game-of-life | browser extension to play Conway | Game Engine library

 by   yuanchuan JavaScript Version: Current License: MIT

kandi X-RAY | game-of-life Summary

kandi X-RAY | game-of-life Summary

game-of-life is a JavaScript library typically used in Gaming, Game Engine applications. game-of-life has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A browser extension to play Conway's Game of Life on GitHub contribution board.
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            kandi-support Support

              game-of-life has a low active ecosystem.
              It has 202 star(s) with 11 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. On average issues are closed in 5 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of game-of-life is current.

            kandi-Quality Quality

              game-of-life has 0 bugs and 0 code smells.

            kandi-Security Security

              game-of-life has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              game-of-life code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              game-of-life is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              game-of-life releases are not available. You will need to build from source code and install.
              game-of-life saves you 105 person hours of effort in developing the same functionality from scratch.
              It has 268 lines of code, 0 functions and 2 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            game-of-life Key Features

            No Key Features are available at this moment for game-of-life.

            game-of-life Examples and Code Snippets

            No Code Snippets are available at this moment for game-of-life.

            Community Discussions

            QUESTION

            How much overhead do integer type casts cause in Rust?
            Asked 2021-May-19 at 14:31

            In short:

            If I repeatedly multiply two u8 values and the result can overflow u8's value range, is it more efficient (considering both memory usage and speed) to just use u16 values from the start instead or cast the values to u16s always before the multiplication to prevent overflow?

            The whole story:

            I'm writing a Rust+Wasm program where I have a grid of cells that I pass into JavaScript as a raw pointer to an array (very much like in the Rust and WebAssembly tutorial). The grid cannot ever be larger than 250 x 250 cells in size, so I have the properties width and height for the grid as u8s.

            So, as a simplified example:

            ...

            ANSWER

            Answered 2021-May-19 at 14:30

            Absolutely none for u8 -> u16 which appears to be the gist of your question.

            It is important that it is macro-pessimization, and you mentioning it in your question won't stop me from repeating the common answers that such questions get. You want sensible choice? Use usize for container sizes, as simple as that. There's absolutely no reason to ever limit the size artificially because there's nothing saved, if anything, there's a lot of things being lost.

            1. Your code is unreadable, you even said so yourself.
            2. Your code theoretically may introduce overhead on CPU, for the first time width is read, it is irrelevant, but it may happen, because CPU register size is usize, not u8 or u16, and it may or may not have to bitshift that byte to properly write it into the register, would've been so much easier for it to just read usize which is its natural register size and already properly aligned in memory.
            3. "The grid cannot ever be larger than 250 x 250" Oh yeah? What stops me from inputting 251u8? You will have to write code that validates that anyway if you wanted to enforce that.
            4. Now, why does it stop me from inputting 257usize, 1456usize... Nusize?
            5. Your time is spent on bikeshedding instead of things that matter. I imagine our goal is usually to get things done in least amount of time possible, not maximum.

            General advice: do not optimize container wrappers, optimize the data inside them, that's the sensible choice in any project no matter the scale.

            Besides, what kind of "optimization" is it to limit the maximum size of a Grid? You may not want a Grid bigger than 250x250, but someone else might, and now your code is unusable for no real reason. Someone else might be you, going back to your project 5 months down the line, and cursing your past self while you have to refactor the entire thing just to copy paste it into another project where you want 2500 x 2500 grid for something completely unrelated.

            Lets briefly focus on Grid versus Vec for a bit. How many Grids do you plan to have? I imagine only one, or at most, a dozen. But how many Cell's will there be? Thousands.

            Think of what purpose there is of saving few bytes on Grid, versus few bytes on Cell, the generalization can almost universally boil down to O(1) vs O(n) of bytes saved when it comes to data structures like this.

            When it comes to heavy data processing, you may end up having hundreds of Vec holding potentially hundreds of millions of elements. You should focus on the millions here. That's one of the many reason why Rust Vec itself is just, arbitrarily, 3 usizes. And I'm not aware of any projects that were worried about the fact that Vec stores its length and capacity as usize.

            Above all else, remember: Premature pessimization is root of all evil.

            Source https://stackoverflow.com/questions/67590329

            QUESTION

            How to debug Rust and WebAssembly program with VSCode and CodeLLDB?
            Asked 2021-Apr-14 at 00:36

            I am writing Rust and WebAssembly program. I wanted to debug Rust and WebAssembly program with VSCode and CodeLLDB, but I got an error. I can debug simple Rust program, but fail to debug Rust and WebAssembly program. Steps to reproduce the error are shown below.

            Clone the Rust and WebAssembly project template with this command:

            cargo generate --git https://github.com/rustwasm/wasm-pack-template

            Then, type the project name. I used "foo". Add a test in foo/src/lib.rs

            ...

            ANSWER

            Answered 2021-Apr-14 at 00:36

            This might be not the most helpful answer, but the answer is you currently can't - there is an open issue on wasm-bindgen repo tracking future support for debugging but it's not yet supported: https://github.com/rustwasm/wasm-bindgen/issues/2389

            Note that even when it will be, you'll need to use browser DevTools not CodeLLDB for WebAssembly debugging, since you need a JavaScript-capable environment.

            Source https://stackoverflow.com/questions/67032785

            QUESTION

            Rust referencing data owned by the current function error for Vec
            Asked 2021-Feb-08 at 11:28

            I am writing code to parse CLI arguments and am stuck on quite a common Rust error.

            What change (ideally without needing to assign everything to individual let variables, do I need to make to fix the compilation error?

            I have been looking at a lot of similar posts as well as re-reaeding the chapter on Ownership in the rust book. However I haven't found a solution to my specific situation.

            My code to parse the args is as follows:

            The full file on github is here:

            ...

            ANSWER

            Answered 2021-Feb-08 at 11:28

            When match gives Ok(Config::WorldDef { ... dead_char: Some(&d), alive_char: Some(&a), } the two last references are slices from Strings owned by args_vec (accessed via args_slice).

            When the function exits, args_vec does not exist any more, thus the references in the result would be dangling if Rust didn't complain.

            I suggest that you store Strings instead of &str in the dead_char and alive_char member; this way, the result could take ownership of these to strings from args_vec. By the way, if you do that, I'm not certain args_slice is useful; I think you can just consume args_vec in the match statement because it won't be used afterwards.

            Source https://stackoverflow.com/questions/66100308

            QUESTION

            Adding type annotations to classes in racket
            Asked 2021-Jan-22 at 21:12

            Trying to finish up an implementation of Conway's Game of Life in Racket and I'm adding types to everything. I'm having trouble figuring out what exactly I need to do to get the classes from the gui lib typed correctly.

            ...

            ANSWER

            Answered 2021-Jan-22 at 21:12

            In the definition of new-timer, you're trying to get the grd field of cv.

            And although cv is an instance of the class new-canvas%, its type does not include that field. You need to create a new Class type for new-canvas%. By convention, it should be a capitalized version like New-Canvas%.

            Source https://stackoverflow.com/questions/65838410

            QUESTION

            Rust & Wasm intitial set up
            Asked 2020-Dec-25 at 18:24

            I am following this tutorial on creating a webassembly app using rust, but when I try to run the bundled web assembly code with node (before adding any of my own code and while following the tutorial exactly)

            ...

            ANSWER

            Answered 2020-Sep-11 at 15:19

            I had a similar error when I updated the version of copy-webpack-plugin from the one specified in the tutorial files due to a security alert. The format of the config parameters changed at the same time, so I had to change them to match.

            The tutorial had "copy-webpack-plugin": "^5.0.3" and I upgraded to "copy-webpack-plugin": "^6.0.3", and in webpack.config.js I had to change

            Source https://stackoverflow.com/questions/63840954

            QUESTION

            Why does wasm-opt fail in wasm-pack builds when generating a function returning a string?
            Asked 2020-Dec-23 at 16:51

            I'm working through the Rust WASM tutorial for Conway's game of life.

            One of the simplest functions in the file is called Universe.render (it's the one for rendering a string representing game state). It's causing an error when I run wasm-pack build:

            ...

            ANSWER

            Answered 2020-Dec-23 at 16:51

            It turns out that this is not expected behavior; instead it is a bug with wasm-pack.

            The issue can be resolved for now by adding the following to the project's cargo.toml:

            Source https://stackoverflow.com/questions/64507718

            QUESTION

            Game Of Life does weird things and I don't know whats wrong
            Asked 2020-Dec-05 at 16:53

            So for an assignment I have to code the game of life in C. My problem is, that it calculates the next generation wrong but I have no clue why.

            I defined my game struct

            ...

            ANSWER

            Answered 2020-Dec-05 at 16:53

            Your problem is how you update the cells. The rules are:

            • a live cell dies if it doesn't have 2 or 3 live neighboure;
            • a dead cell comes alive if it has 3 live neighbours.

            That means that you must consider the current state of the cell to determine its next state, but your code doesn't do that. (It also means that it is enough to count the live neighbours.)

            With the rules above, your update code should look like this:

            Source https://stackoverflow.com/questions/65159086

            QUESTION

            How to make the Rust Game of Life WebAssembly work as a static website?
            Asked 2020-Aug-13 at 05:56

            I have gone through the tutorial for the Rust Game of Life and have a working game in a web browser, but it only works from the demo web server that comes bundled with it. I can start the server with npm start and it runs the webpack-dev-server on port 8080. When I access the site through that port, it works fine. However, if I try to copy the site to a web server like Apache, it does not load correctly. The error I am currently getting from it is:

            ...

            ANSWER

            Answered 2020-Aug-13 at 05:56

            The www and pkg folders contain the source files you need, but you do not have a static site yet. The create-wasm-app template uses Webpack, so you need to build the final output by running npm run build in the www folder. This will create a subfolder named dist which contains the actual static files that can be placed on your web server.

            Source https://stackoverflow.com/questions/63388440

            QUESTION

            Can't add folder www to github repo
            Asked 2020-Jun-28 at 22:42

            I created a rustwasm project following:

            ...

            ANSWER

            Answered 2020-Jun-28 at 22:42

            You are probably facing with a submodule.
            Your www folder is pointing to another git repository.

            Please check in Github, if beside the folder name you have an hash, something like: www @ a773f5e.

            If this is correct, you should have also a file named .gitmodules in the root of the project.

            You can initialize and clone the submobule repository with the command: git submodule update --init

            Edit

            This is a gitlink.

            Typing git ls-tree HEAD www you should see the special mode 160000 at the very left. It is recorded from git as a submodule, but it isn't.

            To recover you need to:

            1. remove from the index the gitlink: git rm --cached www
              This command won't delete your files or your changes from the disk, just from the git's working index.
            2. delete the .git folder: rm -fr www/.git
            3. add the www folder to the index: git add www
            4. commit and push

            Now your www folder should act as a normal folder.

            Source https://stackoverflow.com/questions/62627612

            QUESTION

            How can I set default build target for Cargo?
            Asked 2020-May-04 at 15:49

            I tried to make 'Hello World' in Rust using this tutorial, but the build command is a bit verbose:

            ...

            ANSWER

            Answered 2018-Mar-23 at 15:49

            As listed in the Cargo documentation, you can create a .cargo/config and specify the target:

            Source https://stackoverflow.com/questions/49453571

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            You can download it from GitHub.

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