game-of-life | Simple Python implementation of Conway 's game of life
kandi X-RAY | game-of-life Summary
kandi X-RAY | game-of-life Summary
Simple Python implementation of Conway's game of life and other cellular automata, computed using numpy.fft
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Top functions reviewed by kandi - BETA
- Compute the sum of each pixel in the given state
- Convolve 2d convolution of 2d arrays
- Compute the automata for a given state
- Compute the sum of two pixel values
- Convolutional convolution of a 2D array
- Compute the replicator for a given state
- Generate seeds for a given state
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game-of-life Examples and Code Snippets
Community Discussions
Trending Discussions on game-of-life
QUESTION
I am following the Rust wasm tutorial. in which you build a game-of-life clone and am currently doing the "Initialize the universe with a single space ship" exercise.
To implement the ship I started a module which holds the ship data and associated functions to draw a ship to a grid. In this module I want to store some pre-made well known ships/patterns as for example the copperhead ship.
For the data structure I came up with following struct:
...ANSWER
Answered 2022-Apr-09 at 12:27I would say, make the format as human-readable as possible and let the computer convert it at runtime.
QUESTION
I tried to replicate the code in this post in my visual studio IDE and I got some errors even though I didn't change any part of the code. The code is from this post - Game of Life with OpenMP
This is the code from the post -
...ANSWER
Answered 2022-Jan-04 at 09:09Here, I answer your question in comments. The board of the Game of Life should be an infinite, two-dimensional orthogonal grid of square cells. Infinity can be 'approximated' by connecting the edges of the board. To do it the mod
function should be defined as a modulo function.
QUESTION
I have a React SPA simulating John Conway's Game of Life. On initialisation/load the app needs to check the height and width of the .gridContainer element in order for it to know how many rows and columns to draw for the grid (see Ref 1). The problem is, the grid isn't initialising on load. However, for some strange reason does initialise if you click the 'Clear' button twice. Please view game-of-life-sage.vercel.app and click 'Clear' twice'. - console logs included.
From console logging everything it seems the grid only initialises if the clearGrid function is called after numRows and numCols has been defined, which makes sense. How do I setGrid (Ref 2 below) only after numRows and numCols have been initialised without creating a 'React Hook "useState" is called conditionally' error? I can't put it in a useEffect with dependancies of numRows and numCols either as I get "React Hook "useState" cannot be called inside a callback".
...ANSWER
Answered 2021-Aug-01 at 09:23As Drew said, you cannot use hooks in your useEffect (all hooks must be called on every render)
The problem in your code is you initialize grid
with clearGrid()
on the first render. but numRows
used in that function still undefined.
you can use useRef and useEffect to initalize your grid
QUESTION
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 u16
s 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 u8
s.
So, as a simplified example:
...ANSWER
Answered 2021-May-19 at 14:30Absolutely 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.
- Your code is unreadable, you even said so yourself.
- 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 isusize
, notu8
oru16
, 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 readusize
which is its natural register size and already properly aligned in memory. - "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. - Now, why does it stop me from inputting
257usize
,1456usize
...Nusize
? - 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 Grid
s 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 usize
s. 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.
QUESTION
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 00:36This 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.
QUESTION
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:
ANSWER
Answered 2021-Feb-08 at 11:28When match
gives Ok(Config::WorldDef { ... dead_char: Some(&d), alive_char: Some(&a), }
the two last references are slices from String
s 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 String
s 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.
QUESTION
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 21:12In 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%
.
QUESTION
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 15:19I 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
QUESTION
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 16:51It 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
:
QUESTION
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 16:53Your 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:
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Install game-of-life
You can use game-of-life like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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