Optimising conways game of life
Date : March 29 2020, 07:55 AM
it fixes the issue I believe that the Hashlife algorithm could help you. It gives the idea of using a quadtree (tree data structure in which each internal node has exactly four children) to keep the data, and then it uses hash tables to store the nodes of the quadtree.
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conways game of life in ruby
Tag : ruby , By : Thomas Gueze
Date : March 29 2020, 07:55 AM
help you fix your problem Here's one obvious way of doing this. You simply create a new instance of Cell and store its state (as :dead or :alive). dead? and alive? methods then simply check the state. class Cell
ALIVE = :alive
DEAD = :dead
def self.new_dead_cell
new(DEAD)
end
def self.new_live_cell
new(ALIVE)
end
def initialize state
@state = state
end
attr_reader :state
def dead?
state == DEAD
end
def alive?
state == ALIVE
end
end
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Conways Game of Life not updating
Date : March 29 2020, 07:55 AM
hope this fix your issue Try a different initial configuration of live / dead cells. Your initial configuration is like so . . . 00000
01000
00110
00110
00000
00000
00100
01010
00110
00000
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Conways game of life in python
Tag : python , By : Antony Briggs
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , Your program cannot work correctly in its current state, because you compute the next generation in the same grid where the last generation is stored. You need a new (empty) grid to store the next generation. In your implementation you overwrite the last generation already while computing the next generation.
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Conways Game of Life in PyGame
Date : March 29 2020, 07:55 AM
This might help you I don't have pygame installed, so I can't run your code. However, the bug that's causing your error is that you don't reset a cell's neighbour count to zero after you've determined whether it'll be alive or dead in the next generation. So in each generation each cell's new neighbour count gets added to the previous accumulated neighbour count. You should probably do that resetting in the .breed method. Here's a more compact version of that method: def breed(self):
self.alive = self.neighbours == 3 or self.alive and self.neighbours == 2
self.neighbours = 0
CELL_LIST = []
for y, row in enumerate(CELL_MAP):
for x, v in enumerate(row):
CELL_LIST.append(Cell(v == 1, x, y))
CELL_LIST = [Cell(bool(v), x, y)
for y, row in enumerate(CELL_MAP)
for x, v in enumerate(row)
]
cell_list = [[Cell(bool(v), x, y) for x, v in enumerate(row)]
for y, row in enumerate(CELL_MAP)]
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