Conway's Game of Life - C++ and Qt

Conway's Game of Life - C++ and Qt

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Conway's Game of Life - C++ and Qt
Tag : cpp , By : Jody Bannon
Date : January 02 2021, 06:48 AM

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Optimising conways game of life

Tag : java , By : Sonal
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.

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

  def self.new_live_cell

  def initialize state
    @state = state
  attr_reader :state

  def dead?
    state == DEAD

  def alive?
    state == ALIVE

Conways Game of Life not updating

Tag : java , By : wpoch
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 . . .

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.

Conways Game of Life in PyGame

Tag : python , By : Matt
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
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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