Re: Conway's game of life
On Monday, 2 February 2015 at 16:58:43 UTC, bearophile wrote: The quality of the D GC is not important for a simple Life implementation, you just need two arrays. Here's my 30 minute sandwich-break version, sorry it's not very arractive 'D'... import std.stdio; import std.random; void main(){ enum WORLDSIZE = 20; enum INITIALPOP = 70; //experimental enum DEAD = 0; enum ALIVE = 1; int world[WORLDSIZE][WORLDSIZE]; int buffer[WORLDSIZE][WORLDSIZE]; //sprinkle life foreach(i; 0..INITIALPOP){ //find an empty cell int rX, rY; do{ rX = uniform(0, WORLDSIZE); rY = uniform(0, WORLDSIZE); } while(world[rX][rY] == ALIVE); world[rX][rY] = ALIVE; } //loop forever while (true){ //work on the buffer buffer = world; foreach(x; 0..WORLDSIZE){ foreach(y; 0..WORLDSIZE){ int neighbourCount; //get index to left, right, above and below current cell, wrapping if necessary int left = (x == 0) ? WORLDSIZE-1 : x-1; int right = (x == (WORLDSIZE-1) ) ? 0 : x+1; int top = (y == 0) ? WORLDSIZE-1 : y-1; int bottom = (y == (WORLDSIZE-1) ) ? 0 : y+1; //add up surrounding cells neighbourCount += world[left][y]; neighbourCount += world[left][top]; neighbourCount += world[left][bottom]; neighbourCount += world[x][top]; neighbourCount += world[x][bottom]; neighbourCount += world[right][top]; neighbourCount += world[right][y]; neighbourCount += world[right][bottom]; //if this cell is alive if( world[x][y] == ALIVE){ //decide what to do switch(neighbourCount){ case 2: buffer[x][y] = ALIVE; break; case 3: buffer[x][y] = ALIVE; break; default: buffer[x][y] = DEAD; } } else{ //just like today's news, newborn has three parents! if(neighbourCount == 3) buffer[x][y] = ALIVE; } } } //update world with contents of buffer world = buffer; //show current state of world with fancy graphics :P foreach(x; 0..WORLDSIZE){ foreach(y; 0..WORLDSIZE){ write( world[x][y] == ALIVE ? X : . ); } writeln(); } readln(); }//end loop }
Re: Conway's game of life
On Tuesday, 3 February 2015 at 13:35:37 UTC, Paul wrote: On Monday, 2 February 2015 at 16:58:43 UTC, bearophile wrote: The quality of the D GC is not important for a simple Life implementation, you just need two arrays. Here's my 30 minute sandwich-break version, sorry it's not very arractive 'D'... Meant to say - hold down return to avoid tedium and Ctrl+C to quit (of course!).
Re: Conway's game of life
On Tuesday, 3 February 2015 at 14:01:51 UTC, bearophile wrote: Paul: enum WORLDSIZE = 20; enum INITIALPOP = 70; //experimental enum DEAD = 0; enum ALIVE = 1; D enums don't need to be ALL UPPERCASE :-) int world[WORLDSIZE][WORLDSIZE]; Don't forget to compile with warnings active (it's a design error of the D compiler to have them disabled by default). foreach(i; 0..INITIALPOP){ It's less bug-prone to make that index immutable: foreach(immutable i; 0 .. initialPop) { Bye, bearophile Thanks for the comments. The all-caps enums is just habit. I don't get any warnings using the dmd -w switch, I take it you mean use int[size][size] var instead? Regarding the immutable loop variable, I've conditioned myself never to interfere with loop control values - it gives me the same bad feeling as goto/continue (and to a lesser extent 'break').
Re: Conway's game of life
Paul: Regarding the immutable loop variable, I've conditioned myself never to interfere with loop control values But adding immutable you don't risk modifying the variable by mistake. It's another design mistake of D. Variables (like foreach loop indexes) must be immutable by default because otherwise programmers often don't bother making them immutable. It's a lost war. Bye, bearophile
Re: Conway's game of life
Paul: enum WORLDSIZE = 20; enum INITIALPOP = 70; //experimental enum DEAD = 0; enum ALIVE = 1; D enums don't need to be ALL UPPERCASE :-) int world[WORLDSIZE][WORLDSIZE]; Don't forget to compile with warnings active (it's a design error of the D compiler to have them disabled by default). foreach(i; 0..INITIALPOP){ It's less bug-prone to make that index immutable: foreach(immutable i; 0 .. initialPop) { Bye, bearophile
Re: Conway's game of life
On 2015-02-02 at 12:23, FG wrote: Cell(0,3) is not a neighbour bit fits the (diff1 == 1 || diff2 == 1) criterion. s/bit/but/
Re: Conway's game of life
Bloody Thunderbird has sent a reply to the OP and not to the NG. On 2015-02-02 at 11:45, gedaiu wrote: I don't think that the line of code is wrong. If use the function will check for neighbours only on diagonals. Having || allows the search on the vertical and horizontal axis and diagonals. In short: Yes, alone would check only diagonals, but I forgot to tell you to also change the ==. (diff1 == 1 || diff2 == 1) -- bad, accepts whole neighbouring rows and columns (diff1 == 1 diff2 == 1) -- bad, accepts only neighbouring diagonals (diff1 = 1 diff2 = 1) -- correct, I think :) This unittest should show the difference: unittest { CellList world = [ Cell(0,0), Cell(0,1), Cell(0,2), Cell(0,3) ]; assertEqual(Cell(1,1).neighbours(world), 3); } Cell(0,3) is not a neighbour bit fits the (diff1 == 1 || diff2 == 1) criterion.
Re: Conway's game of life
Uf... you are right! I've fixed it. Thanks! On Monday, 2 February 2015 at 11:23:17 UTC, FG wrote: Bloody Thunderbird has sent a reply to the OP and not to the NG. On 2015-02-02 at 11:45, gedaiu wrote: I don't think that the line of code is wrong. If use the function will check for neighbours only on diagonals. Having || allows the search on the vertical and horizontal axis and diagonals. In short: Yes, alone would check only diagonals, but I forgot to tell you to also change the ==. (diff1 == 1 || diff2 == 1) -- bad, accepts whole neighbouring rows and columns (diff1 == 1 diff2 == 1) -- bad, accepts only neighbouring diagonals (diff1 = 1 diff2 = 1) -- correct, I think :) This unittest should show the difference: unittest { CellList world = [ Cell(0,0), Cell(0,1), Cell(0,2), Cell(0,3) ]; assertEqual(Cell(1,1).neighbours(world), 3); } Cell(0,3) is not a neighbour bit fits the (diff1 == 1 || diff2 == 1) criterion.
Re: Conway's game of life
I don't think that the line of code is wrong. If use the function will check for neighbours only on diagonals. Having || allows the search on the vertical and horizontal axis and diagonals. There are some tests that check the function: unittest { CellList world = [ Cell(0,0), Cell(0,1), Cell(0,2), Cell(1,0), Cell(1,2), Cell(2,0), Cell(2,1), Cell(2,2) ]; assertEqual(Cell(1,1).neighbours(world), world.length); } unittest { CellList world = [ Cell(0,0), Cell(1,1), Cell(2,2), Cell(3,3) ]; assertEqual(Cell(1,1).neighbours(world), 2); } I don't see a glitch. Thanks, Bogdan On Sunday, 1 February 2015 at 22:51:42 UTC, FG wrote: On 2015-02-01 at 22:00, gedaiu wrote: I implemented Conway's game of life in D. I think you are playing a different game here. /// Count cell neighbours long neighbours(Cell myCell, CellList list) { long cnt; foreach(cell; list) { auto diff1 = abs(myCell.x - cell.x); auto diff2 = abs(myCell.y - cell.y); if(diff1 == 1 || diff2 == 1) cnt++; // Why || instead of ??? } return cnt; }
Re: Conway's game of life
It's true that I have to change that function. Thanks for the notice! Why do you think that D's GC is crap? On Sunday, 1 February 2015 at 21:54:43 UTC, Foo wrote: On Sunday, 1 February 2015 at 21:00:07 UTC, gedaiu wrote: Hi, I implemented Conway's game of life in D. What do you think that I can improve to this program to take advantage of more D features? https://github.com/gedaiu/Game-Of-Life-D Thanks, Bogdan For each remove you create a new array. That is lavish. You should use a bool inside the struct Cell. If it's false, the cell is not displayed and is out of the game. My suggestion: don't use the D GC, it's crap. Try to circumvent the GC wherever possible. Therefore you should use the -vgc compiler flag and the @nogc attribute.
Re: Conway's game of life
gedaiu: https://github.com/gedaiu/Game-Of-Life-D A bare-bones implementation: http://rosettacode.org/wiki/Conway%27s_Game_of_Life#Faster_Version The quality of the D GC is not important for a simple Life implementation, you just need two arrays. Bye, bearophile
Re: Conway's game of life
1. I prefer alias CellList = Cell[]; over alias Cell[] CellList; 2. Do you really need to create a complete new CellList for every single removal? If so, you'd know the size of the new list in advance and can allocate it directly at the correct size. I get the impression that you think Cell[] is a linked list but it's an array slice.
Re: Conway's game of life
On 2015-02-01 at 22:00, gedaiu wrote: I implemented Conway's game of life in D. I think you are playing a different game here. /// Count cell neighbours long neighbours(Cell myCell, CellList list) { long cnt; foreach(cell; list) { auto diff1 = abs(myCell.x - cell.x); auto diff2 = abs(myCell.y - cell.y); if(diff1 == 1 || diff2 == 1) cnt++; // Why || instead of ??? } return cnt; }
Conway's game of life
Hi, I implemented Conway's game of life in D. What do you think that I can improve to this program to take advantage of more D features? https://github.com/gedaiu/Game-Of-Life-D Thanks, Bogdan
Re: Conway's game of life
On Sunday, 1 February 2015 at 21:00:07 UTC, gedaiu wrote: Hi, I implemented Conway's game of life in D. What do you think that I can improve to this program to take advantage of more D features? https://github.com/gedaiu/Game-Of-Life-D Thanks, Bogdan For each remove you create a new array. That is lavish. You should use a bool inside the struct Cell. If it's false, the cell is not displayed and is out of the game. My suggestion: don't use the D GC, it's crap. Try to circumvent the GC wherever possible. Therefore you should use the -vgc compiler flag and the @nogc attribute.
Re: Conway's game of life
On Sunday, 1 February 2015 at 21:00:07 UTC, gedaiu wrote: Hi, I implemented Conway's game of life in D. What do you think that I can improve to this program to take advantage of more D features? https://github.com/gedaiu/Game-Of-Life-D Thanks, Bogdan If the subject of the game Life is interesting to you, look at these links: http://en.wikipedia.org/wiki/Hashlife http://golly.sourceforge.net