {
def storage := makeFlexList.fromType(<type:java.lang.Boolean>, gridWidth * gridHeight) storage.setSize(gridWidth * gridHeight)
def grid { to __printOn(out) { for y in Y { out.print("[") for x in X { out.print(grid[x, y].pick("#", " ")) } out.println("]") } } to get(xb :int, yb :int) { return if (xb =~ x :X && yb =~ y :Y) { storage[y * gridWidth + x] } else { false } } to put(x :X, y :Y, c :boolean) { storage[y * gridWidth + x] := c } } return grid
}
def mooreNeighborhood := [[-1,-1],[0,-1],[1,-1],[-1,0],[1,0],[-1,1],[0,1],[1,1]] def computeNextLife(prevGrid, nextGrid) {
for y in Y { for x in X { var neighbors := 0 for [nx, ny] ? (prevGrid[x+nx, y+ny]) in mooreNeighborhood { neighbors += 1 } def self := prevGrid[x, y] nextGrid[x, y] := (self && neighbors == 2 || neighbors == 3) } }
}
var currentFrame := makeGrid() var nextFrame := makeGrid() currentFrame[1, 0] := true currentFrame[1, 1] := true currentFrame[1, 2] := true
for _ in 1..3 {
def frame := nextFrame computeNextLife(currentFrame, frame) nextFrame := currentFrame currentFrame := frame println(currentFrame)
}</lang>
Erlang
<lang Erlang>
-module(life).
-export([bang/1]).
-define(CHAR_DEAD, 32). % " "
-define(CHAR_ALIVE, 111). % "o"
-define(CHAR_BAR, 45). % "-"
-define(GEN_INTERVAL, 100).
-record(state, {x :: non_neg_integer()
,y :: non_neg_integer() ,n :: pos_integer() ,bar :: nonempty_string() ,board :: array() ,gen_count :: pos_integer() ,gen_duration :: non_neg_integer() ,print_time :: non_neg_integer() }).
%% ============================================================================
%% API
%% ============================================================================
bang(Args) ->
[X, Y] = [atom_to_integer(A) || A <- Args], {Time, Board} = timer:tc(fun() -> init_board(X, Y) end), State = #state{x = X ,y = Y ,n = X * Y ,bar = [?CHAR_BAR || _ <- lists:seq(1, X)] ,board = Board ,gen_count = 1 % Consider inital state to be generation 1 ,gen_duration = Time ,print_time = 0 % There was no print time yet }, life_loop(State).
%% ============================================================================
%% Internal
%% ============================================================================
life_loop(
#state{x = X ,y = Y ,n = N ,bar = Bar ,board = Board ,gen_count = GenCount ,gen_duration = Time ,print_time = LastPrintTime }=State) ->
{PrintTime, ok} = timer:tc( fun() -> do_print_screen(Board, Bar, X, Y, N, GenCount, Time, LastPrintTime) end ),
{NewTime, NewBoard} = timer:tc( fun() -> next_generation(X, Y, Board) end ),
NewState = State#state{board = NewBoard ,gen_count = GenCount + 1 ,gen_duration = NewTime ,print_time = PrintTime },
NewTimeMil = NewTime / 1000, NextGenDelay = at_least_zero(round(?GEN_INTERVAL - NewTimeMil)), timer:sleep(NextGenDelay),
life_loop(NewState).
at_least_zero(Integer) when Integer >= 0 -> Integer;
at_least_zero(_) -> 0.
do_print_screen(Board, Bar, X, Y, N, GenCount, Time, PrintTime) ->
ok = do_print_status(Bar, X, Y, N, GenCount, Time, PrintTime), ok = do_print_board(Board).
do_print_status(Bar, X, Y, N, GenCount, TimeMic, PrintTimeMic) ->
TimeSec = TimeMic / 1000000, PrintTimeSec = PrintTimeMic / 1000000, ok = io:format("~s~n", [Bar]), ok = io:format( "X: ~b Y: ~b CELLS: ~b GENERATION: ~b DURATION: ~f PRINT TIME: ~f~n", [X, Y, N, GenCount, TimeSec, PrintTimeSec] ), ok = io:format("~s~n", [Bar]).
do_print_board(Board) ->
% It seems that just doing a fold should be faster than map + to_list % combo, but, after measuring several times, map + to_list has been % consistently (nearly twice) faster than either foldl or foldr. RowStrings = array:to_list( array:map( fun(_, Row) -> array:to_list( array:map( fun(_, State) -> state_to_char(State) end, Row ) ) end, Board ) ),
ok = lists:foreach( fun(RowString) -> ok = io:format("~s~n", [RowString]) end, RowStrings ).
state_to_char(0) -> ?CHAR_DEAD;
state_to_char(1) -> ?CHAR_ALIVE.
next_generation(W, H, Board) ->
array:map( fun(Y, Row) -> array:map( fun(X, State) -> Neighbors = filter_offsides(H, W, neighbors(X, Y)), States = neighbor_states(Board, Neighbors), LiveNeighbors = lists:sum(States), new_state(State, LiveNeighbors) end, Row ) end, Board ).
new_state(1, LiveNeighbors) when LiveNeighbors < 2 -> 0;
new_state(1, LiveNeighbors) when LiveNeighbors < 4 -> 1;
new_state(1, LiveNeighbors) when LiveNeighbors > 3 -> 0;
new_state(0, LiveNeighbors) when LiveNeighbors =:= 3 -> 1;
new_state(State, _LiveNeighbors) -> State.
neighbor_states(Board, Neighbors) ->
[array:get(X, array:get(Y, Board)) || {X, Y} <- Neighbors].
filter_offsides(H, W, Coordinates) ->
[{X, Y} || {X, Y} <- Coordinates, is_onside(X, Y, H, W)].
is_onside(X, Y, H, W) when (X >= 0) and (Y >= 0) and (X < W) and (Y < H) -> true;
is_onside(_, _, _, _) -> false.
neighbors(X, Y) ->
[{X + OffX, Y + OffY} || {OffX, OffY} <- offsets()].
offsets() ->
[offset(D) || D <- directions()].
offset('N') -> { 0, -1};
offset('NE') -> { 1, -1};
offset('E') -> { 1, 0};
offset('SE') -> { 1, 1};
offset('S') -> { 0, 1};
offset('SW') -> {-1, 1};
offset('W') -> {-1, 0};
offset('NW') -> {-1, -1}.
directions() ->
['N', 'NE', 'E', 'SE', 'S', 'SW', 'W', 'NW'].
init_board(X, Y) ->
array:map(fun(_, _) -> init_row(X) end, array:new(Y)).
init_row(X) ->
array:map(fun(_, _) -> init_cell_state() end, array:new(X)).
init_cell_state() ->
crypto:rand_uniform(0, 2).
atom_to_integer(Atom) ->
list_to_integer(atom_to_list(Atom)).
</lang>
F#
The following F# implementation uses
for visualization and is easily compiled into a standalone executable:
<lang fsharp>let count (a: _ [,]) x y =
let m, n = a.GetLength 0, a.GetLength 1 let mutable c = 0 for x in x-1..x+1 do for y in y-1..y+1 do if x>=0 && x<m && y>=0 && y<n && a.[x, y] then c <- c + 1 if a.[x, y] then c-1 else c
let rule (a: _ [,]) x y =
match a.[x, y], count a x y with | true, (2 | 3) | false, 3 -> true | _ -> false
open System.Windows open System.Windows.Media.Imaging
[<System.STAThread>] do
let rand = System.Random() let n = 256 let game = Array2D.init n n (fun _ _ -> rand.Next 2 = 0) |> ref let image = Controls.Image(Stretch=Media.Stretch.Uniform) let format = Media.PixelFormats.Gray8 let pixel = Array.create (n*n) 0uy let update _ = game := rule !game |> Array2D.init n n for x in 0..n-1 do for y in 0..n-1 do pixel.[x+y*n] <- if (!game).[x, y] then 255uy else 0uy image.Source <- BitmapSource.Create(n, n, 1.0, 1.0, format, null, pixel, n) Media.CompositionTarget.Rendering.Add update Window(Content=image, Title="Game of Life") |> (Application()).Run |> ignore</lang>
Forth
gencell uses an optimization for the core Game of Life rules: new state = (old state | neighbors == 3).
<lang forth> \ The fast wrapping requires dimensions that are powers of 2.
1 6 lshift constant w \ 64 1 4 lshift constant h \ 16 : rows w * 2* ; 1 rows constant row h rows constant size create world size allot world value old old w + value new variable gens : clear world size erase 0 gens ! ; : age new old to new to old 1 gens +! ; : col+ 1+ ; : col- 1- dup w and + ; \ avoid borrow into row : row+ row + ; : row- row - ; : wrap ( i -- i ) [ size w - 1- ] literal and ; : w@ ( i -- 0/1 ) wrap old + c@ ; : w! ( 0/1 i -- ) wrap old + c! ; : foreachrow ( xt -- ) size 0 do I over execute row +loop drop ; : showrow ( i -- ) cr old + w over + swap do I c@ if [char] * else bl then emit loop ; : show ['] showrow foreachrow cr ." Generation " gens @ . ; : sum-neighbors ( i -- i n ) dup col- row- w@ over row- w@ + over col+ row- w@ + over col- w@ + over col+ w@ + over col- row+ w@ + over row+ w@ + over col+ row+ w@ + ; : gencell ( i -- ) sum-neighbors over old + c@ or 3 = 1 and swap new + c! ; : genrow ( i -- ) w over + swap do I gencell loop ; : gen ['] genrow foreachrow age ; : life begin gen 0 0 at-xy show key? until ;
\ patterns char | constant '|' : pat ( i addr len -- ) rot dup 2swap over + swap do I c@ '|' = if drop row+ dup else I c@ bl = 1+ over w! col+ then loop 2drop ; : blinker s" ***" pat ; : toad s" ***| ***" pat ; : pentomino s" **| **| *" pat ; : pi s" **| **|**" pat ; : glider s" *| *|***" pat ; : pulsar s" *****|* *" pat ; : ship s" ****|* *| *| *" pat ; : pentadecathalon s" **********" pat ; : clock s" *| **|**| *" pat ;
clear 0 glider show * * *** Generation 0 ok gen show * * ** * Generation 1 ok</lang>
Fortran
<lang fortran> PROGRAM LIFE_2D
IMPLICIT NONE INTEGER, PARAMETER :: gridsize = 10 LOGICAL :: cells(0:gridsize+1,0:gridsize+1) = .FALSE. INTEGER :: i, j, generation=0 REAL :: rnums(gridsize,gridsize) ! Start patterns ! ************** ! cells(2,1:3) = .TRUE. ! Blinker ! cells(3,4:6) = .TRUE. ; cells(4,3:5) = .TRUE. ! Toad ! cells(1,2) = .TRUE. ; cells(2,3) = .TRUE. ; cells(3,1:3) = .TRUE. ! Glider cells(3:5,3:5) = .TRUE. ; cells(6:8,6:8) = .TRUE. ! Figure of Eight ! CALL RANDOM_SEED ! CALL RANDOM_NUMBER(rnums) ! WHERE (rnums>0.6) cells(1:gridsize,1:gridsize) = .TRUE. ! Random universe CALL Drawgen(cells(1:gridsize, 1:gridsize), generation) DO generation = 1, 8 CALL Nextgen(cells) CALL Drawgen(cells(1:gridsize, 1:gridsize), generation) END DO CONTAINS SUBROUTINE Drawgen(cells, gen) LOGICAL, INTENT(IN OUT) :: cells(:,:) INTEGER, INTENT(IN) :: gen WRITE(*, "(A,I0)") "Generation ", gen DO i = 1, SIZE(cells,1) DO j = 1, SIZE(cells,2) IF (cells(i,j)) THEN WRITE(*, "(A)", ADVANCE = "NO") "#" ELSE WRITE(*, "(A)", ADVANCE = "NO") " " END IF END DO WRITE(*,*) END DO WRITE(*,*) END SUBROUTINE Drawgen SUBROUTINE Nextgen(cells) LOGICAL, INTENT(IN OUT) :: cells(0:,0:) LOGICAL :: buffer(0:SIZE(cells, 1)-1, 0:SIZE(cells, 2)-1) INTEGER :: neighbours, i, j buffer = cells ! Store current status DO i = 1, SIZE(cells, 1)-2 DO j = 1, SIZE(cells, 2)-2 if(buffer(i, j)) then neighbours = sum(count(buffer(i-1:i+1, j-1:j+1), 1)) - 1 else neighbours = sum(count(buffer(i-1:i+1, j-1:j+1), 1)) end if SELECT CASE(neighbours) CASE (0:1, 4:8) cells(i,j) = .FALSE. CASE (2) ! No change CASE (3) cells(i,j) = .TRUE. END SELECT END DO END DO END SUBROUTINE Nextgen END PROGRAM LIFE_2D</lang>
- Output:
Blinker Generation 0 ### Generation 1 # # # Generation 2 ### Figure of Eight (a period eight oscillator) Generation 0 ### ### ### ### ### ### Generation 1 # # # # # # # # # # # # # # Generation 2 # ### ### # # # # # # ### ### # Generation 3 ### # # # # # # # # # # # # ### Generation 4 # ## # ## ### # # # # # # # # ### ## # ## # Generation 5 ## # # # # # # # # # # # # # # ## Generation 6 # # ### ## # # ## ### # # Generation 7 ## ## # # # # ## ## Generation 8 ### ### ### ### ### ###
FunL
<lang funl>import lists.zipWithIndex import util.Regex
data Rule( birth, survival )
val Mirek = Regex( '([0-8]+)/([0-8]+)' ) val Golly = Regex( 'B([0-8]+)/S([0-8]+)' )
def decode( rule ) =
def makerule( b, s ) = Rule( [int(d) | d <- b], [int(d) | d <- s] )
case rule Mirek( s, b ) -> makerule( b, s ) Golly( b, s ) -> makerule( b, s ) _ -> error( "unrecognized rule: $rule" )
def fate( state, crowding, rule ) = crowding in rule( int(state) )
def crowd( buffer, x, y ) =
res = 0
def neighbour( x, y ) = if x >= 0 and x < N and y >= 0 and y < N res += int( buffer(x, y) )
for i <- x-1..x+1 neighbour( i, y - 1 ) neighbour( i, y + 1 )
neighbour( x - 1, y ) neighbour( x + 1, y ) res
def display( buffer ) =
for j <- 0:N for i <- 0:N print( if buffer(i, j) then '*' else '\u00b7' )
println()
def generation( b1, b2, rule ) =
for i <- 0:N, j <- 0:N b2(i, j) = fate( b1(i, j), crowd(b1, i, j), rule )
def pattern( p, b, x, y ) =
for (r, j) <- zipWithIndex( list(WrappedString(p).stripMargin().split('\n')).drop(1).dropRight(1) ) for i <- 0:r.length() b(x + i, y + j) = r(i) == '*'
var current = 0 val LIFE = decode( '23/3' ) val N = 4 val buffers = (array( N, N, (_, _) -> false ), array( N, N ))
def reset =
for i <- 0:N, j <- 0:N buffers(0)(i, j) = false
current = 0
def iteration =
display( buffers(current) ) generation( buffers(current), buffers(current = (current + 1)%2), LIFE ) println( 5'-' )
// two patterns to be tested blinker =
| |***
glider =
| * | * |***
// load "blinker" pattern and run for three generations pattern( blinker, buffers(0), 0, 0 )
repeat 3
iteration()
// clear grid, load "glider" pattern and run for five generations reset() pattern( glider, buffers(0), 0, 0 )
repeat 5
iteration()</lang>
- Output:
···· ***· ···· ···· ----- ·*·· ·*·· ·*·· ···· ----- ···· ***· ···· ···· ----- ·*·· ··*· ***· ···· ----- ···· *·*· ·**· ·*·· ----- ···· ··*· *·*· ·**· ----- ···· ·*·· ··** ·**· ----- ···· ··*· ···* ·*** -----
Go
<lang go>package main
import ( "bytes" "fmt" "math/rand" "time" )
type Field struct { s [][]bool w, h int }
func NewField(w, h int) Field { s := make([][]bool, h) for i := range s { s[i] = make([]bool, w) } return Field{s: s, w: w, h: h} }
func (f Field) Set(x, y int, b bool) { f.s[y][x] = b }
func (f Field) Next(x, y int) bool { on := 0 for i := -1; i <= 1; i++ { for j := -1; j <= 1; j++ { if f.State(x+i, y+j) && !(j == 0 && i == 0) { on++ } } } return on == 3 || on == 2 && f.State(x, y) }
func (f Field) State(x, y int) bool { for y < 0 { y += f.h } for x < 0 { x += f.w } return f.s[y%f.h][x%f.w] }
type Life struct { w, h int a, b Field }
func NewLife(w, h int) *Life { a := NewField(w, h) for i := 0; i < (w * h / 2); i++ { a.Set(rand.Intn(w), rand.Intn(h), true) } return &Life{ a: a, b: NewField(w, h), w: w, h: h, } }
func (l *Life) Step() { for y := 0; y < l.h; y++ { for x := 0; x < l.w; x++ { l.b.Set(x, y, l.a.Next(x, y)) } } l.a, l.b = l.b, l.a }
func (l *Life) String() string { var buf bytes.Buffer for y := 0; y < l.h; y++ { for x := 0; x < l.w; x++ { b := byte(' ') if l.a.State(x, y) { b = '*' } buf.WriteByte(b) } buf.WriteByte('\n') } return buf.String() }
func main() { l := NewLife(80, 15) for i := 0; i < 300; i++ { l.Step() fmt.Print("\x0c") fmt.Println(l) time.Sleep(time.Second / 30) } }</lang> Running this program will compute and draw the first 300 "frames". The final frame looks like this:
** **** * * ** * ** * * * * ** **** ** * * ** * ** * ** * ** * **** * * ** * *** ** * ** **** * * ** * ** * ** * ** ** * *** *** * ** ** ** ** ** * * * *
Haskell
<lang haskell>import Data.Array.Unboxed
type Grid = UArray (Int,Int) Bool
-- The grid is indexed by (y, x).
life :: Int -> Int -> Grid -> Grid {- Returns the given Grid advanced by one generation. -} life w h old =
listArray b (map f (range b)) where b@((y1,x1),(y2,x2)) = bounds old f (y, x) = ( c && (n == 2 || n == 3) ) || ( not c && n == 3 ) where c = get x y n = count [get (x + x') (y + y') | x' <- [-1, 0, 1], y' <- [-1, 0, 1], not (x' == 0 && y' == 0)]
get x y | x < x1 || x > x2 = False | y < y1 || y > y2 = False | otherwise = old ! (y, x)
count :: [Bool] -> Int count = length . filter id</lang>
Example of use:
<lang haskell>import Data.List (unfoldr)
grid :: [String] -> (Int, Int, Grid) grid l = (width, height, a)
where (width, height) = (length $ head l, length l) a = listArray ((1, 1), (height, width)) $ concatMap f l f = map g g '.' = False g _ = True
printGrid :: Int -> Grid -> IO () printGrid width = mapM_ f . split width . elems
where f = putStrLn . map g g False = '.' g _ = '#'
split :: Int -> [a] -> a split n = takeWhile (not . null) . unfoldr (Just . splitAt n)
blinker = grid
[".#.", ".#.", ".#."]
glider = grid
["............", "............", "............", ".......###..", ".......#....", "........#...", "............"]
printLife :: Int -> (Int, Int, Grid) -> IO () printLife n (w, h, g) = mapM_ f $ take n $ iterate (life w h) g
where f g = do putStrLn "------------------------------" printGrid w g
main = printLife 10 glider</lang>
Here's the gridless version. It could probably be improved with some light use of Data.Set
, but I leave that as an exercise for the reader. Note that the function lifeStep
is the solution in its entirety. The rest of this code deals with printing and test data for the particular model of the world we're using.
<lang haskell>module Main where import Data.List
lifeStep :: [(Int, Int)] -> [(Int, Int)] lifeStep cells = [head g | g <- grouped cells, viable g]
where grouped = group . sort . concatMap neighbors neighbors (x, y) = [(x+dx, y+dy) | dx <- [-1..1], dy <- [-1..1], (dx,dy) /= (0,0)] viable [_,_,_] = True viable [c,_] = c `elem` cells viable _ = False
showWorld :: [(Int, Int)] -> IO ()
showWorld cells = mapM_ putStrLn $ worldToGrid cells
where worldToGrid cells = x <- [least..greatest | y <- [least..greatest]] cellChar cell = if cell `elem` cells then '#' else '.' (least, greatest) = worldBounds cells
worldBounds cells = (least, greatest)
where least = min x y greatest = max x' y' (x, y) = head cells (x', y') = last cells
runLife :: Int -> [(Int, Int)] -> IO () runLife steps cells = rec (steps - 1) cells
where rec 0 cells = showWorld cells rec s cells = do showWorld cells putStrLn "" rec (s - 1) $ lifeStep cells
glider = [(1, 0), (2, 1), (0, 2), (1, 2), (2, 2)] blinker = [(1, 0), (1, 1), (1, 2)]
main :: IO () main = do
putStrLn "Glider >> 10" putStrLn "------------" runLife 10 glider putStrLn "" putStrLn "Blinker >> 3" putStrLn "------------" runLife 3 blinker</lang>
Icon and Unicon
<lang icon>global limit
procedure main(args)
n := args[1] | 50 # default is a 50x50 grid limit := args[2] | &null # optional limit to number of generations write("Enter the starting pattern, end with EOF") grid := getInitialGrid(n) play(grid)
end
- This procedure reads in the initial pattern, inserting it
- into an nXn grid of cells. The nXn grid also gets a
- new border of empty cells, which just makes the test simpler
- for determining what do with a cell on each generation.
- It would be better to let the user move the cursor and click
- on cells to create/delete living cells, but this version
- assumes a simple ASCII terminal.
procedure getInitialGrid(n)
static notBlank, allStars initial { notBlank := ~' ' allStars := repl("*",*notBlank) }
g := [] # store as an array of strings
put(g,repl(" ",n)) while r := read() do { # read in rows of grid r := left(r,n) # force each to length n put(g," "||map(r,notBlank,allStars)||" ") # and making any life a '*' } while *g ~= (n+2) do put(g,repl(" ",n)) return g
end
- Simple-minded procedure to 'play' Life from a starting grid.
procedure play(grid)
while not allDone(grid) do { display(grid) grid := onePlay(grid) }
end
- Display the grid
procedure display(g)
write(repl("-",*g[1])) every write(!g) write(repl("-",*g[1]))
end
- Compute one generation of Life from the current one.
procedure onePlay(g)
ng := [] every put(ng, !g) # new generation starts as copy of old every ng[r := 2 to *g-1][c := 2 to *g-1] := case sum(g,r,c) of { 3: "*" # cell lives (or is born) 2: g[r][c] # cell unchanged default: " " # cell dead } return ng
end
- Return the number of living cells surrounding the current cell.
procedure sum(g,r,c)
cnt := 0 every (i := -1 to 1, j := -1 to 1) do if ((i ~= 0) | (j ~= 0)) & (g[r+i][c+j] == "*") then cnt +:= 1 return cnt
end
- Check to see if all the cells have died or we've exceeded the
- number of allowed generations.
procedure allDone(g)
static count initial count := 0 return ((count +:= 1) > \limit) | (trim(!g) == " ")
end</lang>
A sample run:
->life 3 3 Enter the starting pattern, end with EOF *** --- *** --- --- * * * --- --- *** --- ->
J
Solution: <lang j>pad=: 0,0,~0,.0,.~] life=: (_3 _3 (+/ e. 3+0,4&{)@,;._3 ])@pad NB. the above could also be a one-line solution: life=: (_3 _3 (+/ e. 3+0,4&{)@,;._3 ])@(0,0,~0,.0,.~]) </lang>
In other words, given a life instance, the next generation can be found by:
- . adding extra empty cells, surrounding the life instance,
- . tessellating the result, finding every overlapping 3 by 3 subinstance,
- . totaling the number of live cells in each subinstance,
- . treating a subinstance as a live cell iff that total is a member of the sequence 3,x where x is 3 if the center cell was previously dead, and 4 if the center cell was previously alive (that said, note that 4 is also the index of the center cell, with the sub instance arranged as a flat list).
Example (showing generations 0, 1 and 2 of a blinker): <lang j> life^:0 1 2 #:0 7 0 0 0 0 1 1 1 0 0 0
0 1 0 0 1 0 0 1 0
0 0 0 1 1 1 0 0 0</lang>
JAMES II/Rule-based Cellular Automata
<lang j2carules>@caversion 1;
dimensions 2;
//using Moore neighborhood neighborhood moore;
//available states state DEAD, ALIVE;
/*
if current state is ALIVE and the neighborhood does not contain 2 or 3 ALIVE states the cell changes to DEAD
- /
rule{ALIVE}:!ALIVE{2,3}->DEAD;
/*
if current state is DEAD and there are exactly 3 ALIVE cells in the neighborhood the cell changes to ALIVE
- /
rule{DEAD}:ALIVE{3}->ALIVE;</lang> Animated output for the blinker example:
Java
<lang java>public class GameOfLife{ public static void main(String[] args){ String[] dish= { "_#_", "_#_", "_#_",}; int gens= 3; for(int i= 0;i < gens;i++){ System.out.println("Generation " + i + ":"); print(dish); dish= life(dish); } }
public static String[] life(String[] dish){ String[] newGen= new String[dish.length]; for(int row= 0;row < dish.length;row++){//each row newGen[row]= ""; for(int i= 0;i < dish[row].length();i++){//each char in the row String above= "";//neighbors above String same= "";//neighbors in the same row String below= "";//neighbors below if(i == 0){//all the way on the left //no one above if on the top row //otherwise grab the neighbors from above above= (row == 0) ? null : dish[row - 1].substring(i, i + 2); same= dish[row].substring(i + 1, i + 2); //no one below if on the bottom row //otherwise grab the neighbors from below below= (row == dish.length - 1) ? null : dish[row + 1] .substring(i, i + 2); }else if(i == dish[row].length() - 1){//right //no one above if on the top row //otherwise grab the neighbors from above above= (row == 0) ? null : dish[row - 1].substring(i - 1, i + 1); same= dish[row].substring(i - 1, i); //no one below if on the bottom row //otherwise grab the neighbors from below below= (row == dish.length - 1) ? null : dish[row + 1] .substring(i - 1, i + 1); }else{//anywhere else //no one above if on the top row //otherwise grab the neighbors from above above= (row == 0) ? null : dish[row - 1].substring(i - 1, i + 2); same= dish[row].substring(i - 1, i) + dish[row].substring(i + 1, i + 2); //no one below if on the bottom row //otherwise grab the neighbors from below below= (row == dish.length - 1) ? null : dish[row + 1] .substring(i - 1, i + 2); } int neighbors= getNeighbors(above, same, below); if(neighbors < 2 || neighbors > 3){ newGen[row]+= "_";//<2 or >3 neighbors -> die }else if(neighbors == 3){ newGen[row]+= "#";//3 neighbors -> spawn/live }else{ newGen[row]+= dish[row].charAt(i);//2 neighbors -> stay } } } return newGen; }
public static int getNeighbors(String above, String same, String below){ int ans= 0; if(above != null){//no one above for(char x: above.toCharArray()){//each neighbor from above if(x == '#') ans++;//count it if someone is here } } for(char x: same.toCharArray()){//two on either side if(x == '#') ans++;//count it if someone is here } if(below != null){//no one below for(char x: below.toCharArray()){//each neighbor below if(x == '#') ans++;//count it if someone is here } } return ans; }
public static void print(String[] dish){ for(String s: dish){ System.out.println(s); } } }</lang>
- Output:
Generation 0: _#_ _#_ _#_ Generation 1: ___ ### ___ Generation 2: _#_ _#_ _#_
Stretch
This fills in a random 10% of the grid, then activates the Game on it. Uncomment the call to the setCustomConfig function to use your own input. Just mind the grid limits. Use the input file given below to create a cool screensaver on your terminal. <lang java> //package conway;
import java.util.*; import java.io.*;
public class GameOfLife { //Set grid size int l=20,b=60; public static void main(String[] args) {
GameOfLife now=new GameOfLife(); now.setGame(); } void setGame() { char[][] config=new char[l][b]; startGame(config,l,b); } void startGame(char[][] mat,int l, int b) { Scanner s=new Scanner(System.in); String ch=""; float per=0; while(!ch.equals("y")) { per=setConfig(mat); //setCustomConfig(mat,"GOLglidergun.txt"); display2D(mat); System.out.println((per*100)+"% of grid filled."); System.out.println("Begin? y/n"); ch=s.nextLine(); } while(!ch.equals("x")) { mat=transform(mat,l,b); display2D(mat);
System.out.println("Ctrl+Z to stop.");
try { Thread.sleep(100); } catch(Exception e) { System.out.println("Something went horribly wrong."); }
//ch=s.nextLine(); } s.close(); System.out.println("Game Over"); }
char[][] transform(char[][] mat,int l, int b) {
char[][] newmat=new char[l][b]; for(int i=0;i<l;i++) for(int j=0;j<b;j++) newmat[i][j]=flip(mat,i,j); return newmat; } char flip(char[][] mat,int i, int j) { int count=around(mat,i,j); if(mat[i][j]=='*') { if(count<2||count>3) return '_'; return '*'; } else { if(count==3) return '*'; return '_'; } } int around(char[][] mat, int i, int j) { int count=0; for(int x=i-1;x<=i+1;x++) for(int y=j-1;y<=j+1;y++) { if(x==i&&y==j) continue; count+=eval(mat,x,y); } return count; } int eval(char[][] mat, int i, int j) { if(i<0||j<0||i==l||j==b) return 0; if(mat[i][j]=='*') return 1; return 0; }
float setCustomConfig(char[][] arr,String infile) { try { BufferedReader br=new BufferedReader(new FileReader(infile)); String line; for(int i=0;i<arr.length;i++) { line=br.readLine(); for(int j=0;j<arr[0].length;j++) arr[i][j]=line.charAt(j); } br.close(); } catch(Exception e) { System.out.println(e.getMessage()); } return 0; }
float setConfig(char[][] arr) { //Enter percentage of grid to be filled. float per=0.10f;//(float)Math.random(); for(int i=0;i<arr.length;i++) setConfig1D(arr[i],per); return per; } void setConfig1D(char[] arr,float per) { for(int i=0;i<arr.length;i++) { if(Math.random()<per) arr[i]='*'; else arr[i]='_'; } } void display2D(char[][] arr) { for(int i=0;i<arr.length;i++) display1D(arr[i]); System.out.println(); } void display1D(char[] arr) { for(int i=0;i<arr.length;i++) System.out.print(arr[i]); System.out.println(); } } </lang>
Glider Gun design. Save it in GOLglidergun.txt and uncomment the setCustomConfig function.
____________________________________________________________ _________________________*__________________________________ _______________________*_*__________________________________ _____________**______**____________**_______________________ ____________*___*____**____________**_______________________ _**________*_____*___**_____________________________________ _**________*___*_**____*_*__________________________________ ___________*_____*_______*__________________________________ ____________*___*___________________________________________ _____________**_____________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________________________
Swing
See Conway's Game of Life/Java/Swing
JavaScript
<lang javascript>function GameOfLife () {
this.init = function (turns,width,height) { this.board = new Array(height); for (var x = 0; x < height; x++) { this.board[x] = new Array(width); for (var y = 0; y < width; y++) { this.board[x][y] = Math.round(Math.random()); } } this.turns = turns; }
this.nextGen = function() { this.boardNext = new Array(this.board.length); for (var i = 0; i < this.board.length; i++) { this.boardNext[i] = new Array(this.board[i].length); } for (var x = 0; x < this.board.length; x++) { for (var y = 0; y < this.board[x].length; y++) { var n = 0; for (var dx = -1; dx <= 1; dx++) { for (var dy = -1; dy <= 1; dy++) { if ( dx == 0 && dy == 0){} else if (typeof this.board[x+dx] !== 'undefined' && typeof this.board[x+dx][y+dy] !== 'undefined' && this.board[x+dx][y+dy]) { n++; } } } var c = this.board[x][y]; switch (n) { case 0: case 1: c = 0; break; case 2: break; case 3: c = 1; break; default: c = 0; } this.boardNext[x][y] = c; } } this.board = this.boardNext.slice(); }
this.print = function() { for (var x = 0; x < this.board.length; x++) { var l = ""; for (var y = 0; y < this.board[x].length; y++) { if (this.board[x][y]) l += "X"; else l += " "; } print(l); } }
this.start = function() { for (var t = 0; t < this.turns; t++) { print("---\nTurn "+(t+1)); this.print(); this.nextGen() } }
}
var game = new GameOfLife();
print("---\n3x3 Blinker over three turns."); game.init(3); game.board = [ [0,0,0], [1,1,1], [0,0,0]]; game.start();
print("---\n10x6 Glider over five turns."); game.init(5); game.board = [ [0,0,0,0,0,0,0,0,0,0], [0,0,1,0,0,0,0,0,0,0], [0,0,0,1,0,0,0,0,0,0], [0,1,1,1,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,0,0,0]]; game.start();
print("---\nRandom 5x10"); game.init(5,5,10); game.start();</lang>
- Output:
--- 3x3 Blinker over three turns. --- Turn 1 XXX --- Turn 2 X X X --- Turn 3 XXX --- 10x6 Glider over five turns. --- Turn 1 X X XXX --- Turn 2 X X XX X --- Turn 3 X X X XX --- Turn 4 X XX XX --- Turn 5 X X XXX --- Random 5x10 --- Turn 1 XXXX XX X XX X XX X X X X X X X XX --- Turn 2 XXXX X XX XX X XX X X X X XX XX XX XX --- Turn 3 XX X X X X XX X XXX --- Turn 4 X X X X X X --- Turn 5 XXX
Essentially the same as the above straight JavaScript but displayed in an HTML5 Canvas. <lang javascript> <html> <head> <title></title> <script type="text/javascript">
function GameOfLife () {
this.init = function (turns,width,height) { this.board = new Array(height); for (var x = 0; x < height; x++) { this.board[x] = new Array(width); for (var y = 0; y < width; y++) { this.board[x][y] = Math.round(Math.random()); } } this.turns = turns; }
this.nextGen = function() { this.boardNext = new Array(this.board.length); for (var i = 0; i < this.board.length; i++) { this.boardNext[i] = new Array(this.board[i].length); } for (var x = 0; x < this.board.length; x++) { for (var y = 0; y < this.board[x].length; y++) { var n = 0; for (var dx = -1; dx <= 1; dx++) { for (var dy = -1; dy <= 1; dy++) { if ( dx == 0 && dy == 0){} else if (typeof this.board[x+dx] !== 'undefined' && typeof this.board[x+dx][y+dy] !== 'undefined' && this.board[x+dx][y+dy]) { n++; } } } var c = this.board[x][y]; switch (n) { case 0: case 1: c = 0; break; case 2: break; case 3: c = 1; break; default: c = 0; } this.boardNext[x][y] = c; } } this.board = this.boardNext.slice(); }
this.print = function(ctx,w,h) { if (!w) w = 8; if (!h) h = 8; for (var x = 0; x < this.board.length; x++) { var l = ""; for (var y = 0; y < this.board[x].length; y++) { if (this.board[x][y]) // x and y reversed to draw matrix like it looks in source // rather than the "actual" positions ctx.fillStyle = "orange"; else ctx.fillStyle = "black"; ctx.fillRect(y*h,x*w,h,w); } } }
this.start = function(ctx,w,h) { for (var t = 0; t < this.turns; t++) { this.print(ctx,w,h); this.nextGen() } }
}
function init() { // Change document title and text under canvas document.title = "Conway's Game of Life";
// Setup game boards for Conway's Game of Life var blinker = new GameOfLife(); blinker.board = [ [0,1,0], [0,1,0], [0,1,0]];
var glider = new GameOfLife(); glider.board = [ [0,0,0,0,0,0], [0,0,1,0,0,0], [0,0,0,1,0,0], [0,1,1,1,0,0], [0,0,0,0,0,0], [0,0,0,0,0,0]];
var random = new GameOfLife(); random.init(null,8,8);
// Get canvas contexts or return 1 blinker.canvas = document.getElementById('blinker'); glider.canvas = document.getElementById('glider'); random.canvas = document.getElementById('random'); if (blinker.canvas.getContext && glider.canvas.getContext && random.canvas.getContext) { blinker.ctx = blinker.canvas.getContext('2d'); glider.ctx = glider.canvas.getContext('2d'); random.ctx = random.canvas.getContext('2d'); } else { return 1; }
// Run main() at set interval
setInterval(function(){run(glider,glider.ctx,25,25)},250);
setInterval(function(){run(blinker,blinker.ctx,25,25)},250);
setInterval(function(){run(random,random.ctx,25,25)},250);
return 0;
}
function run(game,ctx,w,h) { game.print(ctx,w,h); game.nextGen()
return 0; }
</script>
</head>
<body onLoad="init();">
3x3 Blinker
<canvas id="blinker" width="75" height="75">
No canvas support found!
</canvas>
6x6 Glider
<canvas id="glider" width="150" height="150">
No canvas support found!
</canvas>
8x8 Random
<canvas id="random" width="200" height="200">
No canvas support found!
</canvas>
</body>
</html></lang>
- Output:
for 3x3 Blinker
jq
In this implementation, a "world" is simply a suitably constructed string as illustrated by world3 and world11 below. The "game" can be played either by creating separate frames (using frames(n)) or by calling animation(n; sleep) with sleep approximately equal to the number of milliseconds between refreshes. <lang jq># Notes on the implementation:
- 1. For efficiency, the implementation requires that the world
- has boundaries, as illustrated in the examples.
- 2. For speed, the simulation uses the exploded string.
- 3. The ASCII values of the "alive" and "empty" symbols are
- hardcoded: "." => 46; " " => 32
- 4. To adjust the refresh rate, adjust the input to "spin".
def lines: split("\n")|length;
def cols: split("\n")[0]|length + 1; # allow for the newline
- Is there a "." (46) at [x,y] relative to position i,
- assuming the width is w?
- Input is an array; result is 0 or 1 so we can easily count the total.
def isAlive(x; y; i; w): if .[i+ w*y + x] == 46 then 1 else 0 end;
def neighborhood(i;w):
isAlive(-1; -1; i; w) + isAlive(0; -1; i; w) + isAlive(1; -1; i; w) + isAlive(-1; 0; i; w) + isAlive(1; 0; i; w) + isAlive(-1; 1; i; w) + isAlive(0; 1; i; w) + isAlive(1; 1; i; w) ;
- The basic rules:
def evolve(cell; sum) :
if cell == 46 then if sum == 2 or sum == 3 then 46 else 32 end elif cell == 32 then if sum == 3 then 46 else 32 end else cell end ;
- [world, lines, cols] | next(w) => [world, lines, cols]
def next:
.[0] as $world | .[1] as $lines | .[2] as $w | reduce range(0; $world|length) as $i ($world; .[$i] as $c | if $c == 32 or $c == 46 then # updates are "simultaneous" i.e. relative to $world, not "." ($world | neighborhood($i; $w)) as $sum | evolve($c; $sum) as $next | if $c == $next then . else .[$i] = $next end else . end ) | [., $lines, $w] ;
</lang> Animation: <lang jq># "clear screen": def cls: "\u001b[2J";
- Input: an integer; 1000 ~ 1 sec
def spin:
reduce range(1; 500 * .) as $i (0; . + ($i|cos)*($i|cos) + ($i|sin)*($i|sin) ) | "" ;
- Animate n steps;
- if "sleep" is non-negative then cls and
- sleep about "sleep" ms between frames.
def animate(n; sleep):
if n == 0 then empty else (if sleep >= 0 then cls else "" end), (.[0]|implode), n, "\n", (sleep|spin), ( next|animate(n-1; sleep) ) end ;
- Input: a string representing the initial state
def animation(n; sleep):
[ explode, lines, cols] | animate(n; sleep) ;
- Input: a string representing the initial state
def frames(n): animation(n; -1); </lang> Examples: <lang jq>def world3: "+---+\n" + "| |\n" + "|...|\n" + "| |\n" + "+---+\n" ;
def world11: "+-----------+\n" + "| |\n" + "| .. |\n" + "| ... |\n" + "| .. |\n" + "| |\n" + "+-----------+\n" ;</lang>
Task: <lang jq>world3 | frames(3)</lang>
- Output:
<lang sh>$ jq -n -r -f Game_of_life.jq
+---+ | | |...| | | +---+
3
+---+
| . |
| . |
| . |
+---+
2
+---+
| |
|...|
| |
+---+
Animation example <lang jq># Animation of 100 frames with approximately 1 second between each update: world11 | animation(100; 1000)</lang>
Julia
Using the CellularAutomata package: https://github.com/natj/CellularAutomata.jl
<lang cpp>julia> Pkg.add("CellularAutomata") INFO: Installing CellularAutomata v0.1.2 INFO: Package database updated
julia> using CellularAutomata
julia> gameOfLife{T<:Int}(n::T, m::T, gen::T) = CA2d([3], [2,3], int(randbool(n, m)), gen)3 gameOfLife (generic function with 1 method)
julia> gameOfLife(15, 30, 5) 30x15x5 Cellular Automaton</lang>
# ## # ###### ### ### ## # #### # # # ## ##### ## # # ## ### ## # # ## # # ##### # # # ## # # # ## ## # # ## ### # #### ## ## ### # # # # # # # ## ##### # ##### # ## ### # ### # ## #### ## # #### # ## ## ### ### ### ## #### ####### # ## # # ## ##### ## #### # ##### ## ## ##### # # # # # # # # # ## ## ## ## ##### # ## # # # # ############# # ## # # ### ## ##
# ### # # # ## # # # # ### # # # ## # # # # # # ## ## #### ### # # # ## # # # ## # # # # #### # ## # # ## # ## # # # # # # ## # ## # # # # # # ## # ## # # ## # # # # ##
# ## ## # # # # ## # # # ## # # ##### # # ## # # ## ## ## # # ## ### # # ## ##### # # # ## ## # ## # # # # # # # ##### ## # # ## # # # # ## # # ### # ### # ### ####
## ### #### # # # ## ## ## # ### # ## ## # # ### ## ## # ## ### # ## # # ##### #### #### ## ## # ##### # #### # # # # ## ## # # ## # # ## ## ## # # # # ##### # ## # # # # # # #
## # ## # ## # # ### ## # # ## # ### # # ## ## # ## # #### # ## ## # # ## # # ## ## # ### # #### # #### ## # # # ### ## ## # ## ## ## # ## # # ## # # # # ####### #### ### ## #
Liberty BASIC
It will run slow for grids above say 25! <lang lb>
nomainwin
gridX = 20 gridY = gridX
mult =500 /gridX pointSize =360 /gridX
dim old( gridX +1, gridY +1), new( gridX +1, gridY +1)
'Set blinker:
old( 16, 16) =1: old( 16, 17) =1 : old( 16, 18) =1
'Set glider:
old( 5, 7) =1: old( 6, 7) =1: old( 7, 7) =1 old( 7, 6) =1: old( 6, 5) =1
WindowWidth =570 WindowHeight =600
open "Conway's 'Game of Life'." for graphics_nsb_nf as #w
#w "trapclose [quit]" #w "down ; size "; pointSize #w "fill black"
'Draw initial grid
for x = 1 to gridX for y = 1 to gridY '#w "color "; int( old( x, y) *256); " 0 255" if old( x, y) <>0 then #w "color red" else #w "color darkgray" #w "set "; x *mult +20; " "; y *mult +20 next y next x
' ______________________________________________________________________________ 'Run
do for x =1 to gridX for y =1 to gridY 'find number of live Moore neighbours neighbours =old( x -1, y -1) +old( x, y -1) +old( x +1, y -1)+_ old( x -1, y) +old( x +1, y )+_ old( x -1, y +1) +old( x, y +1) +old( x +1, y +1) was =old( x, y) if was =0 then if neighbours =3 then N =1 else N =0 else if neighbours =3 or neighbours =2 then N =1 else N =0 end if new( x, y) = N '#w "color "; int( N /8 *256); " 0 255" if N <>0 then #w "color red" else #w "color darkgray" #w "set "; x *mult +20; " "; y *mult +20 next y next x scan
'swap
for x =1 to gridX for y =1 to gridY old( x, y) =new( x, y) next y next x
'Re-run until interrupted...
loop until FALSE
'User shutdown received
[quit] close #w end
</lang>
Lua
<lang lua>function Evolve( cell )
local m = #cell local cell2 = {} for i = 1, m do cell2[i] = {} for j = 1, m do cell2[i][j] = cell[i][j] end end for i = 1, m do for j = 1, m do local count if cell2[i][j] == 0 then count = 0 else count = -1 end for x = -1, 1 do for y = -1, 1 do if i+x >= 1 and i+x <= m and j+y >= 1 and j+y <= m and cell2[i+x][j+y] == 1 then count = count + 1 end end end if count < 2 or count > 3 then cell[i][j] = 0 end if count == 3 then cell[i][j] = 1 end end end return cell
end
m = 3 -- number rows / colums
num_iterations = 10
cell = {} for i = 1, m do
cell[i] = {} for j = 1, m do cell[i][j] = 0 end
end
cell[2][2], cell[2][1], cell[2][3] = 1, 1, 1
for l = 1, num_iterations do
for i = 1, m do for j = 1, m do if cell[i][j] == 1 then io.write( "#" ) else io.write( " " ) end end io.write( "\n" ) end cell = Evolve( cell )
end </lang>
MATLAB
MATLAB has a builtin Game of Life GUI. Type <lang matlab>life</lang> to run it. To view the code, type
<lang matlab>open(fullfile(matlabroot, 'toolbox', 'matlab', 'demos', 'life.m'))</lang>
Here is an example code, more simple (runs the game of life for N generations in a square of side S) :
<lang matlab>function GoL(S, N) %
colormap copper; whitebg('black'); G= round(rand(S)); A = [S 1:S-1]; B = [2:S 1]; for k=1:N Sum = G(A,:)+G(B,:)+G(:,B)+G(:,A)+G(A,B)+G(A,A)+G(B,B)+G(B,A); G = double((G & (Sum == 2)) | (Sum == 3)); surf(G); view([0 90]); pause(0.001) end
end</lang>
Mathematica
Mathematica has cellular automaton functionality built in, so implementing Conway's Game of Life is a one-liner: <lang Mathematica>CellularAutomaton[{224,{2,{{2,2,2},{2,1,2},{2,2,2}}},{1,1}}, startconfiguration, steps];</lang> Example of a glyder progressing 8 steps and showing the 9 frames afterwards as grids of hashes and dots: <lang Mathematica>results=CellularAutomaton[{224,{2,{{2,2,2},{2,1,2},{2,2,2}}},{1,1}},{{{0,1,0},{0,0,1},{1,1,1}},0},8];
Do[Print[i-1];Print[Grid[resultsi/.{1->"#",0->"."}]];,{i,1,Length[results]}]</lang>
gives back:
0 .#... ..#.. ###.. ..... ..... 1 ..... #.#.. .##.. .#... ..... 2 ..... ..#.. #.#.. .##.. ..... 3 ..... .#... ..##. .##.. ..... 4 ..... ..#.. ...#. .###. ..... 5 ..... ..... .#.#. ..##. ..#.. 6 ..... ..... ...#. .#.#. ..##. 7 ..... ..... ..#.. ...## ..##. 8 ..... ..... ...#. ....# ..###
Maxima
<lang maxima>life(A) := block(
[p, q, B: zerofor(A), s], [p, q]: matrix_size(A), for i thru p do ( for j thru q do ( s: 0, if j > 1 then s: s + A[i, j - 1], if j < q then s: s + A[i, j + 1], if i > 1 then ( s: s + A[i - 1, j], if j > 1 then s: s + A[i - 1, j - 1], if j < q then s: s + A[i - 1, j + 1] ), if i < p then ( s: s + A[i + 1, j], if j > 1 then s: s + A[i + 1, j - 1], if j < q then s: s + A[i + 1, j + 1] ), B[i, j]: charfun(s = 3 or (s = 2 and A[i, j] = 1)) ) ), B
)$
/* a glider */
L: matrix([0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0], [0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])$
gen(A, n) := block(thru n do A: life(A), A)$
gen(L, 4); matrix([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0], [0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])</lang>
Nim
<lang nim>import os, strutils, math
randomize() var w, h: int if paramCount() >= 2:
w = parseInt(paramStr(1)) h = parseInt(paramStr(2))
if w <= 0: w = 30 if h <= 0: h = 30
- Initialize
var univ, utmp = newSeq[seq[bool]] h for y in 0 .. <h:
univ[y].newSeq w utmp[y].newSeq w for x in 0 .. <w: if random(10) < 1: univ[y][x] = true
while true:
# Show stdout.write "\e[H" for y in 0 .. <h: for x in 0 .. <w: stdout.write if univ[y][x]: "\e[07m \e[m" else: " " stdout.write "\e[E" stdout.flushFile
# Evolve for y in 0 .. <h: for x in 0 .. <w: var n = 0 for y1 in y-1 .. y+1: for x1 in x-1 .. x+1: if univ[(y1+h) mod h][(x1 + w) mod w]: inc n
if univ[y][x]: dec n utmp[y][x] = n == 3 or (n == 2 and univ[y][x]) swap(univ,utmp)
sleep 200</lang>
OCaml
<lang ocaml>let get g x y =
try g.(x).(y) with _ -> 0
let neighbourhood g x y =
(get g (x-1) (y-1)) + (get g (x-1) (y )) + (get g (x-1) (y+1)) + (get g (x ) (y-1)) + (get g (x ) (y+1)) + (get g (x+1) (y-1)) + (get g (x+1) (y )) + (get g (x+1) (y+1))
let next_cell g x y =
let n = neighbourhood g x y in match g.(x).(y), n with | 1, 0 | 1, 1 -> 0 (* lonely *) | 1, 4 | 1, 5 | 1, 6 | 1, 7 | 1, 8 -> 0 (* overcrowded *) | 1, 2 | 1, 3 -> 1 (* lives *) | 0, 3 -> 1 (* get birth *) | _ (* 0, (0|1|2|4|5|6|7|8) *) -> 0 (* barren *)
let copy g = Array.map Array.copy g
let next g =
let width = Array.length g and height = Array.length g.(0) and new_g = copy g in for x = 0 to pred width do for y = 0 to pred height do new_g.(x).(y) <- (next_cell g x y) done done; (new_g)
let print g =
let width = Array.length g and height = Array.length g.(0) in for x = 0 to pred width do for y = 0 to pred height do if g.(x).(y) = 0 then print_char '.' else print_char 'o' done; print_newline() done</lang>
put the code above in a file named "life.ml", and then use it in the ocaml toplevel like this:
# #use "life.ml";; val get : int array array -> int -> int -> int = <fun> val neighbourhood : int array array -> int -> int -> int = <fun> val next_cell : int array array -> int -> int -> int = <fun> val copy : 'a array array -> 'a array array = <fun> val next : int array array -> int array array = <fun> val print : int array array -> unit = <fun> # let g = [| [| 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; |]; [| 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; |]; [| 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; |]; [| 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; |]; [| 0; 0; 0; 0; 1; 1; 1; 0; 0; 0; |]; [| 0; 0; 0; 1; 1; 1; 0; 0; 0; 0; |]; [| 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; |]; [| 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; |]; [| 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; |]; [| 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; |]; |] ;; val g : int array array = [|[|0; 0; 0; 0; 0; 0; 0; 0; 0; 0|]; [|0; 0; 0; 0; 0; 0; 0; 0; 0; 0|]; [|0; 0; 0; 0; 0; 0; 0; 0; 0; 0|]; [|0; 0; 0; 0; 0; 0; 0; 0; 0; 0|]; [|0; 0; 0; 0; 1; 1; 1; 0; 0; 0|]; [|0; 0; 0; 1; 1; 1; 0; 0; 0; 0|]; [|0; 0; 0; 0; 0; 0; 0; 0; 0; 0|]; [|0; 0; 0; 0; 0; 0; 0; 0; 0; 0|]; [|0; 0; 0; 0; 0; 0; 0; 0; 0; 0|]; [|0; 0; 0; 0; 0; 0; 0; 0; 0; 0|]|] # print g;; .......... .......... .......... .......... ....ooo... ...ooo.... .......... .......... .......... .......... - : unit = () # print (next g) ;; .......... .......... .......... .....o.... ...o..o... ...o..o... ....o..... .......... .......... .......... - : unit = ()
A graphical version
This implementation has 6 starting patterns (most get quite large) and a random option, and you can set the grid size. <lang OCaml>let alive = 0 let dead = 0xFFFFFF
let iteration ib ob m n =
let rule = function 3,_ | 2,true -> alive | _ -> dead in let f x y = if x >= 0 && x < m && y >= 0 && y < n && ib.(x).(y) = alive then 1 else 0 in let count b q = let a, c, p, r = b-1, b+1, q-1, q+1 in f a p + f a q + f a r + f b p + f b r + f c p + f c q + f c r in for i = 0 to m-1 do for j = 0 to n-1 do ob.(i).(j) <- rule (count i j, ib.(i).(j) = alive) done done
let make_random w h bd =
Random.self_init (); for i = 0 to w-1 do for j = 0 to h-1 do bd.(i).(j) <- if Random.bool () then alive else dead done done
let set_cells a b cells w h bd =
let w', h' = w/2 - a, h/2 - b in List.iter (fun (i,j) -> bd.(i+w').(j+h') <- alive) cells
let make_blinker = set_cells 1 1 [(1,0); (1,1); (1,2)]
let make_acorn =
set_cells 1 3 [(0,1); (1,3); (2,0); (2,1); (2,4); (2,5); (2,6)]
let make_growth =
set_cells 2 3 [(0,6); (1,4); (1,6); (1,7); (2,4); (2,6); (3,4); (4,2); (5,0); (5,2)]
let make_rabbits =
set_cells 1 3 [(0,0); (0,4); (0,5); (0,6); (1,0); (1,1); (1,2); (1,5); (2,1)]
let make_engine =
set_cells (-100) (-100) [(0,1); (0,3); (1,0); (2,1); (2,4); (3,3); (3,4); (3,5); (4,26); (4,27); (5,26); (5,27)]
let make_line w h bd =
let w', h', l = w/2, h/2, w/3 in for i = -l to l do bd.(i+w').(h') <- alive done
let () =
let argc = Array.length Sys.argv in let init = let default () = (print_endline "Using random start"; make_random) in if argc < 2 then default () else match Sys.argv.(1) with | "acorn" -> make_acorn | "blinker" -> make_blinker | "growth" -> make_growth | "engine" -> make_engine | "line" -> make_line | "rabbits" -> make_rabbits | "random" -> make_random | "-h" -> Printf.printf "Usage: %s [acorn|growth|blinker|engine|line|rabbits|random] width height\n" Sys.argv.(0); exit 0 | _ -> default () in let width = if argc > 2 then int_of_string Sys.argv.(2) else 300 in let height = if argc > 3 then int_of_string Sys.argv.(3) else 300 in let bd1 = Array.make_matrix width height dead in let bd2 = Array.make_matrix width height dead in let border = 5 in let disp m = Graphics.draw_image (Graphics.make_image m) border border in init width height bd1; Graphics.open_graph (Printf.sprintf " %dx%d" (height+2*border) (width+2*border)); while true do disp bd1; iteration bd1 bd2 width height; disp bd2; iteration bd2 bd1 width height done</lang>
Compile with:
ocamlopt -o life graphics.cmxa life.ml
and run with
./life acorn 250 250
If you run the blinker it will probably blink too fast to see unless you choose a large grid size.
ooRexx
<lang oorexx>/* REXX ---------------------------------------------------------------
- 07.08.2014 Walter Pachl Conway's Game of life graphical
- Input is a file containing the initial pattern.
- The compute area is extended when needed
- (i.e., when cells are born outside the current compute area)
- When computing the pattern sequence is complete, the graphical
- output starts and continues until Cancel is pressed.
- 10.08.2014 WP fixed the output of what.txt
- --------------------------------------------------------------------*/
Parse Arg what speed If what='?' Then Do Say 'Create a file containing the pattern to be processed' Say 'named somename.in (octagon.in such as this for the octagon):' Say ' ** ' Say ' * * ' Say ' * * ' Say '* *' Say '* *' Say ' * * ' Say ' * * ' Say ' ** ' Say 'Run the program by entering "rexx conlife somename [pause]"', 'on the command line.' Say '(pause is the amount of milliseconds between 2 pictures.', 'default is 1000)' Say 'A file somename.lst will be created.' Say 'Hereafter you will see the patterns development', 'in a new window.' Say 'Press the Cancel button to end the presentation.' Exit End Parse Version interpreter '_' level '(' If interpreter<>'REXX-ooRexx' Then Do Say interpreter level Say 'This program must be run with object Rexx.' Exit End If what= Then what='octagon' If right(what,3)='.in' then what=left(what,length(what)-3) infile=what'.in' If lines(infile)=0 Then Do Say 'Input file' infile 'not found.' Say 'Enter conlife ? for help.' Exit End If speed= Then speed=1000 .local~myspeed=speed
Call tl what --'type' what'.lst'
.local~title=what array=.local~myarrayData d = .drawDlg~new if d~initCode <> 0 then do say 'The Draw dialog was not created correctly. Aborting.' return d~initCode end d~execute("SHOWTOP") return 0
- requires "ooDialog.cls"
- class 'drawDlg' subclass UserDialog
- attribute interrupted unguarded
- method init
expose walterFont
forward class (super) continue -- colornames: -- 1 dark red 7 light grey 13 red -- 2 dark green 8 pale green 14 light green -- 3 dark yellow 9 light blue 15 yellow -- 4 dark blue 10 white 16 blue -- 5 purple 11 grey 17 pink -- 6 blue grey 12 dark grey 18 turquoise
self~interrupted = .true
-- Create a font to write the nice big letters and digits opts = .directory~new opts~weight = 700 walterFont = self~createFontEx("Arial",14,opts) walterFont = self~createFontEx("Courier",18,opts)
if \self~createcenter(200, 235,"Walter's Clock", , ,"System",14) then self~initCode = 1
- method defineDialog
self~createPushButton(/*IDC_PB_DRAW*/100, 0, 0,240,200,"DISABLED NOTAB") -- The drawing surface.
self~createPushButton(IDCANCEL,160,220, 35, 12,,"&Cancel")
- method initDialog unguarded
expose x y dc myPen change al. fid nn what array change = 0 x = self~factorx y = self~factory dc = self~getButtonDC(100) myPen = self~createPen(1,'solid',0) t = .TimeSpan~fromMicroSeconds(500000) -- .5 seconds msg = .Message~new(self,'life') alrm = .Alarm~new(t, msg) array=.local~myArrayData Do s=1 to array~items al.s=array[s] Parse Var al.s ' == ' al.s End nn=s-2 --say 'nn'nn Call lineout fid
- method interrupt unguarded
self~interrupted = .true
- method cancel unguarded -- Stop the drawing program and quit.
expose x y self~hide self~interrupted = .true return self~cancel:super
- method leaving unguarded -- Best place to clean up resources
expose dc myPen walterFont
self~deleteObject(myPen) self~freeButtonDC(/*IDC_PB_DRAW*/100,dc) self~deleteFont(walterFont)
- method life unguarded /* draw individual pixels */
expose x y dc myPen change walterFont al. nn what mx = trunc(20*x); my = trunc(20*y); size = 400
curPen = self~objectToDC(dc, myPen)
-- Select the nice big letters and digits into the device context to use to -- to write with: curFont = self~fontToDC(dc, walterFont)
-- Create a white brush and select it into the device to paint with. whiteBrush = self~createBrush(10) curBrush = self~objectToDC(dc, whiteBrush)
-- Paint the drawing area surface with the white brush self~rectangle(dc, 1, 1, 500, 600, 'FILL') self~writeDirect(dc, 10, 20,'Conways Game of Life') self~writeDirect(dc, 10, 40,.local~title) self~writeDirect(dc, 10,460,'Walter Pachl, 8 Aug 2014') dx=.local~dxval dy=.local~dyval do s=1 By 1 until self~interrupted self~transparentText(dc) self~interrupted = .false sm=s//nn+1 If s>1 Then Do ali=al.sb Do While ali<> Parse Var ali x ',' y ali zxa=(x+dx)*10 zya=(y+dy)*10 self~draw_square(dc,zxa,zya,3,10) End End self~draw_square(dc, 380, 10,100,10) self~writeDirect(dc, 340, 20,time()) self~writeDirect(dc, 340, 40,right(sm,2) 'of' right(nn,2)) ali=al.sm Do While ali<> Parse Var ali x ',' y ali zxa=(x+dx)*10 zya=(y+dy)*10 self~draw_square(dc,zxa,zya,3,5) End -- self~interrupted = .true sb=sm self~objectToDC(dc, curPen) self~objectToDC(dc, curBrush) call msSleep .local~myspeed --self~pause End
- method pause
j = msSleep(10)
- method draw_square
Use Arg dc, x, y, d, c Do zx=x-d to x+d Do zy=y-d to y+d self~drawPixel(dc, zx, zy, c) End End
- method quot
Parse Arg x,y If y=0 Then Return '???' Else Return x/y
- routine tl
/* REXX ---------------------------------------------------------------
- 02.08.2014 Walter Pachl
- Input is a file containing the initial pattern
- The compute area is extended when needed
- (cells are born outside the current compute area)
- The program stops when the picture shown is the same as the first
- or equal to the previous one
- --------------------------------------------------------------------*/
Parse Arg f If f= Then f='bipole' fid=f'.in' oid=f'.txt'; 'erase' oid oil=f'.lst'; 'erase' oil debug=0 If debug Then Do
dbg=f'.xxx'; 'erase' dbg End
ml=0 l.= ol.= Parse Value '10 10' With xb yb xc=copies(' ',xb) Do ri=yb+1 By 1 While lines(fid)>0
l.ri=xc||linein(fid) ml=max(ml,length(strip(l.ri,'T'))) End
ri=ri-1 ml=ml+xb ri=ri+yb yy=ri a.=' ' b.=' ' m.= x.= list.= Parse Value 1 ml 1 yy With xmi xma ymi yma Parse Value '-10 30 -10 30' With xmi xma ymi yma Parse Value '999 -999 999 -999 999 -999 999 -999',
With xmin xmax ymin ymax xlo xhi ylo yhi
Do y=1 To yy
z=yy-y+1 l=l.z Do x=1 By 1 While l<> Parse Var l c +1 l If c='*' Then a.x.z='*' End End
Call show Do step=1 To 60
Call store If step>1 & is_equal(step,1) Then Leave If step>1 & is_equal(step,step-1) Then Leave Call show_neighbors Do y=yma To ymi By -1 ol=format(x,3)' ' Do x=xmi To xma neighbors=neighbors(x,y) If a.x.y=' ' Then Do /* dead cell */ If neighbors=3 Then Do b.x.y='*' /* gets life */ mmo=xmi xma ymi yma xmi=min(xmi,x-1) xma=max(xma,x+1) ymi=min(ymi,y-1) yma=max(yma,y+1) mm=xmi xma ymi yma If mm<>mmo Then Call debug mmo '1->' mm End Else /* life cell */ b.x.y=' ' /* remains dead */ End Else Do /* life cell */ If neighbors=2 |, neighbors=3 Then Do b.x.y='*' /* remains life */ mmo=xmi xma ymi yma xmi=min(xmi,x-1) xma=max(xma,x+1) ymi=min(ymi,y-1) yma=max(yma,y+1) mm=xmi xma ymi yma If mm<>mmo Then Call debug mmo '2->' mm End Else b.x.y=' ' /* dies */ End End End /* b. is the new state and is now copied to a. */ Do y=yma To ymi By -1 Do x=xmi To xma a.x.y=b.x.y End End End
/* Output name and all states */ Call lineout oid,' 'f st=' +' /* top and bottom border */ sb=' +' /* top and bottom border */ Do s=1 To step
st=st||'-'right(s,2,'-')||copies('-',xmax-xmin-2)'+' sb=sb||copies('-',xmax-xmin+1)'+' End
array=.array~new Do y=ymin To ymax
Do s=1 To step Do x=xmin To xmax If substr(m.s.y,x,1)='*' Then Do xlo=min(xlo,x) xhi=max(xhi,x) ylo=min(ylo,y) yhi=max(yhi,y) End End End End
Do y=ymin To ymax
ol= Do s=1 To step Do x=xmin To xmax If substr(m.s.y,x,1)='*' Then Do list.s=list.s (x-xlo+1)','||(y-ylo+1) End End array[s]=s '-' words(list.s) '==' list.s End --Call lineout oid,ol '|' .local~myArrayData=array End
height=yhi-ylo+1 width=xhi-xlo+1 .local~dxval=(48-width)%2 .local~dyval=(48-height)%2 Call o st /* top border */ xl.='|' Do y=ymax To ymin By -1
Do s=1 To step xl.y=xl.y||substr(ol.s.y,xmin,xmax-xmin+1)'|' End End
Do y=ymax To ymin By -1
Call o ' 'xl.y End
Call o sb /* bottom border */ Call lineout oid Say 'frames are shown in' oid If debug Then Do
Say 'original area' 1 ml '/' 1 yy Say 'compute area ' xmi xma '/' ymi yma Say 'used area ' xlo xhi '/' ylo yhi End
Do s=1 To step
call lineout oil,s '==>' words(list.s) '==' list.s End
Return
o: Parse Arg lili
Call lineout oid,lili Return
set: Parse Arg x,y
a.x.y='*' Return
neighbors: Procedure Expose a. debug
Parse Arg x,y neighbors=0 do xa=x-1 to x+1 do ya=y-1 to y+1 If xa<>x | ya<>y then If a.xa.ya='*' Then neighbors=neighbors+1 End End Return neighbors
store: /* store current state (a.) in lines m.step.* */ Do y=yma To ymi By -1
ol= Do x=xmi To xma z=a.x.y ol=ol||z End x.step.y=ol If ol<> then Do ymin=min(ymin,y) ymax=max(ymax,y) p=pos('*',ol) q=length(strip(ol,'T')) If p>0 Then xmin=min(xmin,p) xmax=max(xmax,q) End m.step.y=ol ol.step.y=ol --If pos('*',ol)>0 Then Do -- Say '====>' right(step,2) right(y,3) '>'ol'<' xmin xmax -- Say ' 'copies('1234567890',3) -- End End
Return
is_equal: /* test ist state a.b is equal to state a.a */
Parse Arg a,b Do y=yy To 1 By -1 If x.b.y<>x.a.y Then Return 0 End Return 1
show: Procedure Expose dbg a. yy ml debug Do y=-5 To 13
ol='>' Do x=-5 To 13 ol=ol||a.x.y End Call debug ol End
Return
show_neighbors: Procedure Expose a. xmi xma ymi yma dbg debug
Do y=yma To ymi By -1 ol=format(y,3)' ' Do x=xmi To xma ol=ol||neighbors(x,y) End Call debug ol End Return
debug:
If debug Then Return lineout(dbg,arg(1)) Else Return
</lang>
- Output:
blinker.txt blinker +--1+--2+--3+ | | * | | |***| * |***| | | * | | +---+---+---+ blinker.lst 1 ==> 3 == 1,2 2,2 3,2 2 ==> 3 == 2,1 2,2 2,3 3 ==> 3 == 1,2 2,2 3,2
Oz
<lang oz>declare
Rules = [rule(c:1 n:[0 1] new:0) %% Lonely rule(c:1 n:[4 5 6 7 8] new:0) %% Overcrowded rule(c:1 n:[2 3] new:1) %% Lives rule(c:0 n:[3] new:1) %% It takes three to give birth! rule(c:0 n:[0 1 2 4 5 6 7 8] new:0) %% Barren ]
Blinker = ["..." "###" "..."]
Toad = ["...." ".###" "###." "...."]
Glider = [".#.........." "..#........." "###........." "............" "............" "............" "............" "............" "............" "............" "............"]
Init = Blinker MaxGen = 2
%% G(i) -> G(i+1) fun {Evolve Gi} fun {Get X#Y} Row = {CondSelect Gi Y unit} in {CondSelect Row X 0} %% cells beyond boundaries are dead (0) end fun {GetNeighbors X Y} {Map [X-1#Y-1 X#Y-1 X+1#Y-1 X-1#Y X+1#Y X-1#Y+1 X#Y+1 X+1#Y+1] Get} end in {Record.mapInd Gi fun {$ Y Row} {Record.mapInd Row fun {$ X C} N = {Sum {GetNeighbors X Y}} in for Rule in Rules return:Return do if C == Rule.c andthen {Member N Rule.n} then {Return Rule.new} end end end} end} end
%% For example: [".#" %% "#."] -> grid(1:row(1:0 2:1) 2:row(1:1 2:0)) fun {ReadG LinesList} {List.toTuple grid {Map LinesList fun {$ Line} {List.toTuple row {Map Line fun {$ C} if C == &. then 0 elseif C == &# then 1 end end}} end}} end
%% Inverse to ReadG fun {ShowG G} {Map {Record.toList G} fun {$ Row} {Map {Record.toList Row} fun {$ C} if C == 0 then &. elseif C == 1 then &# end end} end} end
%% Helpers fun {Sum Xs} {FoldL Xs Number.'+' 0} end fun lazy {Iterate F V} V|{Iterate F {F V}} end
G0 = {ReadG Init} Gn = {Iterate Evolve G0}
in
for Gi in Gn I in 0..MaxGen do {System.showInfo "\nGen. "#I} {ForAll {ShowG Gi} System.showInfo} end</lang>
Pascal
Uses crt for console output. Can make use of a "torus"-world. Optimized for speed on a Haswell CPU (without PrintGen ~ 8.5 Cpu-cyles/coordinate ) <lang pascal>program Gol; // Game of life {$IFDEF FPC}
//save as gol.pp/gol.pas {$Mode delphi}
{$ELSE}
//for Delphi save as gol.dpr {$Apptype Console}
{$ENDIF} uses
crt;
const
colMax = 76; rowMax = 22; dr = colMax+2; // element count of one row
cDelay = 20; // delay in ms
(* expand field by one row/column before and after for easier access no special treatment of torus
- )
type
tFldElem = byte;//0..1 tpFldElem = ^tFldElem; tRow = array[0..colMax+1] of tFldElem; tpRow = ^tRow; tBoard = array[0..rowMax+1] of tRow; tpBoard = ^tBoard; tpBoards = array[0..1] of tpBoard;
type
tIntArr = array[0..2*dr+2] of tFldElem; tpIntArr = ^tIntArr;
var
aBoard,bBoard : tBoard; pBoards :tpBoards; gblActBoard : byte; gblUseTorus :boolean; gblGenCnt : integer;
procedure PrintGen; const
cChar: array[0..1] of char = (' ','#');
var
p0 : tpIntArr; col,row: integer; s : string[colMax];
begin
setlength(s,colmax); gotoxy(1,1); writeln(gblGenCnt:10); For row := 1 to rowMax do begin p0 := @pBoards[gblActBoard]^[row,0];; For col := 1 to colMax do s[col] := cChar[p0[col]]; writeln(s); end; delay(cDelay);
end;
procedure Init0(useTorus:boolean); begin
gblUseTorus := useTorus; gblGenCnt := 0; fillchar(aBoard,SizeOf(aBoard),#0); pBoards[0] := @aBoard; pBoards[1] := @bBoard; gblActBoard := 0;
clrscr;
end;
procedure InitRandom(useTorus:boolean); var
col,row : integer;
begin
Init0(useTorus); For row := 1 to rowMax do For col := 1 to colMax do aBoard[row,col]:= tFldElem(random>0.9);
end;
procedure InitBlinker(useTorus:boolean); var
col,row : integer;
begin
Init0(useTorus); For col := 1 to colMax do begin IF (col+2) mod 4 = 0 then begin For row := 1 to rowmax do IF row mod 4 <> 0 then aBoard[row,col]:= 1; end; end;
end;
procedure Torus; var
p0 : tpIntArr; row: integer;
begin
//copy column 1-> colMax+1 and colMax-> 0 p0 := @pBoards[gblActBoard]^[1,0]; For row := 1 to rowMax do begin p0^[0] := p0^[colMax]; p0^[colmax+1] := p0^[1]; //next row p0 := Pointer(PtrUint(p0)+SizeOf(tRow)); end; //copy row 1-> rowMax+1 move(pBoards[gblActBoard]^[1,0],pBoards[gblActBoard]^[rowMax+1,0],sizeof(trow)); //copy row rowMax-> 0 move(pBoards[gblActBoard]^[rowMax,0],pBoards[gblActBoard]^[0,0],sizeof(trow));
end;
function Survive(p: tpIntArr):tFldElem; //p points to actual_board [row-1,col-1] //calculates the sum of alive around [row,col] aka p^[dr+1] //really fast using fpc 2.6.4 no element on stack const
cSurvives : array[boolean,0..8] of byte = //0,1,2,3,4,5,6,7,8 sum of alive neighbours ((0,0,0,1,0,0,0,0,0), {alive =false 1->born} (0,0,1,1,0,0,0,0,0)); {alive =true 0->die }
var
sum : integer;
begin
// row above // sum := byte(aBoard[row-1,col-1])+byte(aBoard[row-1,col])+byte(aBoard[row-1,col+1]); sum := integer(p^[ 0])+integer(p^[ 1])+integer(p^[ 2]); sum := sum+integer(p^[ dr+0]) +integer(p^[ dr+2]); sum := sum+integer(p^[2*dr+0])+integer(p^[2*dr+1])+integer(p^[2*dr+2]); survive := cSurvives[boolean(p^[dr+1]),sum];
end;
procedure NextGen; var
p0,p1 : tpFldElem; row: NativeInt; col :NativeInt;
begin
if gblUseTorus then Torus; p1 := @pBoards[1-gblActBoard]^[1,1]; //One row above and one column before because of survive p0 := @pBoards[ gblActBoard]^[0,0]; For row := rowMax-1 downto 0 do begin For col := colMax-1 downto 0 do begin p1^ := survive(tpIntArr(p0)); inc(p0); inc(p1); end; // jump over the borders inc(p1,2); inc(p0,2); end; //aBoard := bBoard; gblActBoard :=1-gblActBoard; inc(gblGenCnt);
end;
begin
InitBlinker(false); repeat PrintGen; NextGen; until keypressed; PrintGen;
end. </lang>
PARI/GP
Basic implementation; prints a matrix representing the state of the game directly. Supports large games but this example uses only the required 3 X 3 blinker. <lang parigp>step(M)={
my(N=M,W=matsize(M)[1],L=#M,t); for(l=1,W,for(w=1,L, t=sum(i=l-1,l+1,sum(j=w-1,w+1,if(i<1||j<1||i>W||j>L,0,M[i,j]))); N[l,w]=(t==3||(M[l,w]&&t==4)) )); N
}; M=[0,1,0;0,1,0;0,1,0]; for(i=1,3,print(M);M=step(M))</lang>
Perl
This a perl example the simulates Conway's life starting with a random grid of the given size for the given number of steps. Example:
life.pl numrows numcols numiterations life.pl 5 10 15
would do 15 iterations over 5 rows and 10 columns.
<lang perl>my ($width, $height, $generations) = @ARGV;
my $printed;
sub generate {
(map {[ (map { rand () < 0.5 } 1 .. $width), 0 ]} 1 .. $height), [(0) x ($width + 1)];
}
sub nexgen {
my @prev = map {[@$_]} @_; my @new = map {[ (0) x ($width + 1) ]} 0 .. $height; foreach my $row ( 0 .. $height - 1 ) { foreach my $col ( 0 .. $width - 1 ) { my $val = $prev[ $row - 1 ][ $col - 1 ] + $prev[ $row - 1 ][ $col ] + $prev[ $row - 1 ][ $col + 1 ] + $prev[ $row ][ $col - 1 ] + $prev[ $row ][ $col + 1 ] + $prev[ $row + 1 ][ $col - 1 ] + $prev[ $row + 1 ][ $col ] + $prev[ $row + 1 ][ $col + 1 ]; $new[$row][$col] = ( $prev[$row][$col] && $val == 2 || $val == 3 ); } } return @new;
}
sub printlife {
my @life = @_; if ($printed) {
# Move the cursor up to print over prior generation. print "\e[1A" x $height;
} $printed = 1; foreach my $row ( 0 .. $height - 1 ) { foreach my $col ( 0 .. $width - 1 ) { print($life[$row][$col] ? "\e[33;45;1m \e[0m" : "\e[1;34;1m \e[0m"); } print "\n"; }
}
my @life = generate; print "Start\n"; printlife @life; foreach my $stage ( 1 .. $generations ) {
sleep 1; print "Generation $stage\n\e[1A"; @life = nexgen @life; printlife @life;
} print "\n";</lang>
Another version, takes up the whole area of your terminal. Using warping edges.<lang Perl>my $w = `tput cols` - 1; my $h = `tput lines` - 1; my $r = "\033[H";
my @universe = map([ map(rand(1) < .1, 1 .. $w) ], 1 .. $h); sub iterate { my @new = map([ map(0, 1 .. $w) ], 1 .. $h); for my $i (0 .. $h - 1) { for my $j (0 .. $w - 1) { my $neighbor = 0; for ( [-1, -1], [-1, 0], [-1, 1], [ 0, -1], [ 0, 1], [ 1, -1], [ 1, 0], [ 1, 1] ) { my $y = $_->[0] + $i; my $x = $_->[1] + $j; $neighbor += $universe[$y % $h][$x % $w]; last if $neighbor > 3; }
$new[$i][$j] = $universe[$i][$j] ? ($neighbor == 2 or $neighbor == 3) : $neighbor == 3; }} @universe = @new; }
while(1) { print $r; print map((map($_ ? "#" : " ", @$_), "\n"), @universe); iterate; }</lang>
Perl 6
<lang perl6>class Automaton {
subset World of Str where {
.lines>>.chars.uniq == 1 and m/^^<[.#\n]>+$$/
} has Int ($.width, $.height); has @.a; multi method new (World $s) {
self.new: :width(.pick.chars), :height(.elems), :a( .map: { [ .comb ] } )
given $s.lines; } method gist { join "\n", map { [~] @$_ }, @!a } method C (Int $r, Int $c --> Bool) {
@!a[$r % $!height][$c % $!width] eq '#';
} method N (Int $r, Int $c --> Int) {
+grep ?*, map { self.C: |@$_ }, [ $r - 1, $c - 1], [ $r - 1, $c ], [ $r - 1, $c + 1], [ $r , $c - 1], [ $r , $c + 1], [ $r + 1, $c - 1], [ $r + 1, $c ], [ $r + 1, $c + 1];
} method succ {
self.new: :$!width, :$!height, :a( gather for ^$.height -> $r { take [ gather for ^$.width -> $c { take (self.C($r, $c) == 1 && self.N($r, $c) == 2|3 ) || (self.C($r, $c) == 0 && self.N($r, $c) == 3) ?? '#' !! '.' } ] } )
}
}
my Automaton $glider .= new: '............ ............ ............ .......###.. .......#.... ........#... ............';
for ^10 {
say $glider++; say '--';
}</lang>
PicoLisp
This example uses 'grid' and 'disp' from "lib/simul.l". These functions maintain an array of multiply linked objects, and are also used in the chess program and other games in the distribution. <lang PicoLisp>(load "@lib/simul.l")
(de life (DX DY . Init)
(let Grid (grid DX DY) (for This Init (=: life T) ) (loop (disp Grid NIL '((This) (if (: life) "X " " ")) ) (wait 1000) (for Col Grid (for This Col (let N # Count neighbors (cnt '((Dir) (get (Dir This) 'life)) (quote west east south north ((X) (south (west X))) ((X) (north (west X))) ((X) (south (east X))) ((X) (north (east X))) ) ) (=: next # Next generation (if (: life) (>= 3 N 2) (= N 3) ) ) ) ) ) (for Col Grid # Update (for This Col (=: life (: next)) ) ) ) ) )
(life 5 5 b3 c3 d3)</lang> Output:
5 4 3 X X X 2 1 a b c d e 5 4 X 3 X 2 X 1 a b c d e 5 4 3 X X X 2 1 a b c d e
PL/I
<lang PL/I>(subscriptrange): Conway: procedure options (main); /* 20 November 2013 */
/* A grid of (1:100, 1:100) is desired; the array GRID is defined as (0:101, 0:101), */ /* to satisfy the requirement that elements off-grid are zero. */ declare n fixed binary; /* grid size) */
put ('What grid size do you want?'); get (n); put skip list ('Generating a grid of size ' || trim(n) );
begin;
declare grid (0:n+1,0:n+1) bit(1) initial ((*) '0'b); declare new (0:n+1,0:n+1) bit(1); declare cell(3,3) defined grid(1sub-2+i, 2sub-2+j) bit (1); declare (i, j, k) fixed binary;
/* Initialize some cells. */ grid(2,2) = '1'b; grid(2,3) = '1'b; grid(2,4) = '1'b;
/* Print the initial state. */ put list ('Initial pattern:'); do i = 1 to n; put skip; do j = 1 to n; put edit (grid(i,j)) (b(1)); end; end;
do k = 1 to 4; /* Do one generation of life */ new = '0'b; /* For each C, the center of a 3 x 3 cell matrix. */ do i = 1 to n; do j = 1 to n; if grid(i,j) then select (sum(cell)-1); when (0,1) new(i,j) = '0'b; when (4,5,6,7,8) new(i,j) = '0'b; when (2,3) new(i,j) = '1'b; end; else select (sum(cell)); when (3) new(i,j) = '1'b; otherwise new(i,j) = '0'b; end; end; end; grid = new; /* Update GRID with the new generation. */
/* Print the generation. */ put skip(2) list ('Generation ' || trim(k)); do i = 1 to n; put skip; do j = 1 to n; put edit (grid(i,j)) (b(1)); end; end; end;
end; end Conway;</lang> Results:
What grid size do you want? Generating a grid of size 5 Initial conditions: 00000 01110 00000 00000 00000 Generation 1 00100 00100 00100 00000 00000 Generation 2 00000 01110 00000 00000 00000 Generation 3 00100 00100 00100 00000 00000 Generation 4 00000 01110 00000 00000 00000
PostScript
<lang PostScript>%!PS-Adobe-3.0 %%BoundingBox: 0 0 400 400
/size 400 def
realtime srand /rand1 { rand 2147483647 div } def
/m { moveto } bind def /l { rlineto} bind def /drawboard {
0 1 n 1 sub { /y exch def 0 1 n 1 sub { /x exch def board x get y get 1 eq { x c mul y c mul m c 0 l 0 c l c neg 0 l closepath fill } if } for } for
} def
/r1n { dup 0 lt { n add } if dup n ge { n sub } if } def /neighbors { /y exch def /x exch def 0
y 1 sub 1 y 1 add { r1n /y1 exch def x 1 sub 1 x 1 add { r1n /x1 exch def board x1 get y1 get add } for } for board x get y get sub
} def
/iter {
/board [0 1 n 1 sub { /x exch def [0 1 n 1 sub { /y exch def x y neighbors board x get y get 0 eq { 3 eq {1}{0} ifelse } { dup 2 eq exch 3 eq or {1}{0} ifelse } ifelse } for ] } for ] def
} def
/n 200 def /initprob .15 def /c size n div def /board [ n {[ n { rand1 initprob le {1}{0} ifelse } repeat]} repeat ] def
1000 { drawboard showpage iter } repeat %%EOF</lang>
Prolog
<lang Prolog> %----------------------------------------------------------------------% % GAME OF LIFE % % % % Adapt the prediacte grid_size according to the grid size of the % % start pic. % % Modify the number of generations. % % Run PROLOG and type '[gol].' to compile the source file. % % Create a subfolder <subfolder> where your gol.pl resides and place % % your initial PBM '<filename>0.0000.pbm' inside <subfolder>. % % You need to adjust the number of zeros after <filename>. The % % sequence of zeros after '0.' must be as long as the number of % % generations. This is important to obtain a propper animation. % % (Maybe someone knows a better solution for this) % % Start PROLOG and run % % % % cellular('./<subloder>/<filename>'). % % % % Inside <subfolder> run the following shell command % % % % convert -delay 25 -loop 0 <filename>* <filename>.gif % % % %----------------------------------------------------------------------%
%----------------------------------------------------------------------% % Special thanks to René Thiemann improving the runtime performance. % %----------------------------------------------------------------------%
% Size of the 2D grid grid_size(300). % Number of generations generations(1000).
%----------------------------------------------------------------------% % Main procedure: generate n generations of life and store each file. % % cellular( +File path ) % %----------------------------------------------------------------------% cellular(I) :- grid_size(GS), string_concat(I,'0.0000.pbm',I1), read_pbm(I1,GS,M), cellular_(I,M,GS,1), !.
cellular_(I,M,GS,N) :- N1 is N+1, format(atom(N0),'~4d',N), string_concat(I,N0,I1), string_concat(I1,'.pbm',I2), step(M,M1), write_pbm(M1,GS,I2), !, cellular_(I,M1,GS,N1). cellular_(_,_,_,GE) :- generations(GE),!.
%----------------------------------------------------------------------% % Apply the Game Of Life rule set to every cell. % % step( +OldMatrix, +NewMatrix ) % % % % ss | s | ... | s ss ... step_ss % % ----+---+-----+--- s ... step_s % % ii | i | ... | i ii ... step_ii % % ----+---+-----+--- i ... step_i % % : | : | : | : ee ... step_ee % % ----+---+-----+--- e ... step_e % % ii | i | ... | i % % ----+---+-----+--- % % ee | e | ... | e % % % %----------------------------------------------------------------------% step([R1,R2|M],[H|T]) :- step_ss(R1,R2,H), !, step_([R1,R2|M],T).
step_([R1,R2,R3|M],[H|T]) :- step_ii(R1,R2,R3,H), step_([R2,R3|M],T), !. step_([R1,R2],[H]) :- step_ee(R1,R2,H).
% Start case step_ss([A1,A2|R1],[B1,B2|R2],[H|T]) :- rule([0,0,0],[0,A1,A2],[0,B1,B2],H), step_s([A1,A2|R1],[B1,B2|R2],T). step_s([A1,A2,A3|R1],[B1,B2,B3|R2],[H|T]) :- rule([0,0,0],[A1,A2,A3],[B1,B2,B3],H), step_s([A2,A3|R1],[B2,B3|R2],T). step_s([A1,A2],[B1,B2],[H]) :- rule([0,0,0],[A1,A2,0],[B1,B2,0],H).
% Immediate case step_ii([A1,A2|R1],[B1,B2|R2],[C1,C2|R3],[H|T]) :- rule([0,A1,A2],[0,B1,B2],[0,C1,C2],H), step_i([A1,A2|R1],[B1,B2|R2],[C1,C2|R3],T). step_i([A1,A2,A3|R1],[B1,B2,B3|R2],[C1,C2,C3|R3],[H|T]) :- rule([A1,A2,A3],[B1,B2,B3],[C1,C2,C3],H), step_i([A2,A3|R1],[B2,B3|R2],[C2,C3|R3],T). step_i([A1,A2],[B1,B2],[C1,C2],[H]) :- rule([A1,A2,0],[B1,B2,0],[C1,C2,0],H).
% End case step_ee([A1,A2|R1],[B1,B2|R2],[H|T]) :- rule([0,A1,A2],[0,B1,B2],[0,0,0],H), step_e([A1,A2|R1],[B1,B2|R2],T). step_e([A1,A2,A3|R1],[B1,B2,B3|R2],[H|T]) :- rule([A1,A2,A3],[B1,B2,B3],[0,0,0],H), step_e([A2,A3|R1],[B2,B3|R2],T). step_e([A1,A2],[B1,B2],[H]) :- rule([A1,A2,0],[B1,B2,0],[0,0,0],H).
%----------------------------------------------------------------------% % o Any dead cell with exactly three live neighbours becomes a live % % cell, as if by reproduction. % % o Any other dead cell remains dead. % % o Any live cell with fewer than two live neighbours dies, as if % % caused by under-population. % % o Any live cell with two or three live neighbours lives on to the % % next generation. % % o Any live cell with more than three live neighbours dies, as if by % % overcrowding. % % % % [Source: Wikipedia] % %----------------------------------------------------------------------% rule([A,B,C],[D,0,F],[G,H,I],1) :- A+B+C+D+F+G+H+I =:= 3. rule([_,_,_],[_,0,_],[_,_,_],0). rule([A,B,C],[D,1,F],[G,H,I],0) :- A+B+C+D+F+G+H+I < 2. rule([A,B,C],[D,1,F],[G,H,I],1) :- A+B+C+D+F+G+H+I =:= 2. rule([A,B,C],[D,1,F],[G,H,I],1) :- A+B+C+D+F+G+H+I =:= 3. rule([A,B,C],[D,1,F],[G,H,I],0) :- A+B+C+D+F+G+H+I > 3.
%----------------------------------------------------------------------% % Read a 2bit Protable Bitmap into a GS x GS 2-dimensional list. % % read_pbm( +File path, +Grid size, -List 2D ) % %----------------------------------------------------------------------% read_pbm(F,GS,M) :- open(F,read,S), skip(S,10), skip(S,10), get(S,C), read_file(S,C,L), nest(L,GS,M), close(S).
read_file(S,C,[CHR|T]) :- CHR is C-48, get(S,NC), read_file(S,NC,T). read_file(_,-1,[]) :- !.
%----------------------------------------------------------------------% % Morph simple list into a 2-dimensional one with size GS x GS % % nest( ?List simple, ?Grid size, ?2D list ) % %----------------------------------------------------------------------% nest(L,GS,[H|T]) :- length(H,GS), append(H,S,L), nest(S,GS,T). nest(L,GS,[L]) :- length(L,S), S =< GS, !.
%----------------------------------------------------------------------% % Write a GS x GS 2-dimensional list into a 2bit Protable Bitmap. % % write_pbm( +List 2D, +Grid size, +File path ) % %----------------------------------------------------------------------% write_pbm(L,GS,F) :- open(F,write,S), write(S,'P1'), nl(S), write(S,GS), put(S,' '), write(S,GS), nl(S), write_file(S,L), close(S).
write_file(S,[H|T]) :- write_line(S,H), nl(S), write_file(S,T). write_file(_,[]) :- !.
write_line(S,[H|T]) :- write(S,H), put(S,' '), write_line(S,T). write_line(_,[]) :- !. </lang>
PureBasic
<lang PureBasic>EnableExplicit Define.i x, y ,Xmax ,Ymax ,N Xmax = 13 : Ymax = 20 Dim world.i(Xmax+1,Ymax+1) Dim Nextworld.i(Xmax+1,Ymax+1)
- Glider test
- ------------------------------------------
world(1,1)=1 : world(1,2)=0 : world(1,3)=0 world(2,1)=0 : world(2,2)=1 : world(2,3)=1 world(3,1)=1 : world(3,2)=1 : world(3,3)=0
- ------------------------------------------
OpenConsole() EnableGraphicalConsole(1) ClearConsole() Print("Press any key to interrupt") Repeat
ConsoleLocate(0,2) PrintN(LSet("", Xmax+2, "-")) ;---------- endless world --------- For y = 1 To Ymax world(0,y)=world(Xmax,y) world(Xmax+1,y)=world(1,y) Next For x = 1 To Xmax world(x,0)=world(x,Ymax) world(x,Ymax+1)=world(x,1) Next world(0 ,0 )=world(Xmax,Ymax) world(Xmax+1,Ymax+1)=world(1 ,1 ) world(Xmax+1,0 )=world(1 ,Ymax) world( 0,Ymax+1)=world(Xmax,1 ) ;---------- endless world --------- For y = 1 To Ymax Print("|") For x = 1 To Xmax Print(Chr(32+world(x,y)*3)) N = world(x-1,y-1)+world(x-1,y)+world(x-1,y+1)+world(x,y-1) N + world(x,y+1)+world(x+1,y-1)+world(x+1,y)+world(x+1,y+1) If (world(x,y) And (N = 2 Or N = 3))Or (world(x,y)=0 And N = 3) Nextworld(x,y)=1 Else Nextworld(x,y)=0 EndIf Next PrintN("|") Next PrintN(LSet("", Xmax+2, "-")) Delay(100) ;Swap world() , Nextworld() ;PB <4.50 CopyArray(Nextworld(), world());PB =>4.50 Dim Nextworld.i(Xmax+1,Ymax+1)
Until Inkey() <> ""
PrintN("Press any key to exit"): Repeat: Until Inkey() <> ""</lang>
Sample output:
Python
Using defaultdict
This implementation uses defaultdict(int) to create dictionaries that return the result of calling int(), i.e. zero for any key not in the dictionary. This 'trick allows celltable to be initialized to just those keys with a value of 1.
Python allows many types other than strings and ints to be keys in a dictionary. The example uses a dictionary with keys that are a two entry tuple to represent the universe, which also returns a default value of zero. This simplifies the calculation N as out-of-bounds indexing of universe returns zero.
<lang python>import random from collections import defaultdict
printdead, printlive = '-#' maxgenerations = 3 cellcount = 3,3 celltable = defaultdict(int, {
(1, 2): 1, (1, 3): 1, (0, 3): 1, } ) # Only need to populate with the keys leading to life
- Start States
- blinker
u = universe = defaultdict(int) u[(1,0)], u[(1,1)], u[(1,2)] = 1,1,1
- toad
- u = universe = defaultdict(int)
- u[(5,5)], u[(5,6)], u[(5,7)] = 1,1,1
- u[(6,6)], u[(6,7)], u[(6,8)] = 1,1,1
- glider
- u = universe = defaultdict(int)
- maxgenerations = 16
- u[(5,5)], u[(5,6)], u[(5,7)] = 1,1,1
- u[(6,5)] = 1
- u[(7,6)] = 1
- random start
- universe = defaultdict(int,
- # array of random start values
- ( ((row, col), random.choice((0,1)))
- for col in range(cellcount[0])
- for row in range(cellcount[1])
- ) ) # returns 0 for out of bounds
for i in range(maxgenerations):
print "\nGeneration %3i:" % ( i, ) for row in range(cellcount[1]): print " ", .join(str(universe[(row,col)]) for col in range(cellcount[0])).replace( '0', printdead).replace('1', printlive) nextgeneration = defaultdict(int) for row in range(cellcount[1]): for col in range(cellcount[0]): nextgeneration[(row,col)] = celltable[ ( universe[(row,col)], -universe[(row,col)] + sum(universe[(r,c)] for r in range(row-1,row+2) for c in range(col-1, col+2) ) ) ] universe = nextgeneration</lang>
- Output:
(sample)
Generation 0: --- ### --- Generation 1: -#- -#- -#- Generation 2: --- ### ---
Boardless approach
A version using the boardless approach. A world is represented as a set of (x, y) coordinates of all the alive cells.
<lang python>from collections import Counter
def life(world, N):
"Play Conway's game of life for N generations from initial world." for g in range(N+1): display(world, g) counts = Counter(n for c in world for n in offset(neighboring_cells, c)) world = {c for c in counts if counts[c] == 3 or (counts[c] == 2 and c in world)}
neighboring_cells = [(-1, -1), (-1, 0), (-1, 1),
( 0, -1), ( 0, 1), ( 1, -1), ( 1, 0), ( 1, 1)]
def offset(cells, delta):
"Slide/offset all the cells by delta, a (dx, dy) vector." (dx, dy) = delta return {(x+dx, y+dy) for (x, y) in cells}
def display(world, g):
"Display the world as a grid of characters." print ' GENERATION {}:'.format(g) Xs, Ys = zip(*world) Xrange = range(min(Xs), max(Xs)+1) for y in range(min(Ys), max(Ys)+1): print .join('#' if (x, y) in world else '.' for x in Xrange)
blinker = {(1, 0), (1, 1), (1, 2)} block = {(0, 0), (1, 1), (0, 1), (1, 0)} toad = {(1, 2), (0, 1), (0, 0), (0, 2), (1, 3), (1, 1)} glider = {(0, 1), (1, 0), (0, 0), (0, 2), (2, 1)} world = (block | offset(blinker, (5, 2)) | offset(glider, (15, 5)) | offset(toad, (25, 5))
| {(18, 2), (19, 2), (20, 2), (21, 2)} | offset(block, (35, 7)))
life(world, 5)</lang>
- Output:
GENERATION 0: ##................................... ##................................... ......#...........####............... ......#.............................. ......#.............................. ...............##........#........... ...............#.#.......##.......... ...............#.........##........## ..........................#........## GENERATION 1: ##................................... ##.................##................ ...................##................ .....###...........##................ ..................................... ...............##........##.......... ..............##........#............ ................#..........#.......## .........................##........## GENERATION 2: ##................................... ##.................##................ ......#...........#..#............... ......#............##................ ......#.............................. ..............###........#........... ..............#..........##.......... ...............#.........##........## ..........................#........## GENERATION 3: ##................................... ##.................##................ ..................#..#............... .....###...........##................ ...............#..................... ..............##.........##.......... ..............#.#.......#............ ...........................#.......## .........................##........## GENERATION 4: ##................................... ##.................##................ ......#...........#..#............... ......#............##................ ......#.......##..................... ..............#.#........#........... ..............#..........##.......... .........................##........## ..........................#........## GENERATION 5: ##................................... ##.................##................ ..................#..#............... .....###...........##................ ..............##..................... .............##..........##.......... ...............#........#............ ...........................#.......## .........................##........##
R
<lang r># Generates a new board - either a random one, sample blinker or gliders, or user specified. gen.board <- function(type="random", nrow=3, ncol=3, seeds=NULL) {
if(type=="random") { return(matrix(runif(nrow*ncol) > 0.5, nrow=nrow, ncol=ncol)) } else if(type=="blinker") { seeds <- list(c(2,1),c(2,2),c(2,3)) } else if(type=="glider") { seeds <- list(c(1,2),c(2,3),c(3,1), c(3,2), c(3,3)) } board <- matrix(FALSE, nrow=nrow, ncol=ncol) for(k in seq_along(seeds)) { board[seedsk[1],seedsk[2]] <- TRUE } board
}
- Returns the number of living neighbours to a location
count.neighbours <- function(x,i,j) {
sum(x[max(1,i-1):min(nrow(x),i+1),max(1,j-1):min(ncol(x),j+1)]) - x[i,j]
}
- Implements the rulebase
determine.new.state <- function(board, i, j) {
N <- count.neighbours(board,i,j) (N == 3 || (N ==2 && board[i,j]))
}
- Generates the next interation of the board from the existing one
evolve <- function(board) {
newboard <- board for(i in seq_len(nrow(board))) { for(j in seq_len(ncol(board))) { newboard[i,j] <- determine.new.state(board,i,j) } } newboard
}
- Plays the game. By default, the board is shown in a plot window, though output to the console if possible.
game.of.life <- function(board, nsteps=50, timebetweensteps=0.25, graphicaloutput=TRUE) {
if(!require(lattice)) stop("lattice package could not be loaded") nr <- nrow(board) for(i in seq_len(nsteps)) { if(graphicaloutput) { print(levelplot(t(board[nr:1,]), colorkey=FALSE)) } else print(board) Sys.sleep(timebetweensteps) newboard <- evolve(board) if(all(newboard==board)) { message("board is static") break } else if(sum(newboard) < 1) { message("everything is dead") break } else board <- newboard } invisible(board)
}
- Example usage
game.of.life(gen.board("blinker")) game.of.life(gen.board("glider", 18, 20)) game.of.life(gen.board(, 50, 50))</lang>
Racket
<lang racket>
- lang racket
(require 2htdp/image 2htdp/universe)
- Grid object
(define (make-empty-grid m n)
(build-vector m (lambda (y) (make-vector n 0))))
(define rows vector-length)
(define (cols grid)
(vector-length (vector-ref grid 0)))
(define (make-grid m n living-cells)
(let loop ([grid (make-empty-grid m n)] [cells living-cells]) (if (empty? cells) grid (loop (2d-set! grid (caar cells) (cadar cells) 1) (cdr cells)))))
(define (2d-ref grid i j)
(cond [(< i 0) 0] [(< j 0) 0] [(>= i (rows grid)) 0] [(>= j (cols grid)) 0] [else (vector-ref (vector-ref grid i) j)]))
(define (2d-refs grid indices)
(map (lambda (ind) (2d-ref grid (car ind) (cadr ind))) indices))
(define (2d-set! grid i j val)
(vector-set! (vector-ref grid i) j val) grid)
- cartesian product of 2 lists
(define (cart l1 l2)
(if (empty? l1) '() (append (let loop ([n (car l1)] [l l2]) (if (empty? l) '() (cons (list n (car l)) (loop n (cdr l))))) (cart (cdr l1) l2))))
- Count living cells in the neighbourhood
(define (n-count grid i j)
(- (apply + (2d-refs grid (cart (list (- i 1) i (+ i 1)) (list (- j 1) j (+ j 1))))) (2d-ref grid i j)))
- Rules and updates of the grid
- rules are stored in a 2d array
- r_i,j = new state of a cell
- in state i with j neighboors
(define conway-rules
(list->vector (list (list->vector '(0 0 0 1 0 0 0 0 0)) (list->vector '(0 0 1 1 0 0 0 0 0)))))
(define (next-state rules grid i j)
(let ([current (2d-ref grid i j)] [N (n-count grid i j)]) (2d-ref rules current N)))
(define (next-grid rules grid)
(let ([new-grid (make-empty-grid (rows grid) (cols grid))]) (let loop ([i 0] [j 0]) (if (>= i (rows grid)) new-grid (if (>= j (cols grid)) (loop (+ i 1) 0) (begin (2d-set! new-grid i j (next-state rules grid i j)) (loop i (+ j 1))))))))
(define (next-grid! rules grid)
(let ([new-grid (next-grid rules grid)]) (let loop ((i 0)) (if (< i (rows grid)) (begin (vector-set! grid i (vector-ref new-grid i)) (loop (+ i 1))) grid))))
- Image / Animation
(define (grid->image grid)
(let ([m (rows grid)] [n (cols grid)] [size 5]) (let loop ([img (rectangle (* m size) (* n size) "solid" "white")] [i 0] [j 0]) (if (>= i (rows grid)) img (if (>= j (cols grid)) (loop img (+ i 1) 0) (if (= (2d-ref grid i j) 1) (loop (underlay/xy img (* i (+ 1 size)) (* j (+ 1 size)) (square (- size 2) "solid" "black")) i (+ j 1)) (loop img i (+ j 1))))))))
(define (game-of-life grid refresh_time)
(animate (lambda (n) (if (= (modulo n refresh_time) 0) (grid->image (next-grid! conway-rules grid)) (grid->image grid)))))
- Examples
(define (blinker)
(make-grid 3 3 '((0 1) (1 1) (2 1))))
(define (thunder)
(make-grid 70 50 '((30 19) (30 20) (30 21) (29 17) (30 17) (31 17))))
(define (cross)
(let loop ([i 0] [l '()]) (if (>= i 80) (make-grid 80 80 l) (loop (+ i 1) (cons (list i i) (cons (list (- 79 i) i) l))))))
- To run examples
- (game-of-life (blinker) 30)
- (game-of-life (thunder) 2)
- (game-of-life (cross) 2)
</lang>
Retro
<lang Retro> create world
20 20 * allot
create next
20 20 * allot
create initial ( 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ) ( 0 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 1 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 1 , 1 , 0 , ( 2 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 1 , 1 , 0 , ( 3 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , ( 4 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 5 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 6 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 7 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 8 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 9 ) 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 10 ) 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 11 ) 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 12 ) 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 13 ) 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 14 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 0 , 0 , 0 , 0 , ( 15 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 0 , 0 , 0 , 0 , ( 16 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 0 , 0 , ( 17 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 0 , 0 , ( 18 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , ( 19 ) 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ,
( Assumes anything outside the bounds is "dead" ) {{
variable surrounding : get ( rc- ) 2over [ 0 19 within ] bi@ and [ world + [ 20 * ] dip + @ ] [ 2drop 0 ] if ; : neighbor? ( rc- ) get +surrounding ; : NW ( rc-rc ) 2over [ 1- ] bi@ neighbor? ; : NN ( rc-rc ) 2over [ 1- ] dip neighbor? ; : NE ( rc-rc ) 2over [ 1- ] dip 1+ neighbor? ; : WW ( rc-rc ) 2over 1- neighbor? ; : EE ( rc-rc ) 2over 1+ neighbor? ; : SW ( rc-rc ) 2over [ 1+ ] dip 1- neighbor? ; : SS ( rc-rc ) 2over [ 1+ ] dip neighbor? ; : SE ( rc-rc ) 2over [ 1+ ] bi@ neighbor? ; : count ( rc-rcn ) 0 !surrounding NW NN NE WW EE SW SS SE @surrounding ; : alive ( rc-n ) count [ 0 1 within ] [ drop 0 ] when [ 4 8 within ] [ drop 0 ] when [ 2 3 within ] [ drop 1 ] when ; : dead ( rc-n ) count [ 3 = ] [ drop 1 ] when [ 0 2 within ] [ drop 0 ] when [ 4 8 within ] [ drop 0 ] when ; : newState ( rc-n ) 2over get 1 = [ alive ] [ dead ] if ; : set ( nrc- ) next + [ 20 * ] dip + ! ; : cols ( r- ) 20 [ over swap newState 2rot set ] iter drop ; : output ( n- ) [ 'o ] [ '. ] if putc space ;
---reveal---
: display ( - ) cr world 20 [ 20 [ @+ output ] times cr ] times drop ; : start ( - ) initial world 20 20 * copy display ; : gen ( - ) 20 [ cols ] iter next world 20 20 * copy ; : delay ( - ) time 1+ [ time over <= ] while drop ; : run ( n- ) [ delay clear gen display ] times ;
}}
start 20 run</lang>
REXX
version 1
This version has been trimmed down from the original REXX program, otherwise the size of the program (with all its options and optional formatting) would probably be on the big side for general viewing, and maybe a wee bit complex to demonstrate how to program for this task. <lang rexx>/*REXX program displays Conway's game of life, it stops after N repeats.*/ signal on halt /*handle cell growth interruptus.*/ parse arg peeps '(' generations rows cols bare! life! clearScreen repeats
blank = 'BLANK' /*the "name" for blank*/
generations = p(generations 100) /*#generations allowed*/
rows = p(rows 3) /*number of cell rows.*/ cols = p(cols 3) /* " " " cols.*/ bare! = pickChar(bare! blank) /*an empty cell thingy*/
clearScreen = p(clearScreen 0) /*1 = clear the screen*/
life! = pickChar(life! '☼') /*looks like an ameba.*/ repeats = p(repeats 2) /*stop if 2 repeats.*/
fents=max(linesize()-1,cols) /*fence width shown after display*/
- repeats=0; $.=bare! /*the universe is new, and barren*/
gens=abs(generations) /*use this for convenience. */ x=space(peeps) /*remove superfluous spaces. */ if x== then x='2,1 2,2 2,3' /* [↓] process the cells given.*/
do while x\==; parse var x _ x; parse var _ r ',' c . $.r.c=life!; rows=max(rows,r); cols=max(cols,c) end /*while*/
life=0; !.=0; call showCells /*show initial state of the cells*/ /*─────────────────────────────────────watch cell colony grow/live/die. */
do life=1 for gens; @.=bare! do r=1 for rows do c=1 for cols; ??=$.r.c; n=neighbors() if ??==bare! then do; if n==3 then ??=life!; end else if n<2 | n>3 then ??=bare! @.r.c=?? end /*c*/ end /*r*/ call assign$ /*assign alternate cells ──► real*/ if generations>0 | life==gens then call showCells end /*life*/
/*─────────────────────────────────────stop watching the universe (life)*/
halt: cycles=life-1; if cycles\==gens then say 'REXX program interrupted.'
exit /*stick a fork in it, we're done.*/
/*───────────────────────────────SHOWCELLS subroutine───────────────────*/
showCells: if clearScreen then 'CLS' /* ◄─── change this for your OS.*/
call showRows /*show the rows in proper order. */
say right(copies('═',fents)life,fents) /*show&tell for a bunch of cells.*/
if _== then exit /*if no life, then stop the run. */
if !._ then #repeats=#repeats+1 /*we detected a repeated pattern.*/
!._=1 /*existence state & compare later*/
if repeats\==0 & #repeats<=repeats then return /*so far, so good.*/
say '"Life" repeated itself' repeats "times, program is stopping."
exit /*stick a fork in it, we're done.*/
/*───────────────────────────────1─liner subroutines───────────────────────────────────────────────────────────────────────*/
$: parse arg _row,_col; return $._row._col==life!
assign$: do r=1 for rows; do c=1 for cols; $.r.c=@.r.c; end; end; return
err: say;say;say center(' error! ',max(40,linesize()%2),"*");say;do j=1 for arg();say arg(j);say;end;say;exit 13
neighbors: return $(r-1,c-1)+$(r-1,c)+$(r-1,c+1)+$(r,c-1)+$(r,c+1)+$(r+1,c-1)+$(r+1,c)+$(r+1,c+1)
p: return word(arg(1),1)
pickChar: _=p(arg(1));if translate(_)==blank then _=' ';if length(_)==3 then _=d2c(_);if length(_)==2 then _=x2c(_);return _
showRows: _=; do r=rows by -1 for rows; z=; do c=1 for cols; z=z||$.r.c; end; z=strip(z,'T'); say z; _=_||z; end; return</lang>
Programming note: the neighbors subroutine (above) could be optimized for speed by setting some short-circuit values (r-1, c-1, r+1, and c+1)
and using those values in the subsequent expressions.
This REXX program makes use of LINESIZE REXX program (or BIF) which is used to determine the screen width (or linesize) of the terminal (console).
The LINESIZE.REX REXX program is included here ──► LINESIZE.REX.
output when using the default input:
☼☼☼ ══════════════════════════════════════════════════════════════════════════════0 ☼ ☼ ☼ ══════════════════════════════════════════════════════════════════════════════1 ☼☼☼ ══════════════════════════════════════════════════════════════════════════════2 ☼ ☼ ☼ ══════════════════════════════════════════════════════════════════════════════3 ☼☼☼ ══════════════════════════════════════════════════════════════════════════════4 "Life" repeated itself 2 times, program is stopping.
version 2
<lang rexx>/* REXX ---------------------------------------------------------------
- 02.08.2014 Walter Pachl
- Input is a file containing the initial pattern
- The compute area is extended when needed
- (cells are born outside the current compute area)
- The program stops when the picture shown is the same as the first
- or equal to the previous one
- --------------------------------------------------------------------*/
Parse Arg f If f= Then f='bipole' fid=f'.in' oid=f'.txt'; 'erase' oid debug=0 If debug Then Do
dbg=f'.xxx'; 'erase' dbg End
ml=0 l.= Do ri=3 By 1 While lines(fid)>0
l.ri=' 'linein(fid) ml=max(ml,length(strip(l.ri,'T'))) End
ml=ml+2 ri=ri+1 yy=ri If debug Then
say 'ml='ml 'yy='yy
yb=1 a.=' ' b.=' ' m.= x.= Parse Value 1 ml 1 yy With xmi xma ymi yma Parse Value '999 0' With xmin xmax Parse Value '999 0' With ymin ymax
Do y=1 To yy
z=yy-y-1 l=l.z Do x=1 By 1 While l<> Parse Var l c +1 l If c='*' Then Do a.x.z='*' End End End
Call show Do step=1 To 60
Call store If step>1 & is_equal(step,1) Then Leave If step>1 & is_equal(step,step-1) Then Leave Call show_neighbors Do y=yma To ymi By -1 ol=format(x,2)' ' Do x=xmi To xma neighbors=neighbors(x,y) If a.x.y=' ' Then Do /* dead cell */ If neighbors=3 Then Do b.x.y='*' /* gets life */ mmo=xmi xma ymi yma xmi=min(xmi,x-1) xma=max(xma,x+1) ymi=min(ymi,y-1) yma=max(yma,y+1) mm=xmi xma ymi yma If mm<>mmo Then Call debug mmo '->' mm End Else /* life cell */ b.x.y=' ' /* remains dead */
End Else Do /* life cell */ If neighbors=2 |, neighbors=3 Then b.x.y='*' /* remains life */ Else b.x.y=' ' /* dies */ End End End /* b. is the new state and is now copied to a. */ Do y=yma To ymi By -1 Do x=xmi To xma a.x.y=b.x.y End End End
/* Output name and all states */ Call lineout oid,' 'f st=' +' /* top and bottom border */ sb=' +' /* top and bottom border */ Do s=1 To step
st=st||'-'right(s,2,'-')||copies('-',xmax-xmin)'+' sb=sb||copies('-',xmax-xmin+3)'+' End
Call lineout oid,st /* top border */ Do y=ymin To ymax
ol= Do s=1 To step ol=ol '|' substr(m.s.y,xmin,xmax-xmin+1) End Call lineout oid,ol '|' End
Call lineout oid,sb /* bottom border */ Call lineout oid 'type' oid If debug Then Do
Say 'original area' 1 ml '/' 1 yy Say 'compute area ' xmi xma '/' ymi yma End
Exit
set: Parse Arg x,y
a.x.y='*' Return
neighbors: Procedure Expose a. debug
Parse Arg x,y neighbors=0 do xa=x-1 to x+1 do ya=y-1 to y+1 If xa<>x | ya<>y then If a.xa.ya='*' Then neighbors=neighbors+1 End End Return neighbors
store: /* store current state (a.) in lines m.step.* */ Do y=yy To 1 By -1
ol= Do x=1 To ml z=a.x.y ol=ol||z End x.step.y=ol If ol<> then Do ymin=min(ymin,y) ymax=max(ymax,y) p=pos('*',ol) q=length(strip(ol,'T')) If p>0 Then xmin=min(xmin,p) xmax=max(xmax,q) End m.step.y=ol Call debug '====>' right(step,2) y ol xmin xmax End
Return
is_equal: /* test ist state a.b is equal to state a.a */
Parse Arg a,b Do y=yy To 1 By -1 If x.b.y<>x.a.y Then Return 0 End Return 1
show: Procedure Expose dbg a. yy ml debug Do y=1 To yy
ol='>' Do x=1 To ml ol=ol||a.x.y End Call debug ol End
Return
show_neighbors: Procedure Expose a. xmi xma ymi yma dbg debug
Do y=yma To ymi By -1 ol=format(y,2)' '
Do x=xmi To xma ol=ol||neighbors(x,y) End Call debug ol End Return
debug:
If debug Then Return lineout(dbg,arg(1)) Else Return</lang>
- Output:
blinker +--1--+--2--+--3--+ | | * | | | *** | * | *** | | | * | | +-----+-----+-----+
oktagon *--1-------*--2-------*--3-------*--4-------*--5-------*--6-------* | ** | ** | * * | | | ** | | * * | **** | * * | * * | **** | * * | | * * | * * | ** ** ** | * ** * | * ** * | * * | | * * | ** ** | * * | * * | ** ** | * * | | * * | ** ** | * * | * * | ** ** | * * | | * * | * * | ** ** ** | * ** * | * ** * | * * | | * * | **** | * * | * * | **** | * * | | ** | ** | * * | | | ** | *----------*----------*----------*----------*----------*----------*
Ruby
<lang ruby>def game_of_life(name, size, generations, initial_life=nil)
board = new_board size seed board, size, initial_life print_board board, name, 0 reason = generations.times do |gen| new = evolve board, size print_board new, name, gen+1 break :all_dead if barren? new, size break :static if board == new board = new end if reason == :all_dead then puts "no more life." elsif reason == :static then puts "no movement" else puts "specified lifetime ended" end puts
end
def new_board(n)
Array.new(n) {Array.new(n, 0)}
end
def seed(board, n, points=nil)
if points.nil? # randomly seed board indices = [] n.times {|x| n.times {|y| indices << [x,y] }} indices.shuffle[0,10].each {|x,y| board[y][x] = 1} else points.each {|x, y| board[y][x] = 1} end
end
def evolve(board, n)
new = new_board n n.times {|i| n.times {|j| new[i][j] = fate board, i, j, n}} new
end
def fate(board, i, j, n)
i1 = [0, i-1].max; i2 = [i+1, n-1].min j1 = [0, j-1].max; j2 = [j+1, n-1].min sum = 0 for ii in (i1..i2) for jj in (j1..j2) sum += board[ii][jj] if not (ii == i and jj == j) end end (sum == 3 or (sum == 2 and board[i][j] == 1)) ? 1 : 0
end
def barren?(board, n)
n.times {|i| n.times {|j| return false if board[i][j] == 1}} true
end
def print_board(m, name, generation)
puts "#{name}: generation #{generation}" m.each {|row| row.each {|val| print "#{val == 1 ? '#' : '.'} "}; puts}
end
game_of_life "blinker", 3, 2, [[1,0],[1,1],[1,2]] game_of_life "glider", 4, 4, [[1,0],[2,1],[0,2],[1,2],[2,2]] game_of_life "random", 5, 10</lang>
- Output:
blinker: generation 0 . # . . # . . # . blinker: generation 1 . . . # # # . . . blinker: generation 2 . # . . # . . # . specified lifetime ended glider: generation 0 . # . . . . # . # # # . . . . . glider: generation 1 . . . . # . # . . # # . . # . . glider: generation 2 . . . . . . # . # . # . . # # . glider: generation 3 . . . . . # . . . . # # . # # . glider: generation 4 . . . . . . # . . . . # . # # # specified lifetime ended random: generation 0 . . . # # . . . # . . . . # . # . . . # # . # # # random: generation 1 . . . # # . . # # . . . . # # . # # . # . # . # # random: generation 2 . . # # # . . # . . . # . . # . # . . . . # . # # random: generation 3 . . # # . . # # . # . # # . . # # . # # . . # . . random: generation 4 . # # # . . . . . . . . . . # # . . # . . # # # . random: generation 5 . . # . . . . # # . . . . . . . # . # # . # # # . random: generation 6 . . # # . . . # # . . . . . # . # . # # . # . # # random: generation 7 . . # # . . . # . # . . . . # . . . . . . . . # # random: generation 8 . . # # . . . # . # . . . # . . . . # # . . . . . random: generation 9 . . # # . . . # . # . . # . . . . . # # . . . . . random: generation 10 . . # # . . # # . . . . # . # . . . # . . . . . . specified lifetime ended
Class version
The above implementation uses only methods. Below is one that is object-oriented and feels perhaps a bit more Ruby-ish.
<lang ruby>class Game
def initialize(name, size, generations, initial_life=nil) @size = size @board = GameBoard.new size, initial_life @board.display name, 0 reason = generations.times do |gen| new_board = evolve new_board.display name, gen+1 break :all_dead if new_board.barren? break :static if @board == new_board @board = new_board end case reason when :all_dead then puts "No more life." when :static then puts "No movement." else puts "Specified lifetime ended." end puts end def evolve life = @board.each_index.select {|i,j| cell_fate(i,j)} GameBoard.new @size, life end def cell_fate(i, j) left_right = [0, i-1].max .. [i+1, @size-1].min top_bottom = [0, j-1].max .. [j+1, @size-1].min sum = 0 for x in left_right for y in top_bottom sum += @board[x,y].value if x != i or y != j end end sum == 3 or (sum == 2 and @board[i,j].alive?) end
end
class GameBoard
include Enumerable def initialize(size, initial_life=nil) @size = size @board = Array.new(size) {Array.new(size) {Cell.new false}} seed_board initial_life end def seed_board(life) if life.nil? # randomly seed board each_index.to_a.sample(10).each {|x,y| @board[y][x].live} else life.each {|x,y| @board[y][x].live} end end def each @size.times {|x| @size.times {|y| yield @board[y][x] }} end def each_index return to_enum(__method__) unless block_given? @size.times {|x| @size.times {|y| yield x,y }} end def [](x, y) @board[y][x] end def ==(board) self.life == board.life end def barren? none? {|cell| cell.alive?} end def life each_index.select {|x,y| @board[y][x].alive?} end def display(name, generation) puts "#{name}: generation #{generation}" puts @board.map {|row| row.map {|cell| cell.alive? ? '#' : '.'}.join(' ')} end def apocalypse # utility function to entirely clear the game board each {|cell| cell.die} end
end
class Cell
def initialize(alive) @alive = alive end def alive?; @alive end def value; @alive ? 1 : 0 end def live; @alive = true end def die; @alive = false end
end
Game.new "blinker", 3, 2, [[1,0],[1,1],[1,2]] Game.new "glider", 4, 4, [[1,0],[2,1],[0,2],[1,2],[2,2]] Game.new "random", 5, 10</lang>
Scala
See Conway's Game of Life/Scala
Scheme
<lang Scheme>
- An R6RS Scheme implementation of Conway's Game of Life --- assumes
- all cells outside the defined grid are dead
- if n is outside bounds of list, return 0 else value at n
(define (nth n lst)
(cond ((> n (length lst)) 0) ((< n 1) 0) ((= n 1) (car lst)) (else (nth (- n 1) (cdr lst)))))
- return the next state of the supplied universe
(define (next-universe universe)
;value at (x, y) (define (cell x y) (if (list? (nth y universe)) (nth x (nth y universe)) 0)) ;sum of the values of the cells surrounding (x, y) (define (neighbor-sum x y) (+ (cell (- x 1) (- y 1)) (cell (- x 1) y) (cell (- x 1) (+ y 1)) (cell x (- y 1)) (cell x (+ y 1)) (cell (+ x 1) (- y 1)) (cell (+ x 1) y) (cell (+ x 1) (+ y 1)))) ;next state of the cell at (x, y) (define (next-cell x y) (let ((cur (cell x y)) (ns (neighbor-sum x y))) (cond ((and (= cur 1) (or (< ns 2) (> ns 3))) 0) ((and (= cur 0) (= ns 3)) 1) (else cur)))) ;next state of row n (define (row n out) (let ((w (length (car universe)))) (if (= (length out) w) out (row n (cons (next-cell (- w (length out)) n) out))))) ;a range of ints from bot to top (define (int-range bot top) (if (> bot top) '() (cons bot (int-range (+ bot 1) top)))) (map (lambda (n) (row n '())) (int-range 1 (length universe))))
- represent the universe as a string
(define (universe->string universe)
(define (prettify row) (apply string-append (map (lambda (b) (if (= b 1) "#" "-")) row))) (if (null? universe) "" (string-append (prettify (car universe)) "\n" (universe->string (cdr universe)))))
- starting with seed, show reps states of the universe
(define (conway seed reps)
(when (> reps 0) (display (universe->string seed)) (newline) (conway (next-universe seed) (- reps 1))))
- --- Example Universes --- ;;
- blinker in a 3x3 universe
(conway '((0 1 0)
(0 1 0) (0 1 0)) 5)
- glider in an 8x8 universe
(conway '((0 0 1 0 0 0 0 0)
(0 0 0 1 0 0 0 0) (0 1 1 1 0 0 0 0) (0 0 0 0 0 0 0 0) (0 0 0 0 0 0 0 0) (0 0 0 0 0 0 0 0) (0 0 0 0 0 0 0 0) (0 0 0 0 0 0 0 0)) 30)</lang>
- Output:
-#- -#- -#- --- ### --- -#- -#- -#- --- ### --- -#- -#- -#- --#----- ---#---- -###---- -------- -------- -------- -------- -------- -------- -#-#---- --##---- --#----- -------- -------- -------- -------- -------- ---#---- -#-#---- --##---- -------- -------- -------- -------- -------- --#----- ---##--- --##---- -------- -------- -------- -------- -------- ---#---- ----#--- --###--- -------- -------- -------- -------- -------- -------- --#-#--- ---##--- ---#---- -------- -------- -------- -------- -------- ----#--- --#-#--- ---##--- -------- -------- -------- -------- -------- ---#---- ----##-- ---##--- -------- -------- -------- -------- -------- ----#--- -----#-- ---###-- -------- -------- -------- -------- -------- -------- ---#-#-- ----##-- ----#--- -------- -------- -------- -------- -------- -----#-- ---#-#-- ----##-- -------- -------- -------- -------- -------- ----#--- -----##- ----##-- -------- -------- -------- -------- -------- -----#-- ------#- ----###- -------- -------- -------- -------- -------- -------- ----#-#- -----##- -----#-- -------- -------- -------- -------- -------- ------#- ----#-#- -----##- -------- -------- -------- -------- -------- -----#-- ------## -----##- -------- -------- -------- -------- -------- ------#- -------# -----### -------- -------- -------- -------- -------- -------- -----#-# ------## ------#- -------- -------- -------- -------- -------- -------# -----#-# ------## -------- -------- -------- -------- -------- ------#- -------# ------## -------- -------- -------- -------- -------- -------- -------# ------## -------- -------- -------- -------- -------- -------- ------## ------## -------- -------- -------- -------- -------- -------- ------## ------## -------- -------- -------- -------- -------- -------- ------## ------## -------- -------- -------- -------- -------- -------- ------## ------## -------- -------- -------- -------- -------- -------- ------## ------## -------- -------- -------- -------- -------- -------- ------## ------## -------- -------- -------- -------- -------- -------- ------## ------## -------- -------- -------- -------- -------- -------- ------## ------## -------- -------- -------- -------- -------- -------- ------## ------##
SETL
Compiler: GNU SETL
This version uses a live cell set representation (set of coordinate pairs.) This example first appeared here. <lang setl>program life;
const
initialMatrix = [".....", "..#..", "...#.", ".###.", "....."];
loop init
s := initialLiveSet();
do
output(s); nm := {[[x+dx, y+dy], [x, y]]: [x, y] in s, dx in {-1..1}, dy in {-1..1}}; s := {c: t = nm{c} | 3 in {#t, #(t less c)}};
end;
proc output(s);
system("clear"); (for y in [0..24]) (for x in [0..78]) nprint(if [x, y] in s then "#" else " " end); end; print(); end; select([], 250);
end proc;
proc initialLiveSet();
return {[x,y]: row = initialMatrix(y), c = row(x) | c = '#'};
end proc;
end program;</lang>
Shen
Somewhat verbose but functional implementation (tested with chibi-scheme). Running this shows ten iterations of a toad. <lang Shen>(define conway-nth
\\ returns value of x from row if it exists, else 0 _ [] -> 0 N _ -> 0 where (< N 0) 0 [A|B] -> A N [A|B] -> (conway-nth (- N 1) B))
(define row-retrieve
_ [] -> [] 0 [] -> [] 0 [A|B] -> A N [A|B] -> (row-retrieve (- N 1) B))
(define cell-retrieve
X Y Universe -> (conway-nth X (row-retrieve Y Universe)))
(define neighbors
\\ takes an X and Y, retrieves the number of neighbors X Y Universe -> (let ++ (+ 1) -- (/. X (- X 1)) (+ (cell-retrieve (++ X) Y Universe) (cell-retrieve (++ X) (++ Y) Universe) (cell-retrieve (++ X) (-- Y) Universe) (cell-retrieve (-- X) Y Universe) (cell-retrieve (-- X) (++ Y) Universe) (cell-retrieve (-- X) (-- Y) Universe) (cell-retrieve X (++ Y) Universe) (cell-retrieve X (-- Y) Universe))))
(define handle-alive
X Y Universe -> (if (or (= (neighbors X Y Universe) 2) (= (neighbors X Y Universe) 3)) 1 0))
(define handle-dead
X Y Universe -> (if (= (neighbors X Y Universe) 3) 1 0))
(define next-row
\\ first argument must be a previous row, second must be 0 when \\ first called, third must be a Y value and the final must be the \\ current unierse [] _ _ _ -> [] [1|B] X Y Universe -> (cons (handle-alive X Y Universe) (next-row B (+ X 1) Y Universe)) [_|B] X Y Universe -> (cons (handle-dead X Y Universe) (next-row B (+ X 1) Y Universe)))
(define next-universe
\\ both the first and second arguments must be the same universe, \\ the third must be 0 upon first call [] _ _ -> [] [Row|Rest] Y Universe -> (cons (next-row Row 0 Y Universe) (next-universe Rest (+ Y 1) Universe)))
(define display-row
[] -> (nl) [1|Rest] -> (do (output "* ") (display-row Rest)) [_|Rest] -> (do (output " ") (display-row Rest)))
(define display-universe
[] -> (nl 2) [Row|Rest] -> (do (display-row Row) (display-universe Rest)))
(define iterate-universe
0 _ -> (nl) N Universe -> (do (display-universe Universe) (iterate-universe (- N 1) (next-universe Universe 0 Universe))))
(iterate-universe
10 [[0 0 0 0 0 0] [0 0 0 0 0 0] [0 0 1 1 1 0] [0 1 1 1 0 0] [0 0 0 0 0 0] [0 0 0 0 0 0]])</lang>
SystemVerilog
Note using non-blocking assignments, so that the code behaves as if every cell is updated in parallel on each clock edge. (I didn't need to use a clock here, but doing so looks more like standard verilog coding that is familiar to hardware designers). <lang SystemVerilog>module gol;
parameter NUM_ROWS = 20; parameter NUM_COLS = 32;
bit [NUM_COLS:1] cell[1:NUM_ROWS]; bit clk;
initial begin cell[10][10:8] = 3'b111; cell[11][10:8] = 3'b100; cell[12][10:8] = 3'b010; repeat(8) #5 clk = ~clk; end
always @(posedge clk) begin foreach (cell[y,x]) begin automatic int count = $countones({ cell[y-1][x-1+:3], cell[y][x-1], cell[y][x+1], cell[y+1][x-1+:3] }); if (count == 3) cell[y][x] <= 1'b1; else if (count != 2) cell[y][x] <= 1'b0; end end
always @(negedge clk) begin $display("--"); foreach (cell[y]) $display( " %b", cell[y] ); end
endmodule</lang>
Tcl
<lang tcl>package require Tcl 8.5
proc main {} {
evolve 3 blinker [initialize_tableau {3 3} {{0 1} {1 1} {2 1}}] evolve 5 glider [initialize_tableau {4 4} {{0 1} {1 2} {2 0} {2 1} {2 2}}]
}
proc evolve {generations name tableau} {
for {set gen 1} {$gen <= $generations} {incr gen} { puts "$name generation $gen:" print $tableau set tableau [next_generation $tableau] } puts ""
}
proc initialize_tableau {size initial_life} {
lassign $size ::max_x ::max_y set tableau [blank_tableau] foreach point $initial_life { lset tableau {*}$point 1 } return $tableau
}
proc blank_tableau {} {
return [lrepeat $::max_x [lrepeat $::max_y 0]]
}
proc print {tableau} {
foreach row $tableau {puts [string map {0 . 1 #} [join $row]]}
}
proc next_generation {tableau} {
set new [blank_tableau] for {set x 0} {$x < $::max_x} {incr x} { for {set y 0} {$y < $::max_y} {incr y} { lset new $x $y [fate [list $x $y] $tableau] } } return $new
}
proc fate {point tableau} {
set current [value $point $tableau] set neighbours [sum_neighbours $point $tableau] return [expr {($neighbours == 3) || ($neighbours == 2 && $current == 1)}]
}
proc value {point tableau} {
return [lindex $tableau {*}$point]
}
proc sum_neighbours {point tableau} {
set sum 0 foreach neighbour [get_neighbours $point] { incr sum [value $neighbour $tableau] } return $sum
}
proc get_neighbours {point} {
lassign $point x y set results [list] foreach x_off {-1 0 1} { foreach y_off {-1 0 1} { if { ! ($x_off == 0 && $y_off == 0)} { set i [expr {$x + $x_off}] set j [expr {$y + $y_off}] if {(0 <= $i && $i < $::max_x) && (0 <= $j && $j < $::max_y)} { lappend results [list $i $j] } } } } return $results
}
main</lang>
blinker generation 1: . # . . # . . # . blinker generation 2: . . . # # # . . . blinker generation 3: . # . . # . . # . glider generation 1: . # . . . . # . # # # . . . . . glider generation 2: . . . . # . # . . # # . . # . . glider generation 3: . . . . . . # . # . # . . # # . glider generation 4: . . . . . # . . . . # # . # # . glider generation 5: . . . . . . # . . . . # . # # #
TI-83 BASIC
This implementation is loosely based on the Processing Version. It uses the home screen and draws cells as "X"s. It is extremely slow, and limited to a bounding box of 16 by 8. In order for it to work, you need to initialize arrays [A] and [B] to be 18x10. <lang ti83b> PROGRAM:CONWAY
- While 1
- For(X,2,9,1)
- For(Y,2,17,1)
- If [A](Y,X)
- Then
- Output(X-1,Y-1,"X")
- Else
- Output(X-1,Y-1," ")
- End
- [A](Y-1,X-1)+[A](Y,X-1)+[A](Y+1,X-1)+[A](Y-1,X)+[A](Y+1,X)+[A](Y-1,X+1)+[A](Y,X+1)+[A](Y+1,X+1)→N
- If ([A](Y,X) and (N=2 or N=3)) or (not([A](Y,X)) and N=3)
- Then
- 1→[B](Y,X)
- Else
- 0→[B](Y,X)
- End
- End
- End
- [B]→[A]
- End
</lang> Here is an additional, very simple program to input the top corner of the GRAPH screen into the starting array. Make sure to draw on pixels in the rectangle (1,1) to (8,16). <lang ti83b>PROGRAM:PIC2LIFE
- For(I,0,17,1)
- For(J,0,9,1)
- pxl-Test(J,I)→[A](I+1,J+1)
- End
- End
</lang>
TI-89 BASIC
This program draws its cells as 2x2 blocks on the graph screen. In order to avoid needing external storage for the previous generation, it uses the upper-left corner of each block to mark the next generation's state in all cells, then updates each cell to match its corner pixel.
A further improvement would be to have an option to start with the existing picture rather than clearing, and stop at a point where the picture has clean 2x2 blocks.
<lang ti89b>Define life(pattern) = Prgm
Local x,y,nt,count,save,xl,yl,xh,yh Define nt(y,x) = when(pxlTest(y,x), 1, 0) {}→save setGraph("Axes", "Off")→save[1] setGraph("Grid", "Off")→save[2] setGraph("Labels", "Off")→save[3] FnOff PlotOff ClrDraw
If pattern = "blinker" Then 36→yl 40→yh 78→xl 82→xh PxlOn 36,80 PxlOn 38,80 PxlOn 40,80 ElseIf pattern = "glider" Then 30→yl 40→yh 76→xl 88→xh PxlOn 38,76 PxlOn 36,78 PxlOn 36,80 PxlOn 38,80 PxlOn 40,80 ElseIf pattern = "r" Then 38-5*2→yl 38+5*2→yh 80-5*2→xl 80+5*2→xh PxlOn 38,78 PxlOn 36,82 PxlOn 36,80 PxlOn 38,80 PxlOn 40,80 EndIf
While getKey() = 0 © Expand upper-left corner to whole cell For y,yl,yh,2 For x,xl,xh,2 If pxlTest(y,x) Then PxlOn y+1,x PxlOn y+1,x+1 PxlOn y, x+1 Else PxlOff y+1,x PxlOff y+1,x+1 PxlOff y, x+1 EndIf EndFor EndFor
© Compute next generation For y,yl,yh,2 For x,xl,xh,2 nt(y-1,x-1) + nt(y-1,x) + nt(y-1,x+2) + nt(y,x-1) + nt(y+1,x+2) + nt(y+2,x-1) + nt(y+2,x+1) + nt(y+2,x+2) → count If count = 3 Then PxlOn y,x ElseIf count ≠ 2 Then PxlOff y,x EndIf EndFor EndFor EndWhile
© Restore changed options setGraph("Axes", save[1]) setGraph("Grid", save[2]) setGraph("Labels", save[3])
EndPrgm</lang>
Ursala
Three functions are defined: rule takes a pair (c,<n..>) representing a cell and its list of neighboring cells to the new cell, neighborhoods takes board of cells <<c..>..> to a structure <<(c,<n..>)..>..> explicitly pairing each cell with its neighborhood, and evolve(n) takes a board <<c..>..> to a sequence of n boards evolving from it.
<lang Ursala>#import std
- import nat
rule = -: ^(~&,~&l?(~&r-={2,3},~&r-={3})^|/~& length@F)* pad0 iota512
neighborhoods = ~&thth3hthhttPCPthPTPTX**K7S+ swin3**+ swin3@hNSPiCihNCT+ --<0>*+ 0-*
evolve "n" = next"n" rule**+ neighborhoods</lang> test program: <lang Ursala>blinker =
(==`O)**t -[ +++ OOO +++]-
glider =
(==`O)**t -[ +O++++ ++O+++ OOO+++ ++++++ ++++++]-
- show+
examples = mat0 ~&?(`O!,`+!)*** evolve3(blinker)-- evolve5(glider)</lang>
- Output:
+++ OOO +++ +O+ +O+ +O+ +++ OOO +++ +O++++ ++O+++ OOO+++ ++++++ ++++++ ++++++ O+O+++ +OO+++ +O++++ ++++++ ++++++ ++O+++ O+O+++ +OO+++ ++++++ ++++++ +O++++ ++OO++ +OO+++ ++++++ ++++++ ++O+++ +++O++ +OOO++ ++++++
Vedit macro language
This implementation uses an edit buffer for data storage and to show results. For purpose of this task, the macro writes the initial pattern in the buffer. However, easier way to enter patterns would be by editing them directly in the edit buffer before starting the macro (in which case the Ins_Text commands would be omitted).
The macro calculates one generation and then waits for a key press before calculating the next generation.
The algorithm used is kind of reverse to the one normally used in Life implementations. Instead of counting cells around each location, this implementation finds each living cell and then increments the values of the 8 surrounding cells. After going through all the living cells, each location of the grid contains an unique ascii value depending on the original value (dead or alive) and the number of living cells in surrounding positions. Two Replace commands are then used to change characters into '.' or 'O' to represent dead and living cells in the new generation.
<lang vedit>IT("Generation 0 ") IN IT(".O.") IN IT(".O.") IN IT(".O.")
- 9 = 2 // number of generations to calculate
- 10 = Cur_Line
- 11 = Cur_Col-1
for (#2 = 1; #2 <= #9; #2++) {
Update() Get_Key("Next gen...", STATLINE) Call("calculate") itoa(#2, 20, LEFT) GL(1) GC(12) Reg_Ins(20, OVERWRITE)
} EOF Return
// Calculate one generation
- calculate:
Goto_Line(2) While (At_EOF == 0) {
Search("|A",ERRBREAK) // find next living cell #3 = Cur_Line #4 = #7 = #8 = Cur_Col if (#4 > 1) { // increment cell at left #7 = #4-1 Goto_Col(#7) Ins_Char(Cur_Char+1,OVERWRITE) } if (#4 < #11) { // increment cell at right #8 = #4+1 Goto_Col(#8) Ins_Char(Cur_Char+1,OVERWRITE) } if (#3 > 2) { // increment 3 cells above Goto_Line(#3-1) Call("inc_3") } if (#3 < #10) { // increment 3 cells below Goto_Line(#3+1) Call("inc_3") } Goto_Line(#3) Goto_Col(#4+1)
}
Replace("[1QR]", "O", REGEXP+BEGIN+ALL) // these cells alive Replace("[/-7P-X]", ".", REGEXP+BEGIN+ALL) // these cells dead Return
// increment values of 3 characters in a row
- inc_3:
for (#1 = #7; #1 <= #8; #1++) {
Goto_Col(#1) Ins_Char(Cur_Char+1,OVERWRITE)
} Return</lang>
- Output:
Generation 0 .O. .O. .O. Generation 1 ... OOO ... Generation 2 .O. .O. .O.
Wortel
Mapping over a matrix. <lang wortel>@let {
life &m ~!* m &[a y] ~!* a &[v x] @let { neigh @sum [ @`-x 1 @`-y 1 m @`x @`-y 1 m @`+x 1 @`-y 1 m @`-x 1 @`y m @`+x 1 @`y m @`-x 1 @`+y 1 m @`x @`+y 1 m @`+x 1 @`+y 1 m ] @+ || = neigh 3 && v = neigh 2 }
blinker [ [0 0 0 0 0] [0 0 0 0 0] [0 1 1 1 0] [0 0 0 0 0] [0 0 0 0 0] ]
[[ !^life 0 blinker !^life 1 blinker !^life 2 blinker ]]
}</lang>
- Output:
[ [[0 0 0 0 0] [0 0 0 0 0] [0 1 1 1 0] [0 0 0 0 0] [0 0 0 0 0]] [[0 0 0 0 0] [0 0 1 0 0] [0 0 1 0 0] [0 0 1 0 0] [0 0 0 0 0]] [[0 0 0 0 0] [0 0 0 0 0] [0 1 1 1 0] [0 0 0 0 0] [0 0 0 0 0]] ]
Different solution by using functions that operate on matrices. <lang wortel>@let {
; Translation of the APL game of life (http://catpad.net/michael/apl/). life &m @let { ; create functions that work on two matrices makemf &f @[\@mapm @[\@mapm f ^@,] ^@,] addm !makemf ^+ orm !makemf ^|| andm !makemf ^&& eqm !makemf ^=
; bool matrix to number matrix tonum *^*^@+ ; create a matrix of value v in the shape of matrix m repm &[v m] @rep #m &,@rep #m.0 v
; move a matrix in directions by padding zeroes movel \!*~t0j mover \!*~i0SO moveu &m ~, &,@rep #m.0 0 !~t m moved &m , &,@rep #m.0 0 !~i m
; cache up and down mu !moveu m md !moved m
; calculate the neighbours neigh !/addm [ !movel mu mu !mover mu !movel m !mover m !movel md md !mover md ] ; ((neigh = 2) AND m) OR (neigh = 3) ; (2 neighbours AND alive) OR (3 neighbours) !tonum !!orm !!andm m !!eqm neigh !!repm 2 m !!eqm neigh !!repm 3 m }
blinker [ [0 0 0 0 0] [0 0 0 0 0] [0 1 1 1 0] [0 0 0 0 0] [0 0 0 0 0] ]
[[ !^life 0 blinker !^life 1 blinker !^life 2 blinker ]]
}</lang>
- Output:
[ [[0 0 0 0 0] [0 0 0 0 0] [0 1 1 1 0] [0 0 0 0 0] [0 0 0 0 0]] [[0 0 0 0 0] [0 0 1 0 0] [0 0 1 0 0] [0 0 1 0 0] [0 0 0 0 0]] [[0 0 0 0 0] [0 0 0 0 0] [0 1 1 1 0] [0 0 0 0 0] [0 0 0 0 0]] ]
XPL0
<lang XPL0>def M=3; \array size char NowGen(M+2, M+2), \size with surrounding borders
NewGen(M+2, M+2);
int X, Y, I, J, N, Gen; code ChOut=8, CrLf=9;
[for Y:= 0 to M+1 do \set up initial state
for X:= 0 to M+1 do [NowGen(X,Y):= ^ ; NewGen(X,Y):= ^ ];
NowGen(1,2):= ^#; NowGen(2,2):= ^#; NowGen(3,2):= ^#;
for Gen:= 1 to 3 do
[for Y:= 1 to M do \show current generation [for X:= 1 to M do [ChOut(0, NowGen(X,Y)); ChOut(0,^ )]; CrLf(0); ]; CrLf(0);
for Y:= 1 to M do \determine next generation for X:= 1 to M do [N:= 0; \count adjacent live (#) cells for J:= Y-1 to Y+1 do for I:= X-1 to X+1 do if NowGen(I,J) = ^# then N:= N+1; if NowGen(X,Y) = ^# then N:= N-1; \don't count center NewGen(X,Y):= ^ ; \assume death if N=2 then NewGen(X,Y):= NowGen(X,Y) \actually no change else if N=3 then NewGen(X,Y):= ^#; \actually birth ]; I:= NowGen; NowGen:= NewGen; NewGen:= I; \swap arrays ];
]</lang>
- Output:
# # # # # # # # #
XSLT
So when the following templates <lang xml><xsl:template match="/table">
<xsl:apply-templates /></xsl:template>
<xsl:template match="tr">
<xsl:apply-templates /> </xsl:template> <xsl:template match="td"> <xsl:variable name="liveNeighbours"> <xsl:apply-templates select="current()" mode="countLiveNeighbours" /> </xsl:variable> <xsl:choose> <xsl:when test="(current() = 'X' and $liveNeighbours = 2) or $liveNeighbours = 3"> <xsl:call-template name="live" /> </xsl:when> <xsl:otherwise> <xsl:call-template name="die" /> </xsl:otherwise> </xsl:choose> </xsl:template> <xsl:template match="td" mode="countLiveNeighbours"> <xsl:variable name="currentX" select="count(preceding-sibling::td) + 1" /> <xsl:variable name="precedingRow" select="parent::tr/preceding-sibling::tr[1]" /> <xsl:variable name="followingRow" select="parent::tr/following-sibling::tr[1]" /> <xsl:variable name="neighbours" select="$precedingRow/td[$currentX - 1] | $precedingRow/td[$currentX] | $precedingRow/td[$currentX + 1] | preceding-sibling::td[1] | following-sibling::td[1] | $followingRow/td[$currentX - 1] | $followingRow/td[$currentX] | $followingRow/td[$currentX + 1]" /> <xsl:value-of select="count($neighbours[text() = 'X'])" /> </xsl:template> <xsl:template name="die"> _
</xsl:template>
<xsl:template name="live">
X
</xsl:template></lang> are applied against the document
<lang html>
_ | X | _ |
_ | X | _ |
_ | X | _ |
</lang>
then the transformed XML document contains the new universe evolved by one tick:
<lang html>
_ | _ | _ |
X | X | X |
_ | _ | _ |
</lang>
zkl
<lang zkl>class Life{
fcn init(n, r1,c1, r2,c2, etc){ var N=n, cells=Data(n*n), tmp=Data(n*n), ds=T(T(-1,-1),T(-1,0),T(-1,1), T(0,-1),T(0,1), T(1,-1),T(1,0),T(1,1)); icells:=vm.arglist[1,*]; (N*N).pump(Void,cells.append.fpM("1-",0)); // clear board icells.pump(Void,Void.Read,fcn(row,col){ cells[row*N+col]=1 }); } fcn get(row,col){ if((0<=row<N) and (0<=col<N)) return(cells[row*N+col]); return(0); } fcn postToastie(row,col){ n:=ds.reduce('wrap(n,[(r,c)]){n+get(r+row,c+col)},0); c:=get(row,col); ((n==2 and c==1) or n==3).toInt() } fcn cycle{ tmp.clear(); foreach row in (N){ foreach col in (N) { tmp.append(postToastie(row,col)) } } t:=cells; cells=tmp; tmp=t; } fcn toString{ cells.pump(0,String,fcn(c,rn){ (if(c)"*" else "-") + (if(rn.inc()%N) "" else "\n") }.fp1(Ref(1))); } fcn toAnsi{ cells.pump(0,"\e[H",fcn(c,rn){ (if(c)"\e[07m \e[m" else " ") + (if(rn.inc()%N) "" else "\e[E") }.fp1(Ref(1))); } fcn dance(n=300){ do(n){ toAnsi().print(); Atomic.sleep(0.2); cycle(); } }
}</lang> The data structure is a Data, which is a linear block of bytes. <lang zkl>cells:=Life(4, 0,1, 1,1, 2,1); // blinker do(3){ cells.println("="*4); cells.cycle(); }
cells:=Life(30, 0,1, 1,2, 2,0, 2,1, 2,2); // glider cells.dance(100);</lang>
- Output:
Just the glider (reformatted), if you have an ANSI terminal (eg xterm), you'll see the glider moving down the screen.
-*-- ---- -*-- -*-- ***- -*-- -*-- ---- -*-- ---- ---- ---- ==== ==== ====
ZPL
<lang ZPL>program Life;
config var
n : integer = 100;
region
BigR = [0 .. n+1, 0 .. n+1]; R = [1 .. n, 1 .. n ];
direction
nw = [-1, -1]; north = [-1, 0]; ne = [-1, 1]; west = [ 0, -1]; east = [ 0, 1]; sw = [ 1, -1]; south = [ 1, 0]; se = [ 1, 1];
var
TW : [BigR] boolean; -- The World NN : [R] integer; -- Number of Neighbours
procedure Life(); begin
-- Initialize world [R] repeat NN := TW@nw + TW@north + TW@ne + TW@west + TW@east + TW@sw + TW@south + TW@se; TW := (TW & NN = 2) | ( NN = 3); until !(|<< TW);
end;</lang>
- Programming Tasks
- Games
- Cellular automata
- 6502 Assembly
- ACL2
- Ada
- ALGOL 68
- APL
- AutoHotkey
- AWK
- BASIC256
- BBC BASIC
- Brainf***
- C
- C++
- C sharp
- Clojure
- Common Lisp
- D
- Dart
- E
- Erlang
- F Sharp
- Windows Presentation Foundation
- Forth
- Fortran
- FunL
- Go
- Haskell
- Icon
- Unicon
- J
- JAMES II/Rule-based Cellular Automata
- JAMES II
- Java
- JavaScript
- HTML5
- Jq
- Julia
- Liberty BASIC
- Lua
- MATLAB
- Mathematica
- Maxima
- Nim
- OCaml
- OoRexx
- Oz
- Pascal
- PARI/GP
- Perl
- Perl 6
- PicoLisp
- PL/I
- PostScript
- Prolog
- PureBasic
- Python
- R
- Racket
- Retro
- REXX
- Ruby
- Scala
- Scheme
- SETL
- Shen
- SystemVerilog
- Tcl
- TI-83 BASIC
- TI-89 BASIC
- Ursala
- Vedit macro language
- Wortel
- XPL0
- XSLT
- Zkl
- ZPL