rlife 0.0.1

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data/README ADDED
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+ To launch the application execute the following command:
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+
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+ rake run
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+
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+
data/Rakefile ADDED
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+ require 'rake'
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+ require 'rake/testtask'
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+
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+ task :default => [:run_tests]
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+
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+ desc "Run unit tests"
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+ Rake::TestTask.new("run_tests")
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+
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+ desc "Launches the Conway GUI"
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+ task :run do
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+ ruby "-Clib conway_fx_gui.rb"
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+ end
data/lib/cell.rb ADDED
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+ class Cell
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+ attr_accessor :cell_state
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+ attr_writer :queued_state
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+ attr_reader :neighbors
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+ protected :neighbors
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+
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+ # creates a new Cell with a state of "dead"
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+ def initialize
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+ @neighbors = []
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+ @cell_state = :dead
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+ @queued_state = nil
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+ end
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+
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+ # adds a neighbor to this cell. this
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+ # method takes care of hooking up the bi-directional
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+ # relationship so the 2 cells do not need to be added
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+ # to each other as neighbors, only 1 of them needs
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+ # to be notified of the relationship
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+ def add_neighbor(cell)
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+ unless @neighbors.include? cell
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+ @neighbors << cell
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+ cell.neighbors << self
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+ end
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+ end
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+
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+ # return the number of neighbors that this cell has
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+ def number_of_neighbors
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+ @neighbors.size
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+ end
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+
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+ # returns the number of live neighbors this cell has
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+ def number_of_live_neighbors
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+ live_neighbors = @neighbors.find_all {|cell| cell.cell_state == :live}
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+ live_neighbors.size
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+ end
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+
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+ # Transitions this cell to its next state of evolution
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+ def transition_state
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+ if @queued_state != nil
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+ @cell_state = @queued_state
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+ @queued_state = nil
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+ end
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+ end
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+ end
data/lib/cellgrid.rb ADDED
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+ require 'cell'
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+
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+ class CellGrid
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+
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+ def initialize (rows, columns)
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+ @cells = Array.new rows
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+ for row in 0...rows
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+ @cells[row] = Array.new columns
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+ for column in 0...columns
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+ cell = Cell.new
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+ @cells[row][column] = cell
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+ if row > 0
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+ cell.add_neighbor @cells[row-1][column]
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+ cell.add_neighbor @cells[row-1][column+1] if column <= columns - 2
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+ end
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+ if column > 0
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+ cell.add_neighbor @cells[row][column-1]
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+ cell.add_neighbor @cells[row-1][column-1] if row > 0
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+ end
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+ end
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+ end
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+ end
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+
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+ def cell_at (row, column)
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+ @cells[row][column]
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+ end
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+
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+ def row_count
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+ @cells.size
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+ end
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+
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+ def column_count
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+ @cells[0].size
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+ end
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+
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+ def evolve
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+ each_cell do |cell|
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+ # kill the lonely
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+ cell.queued_state = :dead if cell.cell_state == :live && cell.number_of_live_neighbors < 2
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+
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+ # kill the overcrowded
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+ cell.queued_state = :dead if cell.cell_state == :live && cell.number_of_live_neighbors > 3
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+
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+ # give birth
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+ cell.queued_state = :live if cell.cell_state == :dead && cell.number_of_live_neighbors == 3
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+ end
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+ each_cell do |cell|
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+ cell.transition_state
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+ end
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+ end
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+
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+ def kill_all
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+ each_cell do |cell|
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+ cell.cell_state = :dead
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+ cell.queued_state = nil
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+ end
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+ end
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+
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+ def each_cell
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+ @cells.each do |row|
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+ row.each do |cell|
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+ yield cell
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+ end
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+ end
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+ end
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+ end
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+ require 'fox14'
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+ require 'fx_grid_canvas'
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+ require 'cellgrid'
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+ include Fox
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+
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+ class ConwayWindow < FXMainWindow
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+ WIDTH = 769
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+ HEIGHT = 430
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+ GRIDSIZE = 25
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+ def initialize(app)
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+ super(app, "RLife - Conways Game Of Life", nil, nil, DECOR_TITLE | DECOR_BORDER | DECOR_CLOSE |LAYOUT_FILL_X|LAYOUT_FILL_Y, 0, 0, WIDTH, HEIGHT)
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+ FXToolTip.new(app)
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+ FXStatusBar.new(self, LAYOUT_SIDE_BOTTOM|LAYOUT_FILL_X)
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+ @cell_grid = CellGrid.new(16, 16)
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+
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+ rightFrame = FXVerticalFrame.new(self,LAYOUT_SIDE_TOP|LAYOUT_SIDE_RIGHT|LAYOUT_FILL_Y)
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+ desc = <<EOS
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+ Conway's Game Of Life is a cellular automaton originally conceived by
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+ John Conway in the early 1970's.
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+
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+ Use the mouse to interactively define a starting grid by clicking on
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+ cells in the grid to bring them to life. Clicking on a cell toggles its
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+ live state. Click and drag to bring a bunch of cells to life. Live
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+ cells are represented with green circles.
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+
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+ The rules of evolution are as follows:
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+
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+ - If a live cell has more than 3 live neighbors, it dies from overcrowding
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+ - If a live cell has fewer than 2 live neighbors, it dies from loneliness
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+ - If a dead cell has exactly 3 live neighbors, it comes to life
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+
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+ Click the \"Evolve\" button to iterate through generations one at a time.
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+ Click the "Clear" button to clear the grid.
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+ EOS
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+ FXLabel.new(rightFrame, desc, nil, JUSTIFY_LEFT)
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+ buttonFrame = FXHorizontalFrame.new(rightFrame,
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+ LAYOUT_SIDE_TOP|LAYOUT_SIDE_RIGHT|LAYOUT_FILL_Y)
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+ nextGenerationButton = FXButton.new(buttonFrame,
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+ "&Evolve\tEvolve The System\tEvolve The System",
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+ nil, nil, 0,FRAME_RAISED|FRAME_THICK|LAYOUT_FIX_WIDTH|LAYOUT_FIX_HEIGHT,0, 0,
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+ 70, 30)
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+ clearButton = FXButton.new(buttonFrame,
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+ "&Clear\tClear all live cells\tClear all live cells",
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+ nil, nil, 0,FRAME_RAISED|FRAME_THICK|LAYOUT_FIX_WIDTH|LAYOUT_FIX_HEIGHT,0, 0,
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+ 70, 30)
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+ quitButton = FXButton.new(buttonFrame,
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+ "&Quit\tExit the Program\tExit the Program",
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+ nil, nil, 0,FRAME_RAISED|FRAME_THICK|LAYOUT_FIX_WIDTH|LAYOUT_FIX_HEIGHT,0, 0,
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+ 70, 30)
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+ canvasFrame = FXVerticalFrame.new(self,
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+ FRAME_RIDGE|LAYOUT_FILL_X|LAYOUT_FILL_Y|
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+ LAYOUT_TOP|LAYOUT_LEFT,
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+ 0, 0, 0, 0, 0,0,0,0)
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+ @canvas = GridCanvas.new(canvasFrame, @cell_grid)
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+
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+ quitButton.connect(SEL_COMMAND) {
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+ getApp().exit(0)
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+ }
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+
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+ nextGenerationButton.connect(SEL_COMMAND) {
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+ @cell_grid.evolve
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+ @canvas.draw_grid
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+ }
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+
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+ clearButton.connect(SEL_COMMAND) {
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+ @cell_grid.kill_all
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+ @canvas.draw_grid
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+ }
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+ end
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+
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+ def create
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+ super
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+ show(PLACEMENT_SCREEN)
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+ end
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+ end
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+
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+ if __FILE__ == $0
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+ # Construct an application
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+ application = FXApp.new("RLife", "rubygroup")
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+
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+ # Construct the main window
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+ ConwayWindow.new(application)
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+
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+ # Create the application
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+ application.create
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+
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+ # Run it
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+ application.run
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+ end
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+ require 'fox14'
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+ require 'fox14/colors'
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+ require 'cellgrid'
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+
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+ include Fox
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+
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+ class GridCanvas < FXCanvas
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+ GRIDSIZE = 25
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+ def initialize(frame, cell_grid)
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+ super(frame, nil, 0, FRAME_RAISED|LAYOUT_FILL_X|LAYOUT_FILL_Y|LAYOUT_TOP|LAYOUT_LEFT)
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+ @cell_grid = cell_grid
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+ @width = @cell_grid.column_count * GRIDSIZE
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+ @height = @cell_grid.row_count * GRIDSIZE
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+ @grid_background = FXColor::DarkGray
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+ @grid_foreground = FXColor::LightGray
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+ @live_cell_color = FXColor::SpringGreen
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+ @dragging = false
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+ connect(SEL_PAINT) do |sender, sel, event|
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+ draw_grid
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+ end
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+
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+ # the dragging stuff here is almost certainly not the
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+ # "correct" way to git-r-dun... pending enlightenment
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+ connect(SEL_LEFTBUTTONPRESS) do |sender, sel, event|
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+ toggle_cell_at_location(event.click_x, event.click_y)
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+ @dragging = true
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+ end
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+ connect(SEL_LEFTBUTTONRELEASE) do |sender, sel, event|
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+ @dragging = false
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+ end
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+ connect(SEL_MOTION) do |sender, sel, event|
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+ handle_drag(event.win_x, event.win_y) if @dragging
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+ end
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+ end
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+
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+ def draw_grid
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+ FXDCWindow.new(self) do |dc|
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+ self.backColor = @grid_background
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+ dc.foreground = self.backColor
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+ dc.fillRectangle(0, 0, width, height)
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+ dc.foreground = @grid_foreground
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+ 0.step(@width, GRIDSIZE) do |column|
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+ dc.drawLine(column, 0, column, @height)
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+ end
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+ 0.step(@height, GRIDSIZE) do |row|
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+ dc.drawLine(0, row, @width, row)
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+ end
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+ dc.foreground = @live_cell_color
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+ for row in 0...@cell_grid.row_count
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+ for column in 0...@cell_grid.column_count
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+ cell = @cell_grid.cell_at(row, column)
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+ if(cell.cell_state == :live)
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+ x = (column * GRIDSIZE) + (GRIDSIZE / 2)
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+ y = (row * GRIDSIZE) + (GRIDSIZE / 2)
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+ dc.fillCircle(x, y, GRIDSIZE / 3)
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+ end
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+ end
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+ end
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+ end
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+ end
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+
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+ def handle_drag(x, y)
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+ cell = cell_at_location(x, y)
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+ if cell && cell.cell_state == :dead
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+ cell.cell_state = :live
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+ draw_grid
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+ end
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+ end
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+
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+ def toggle_cell_at_location(x, y)
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+ cell = cell_at_location(x, y)
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+ if cell
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+ if cell.cell_state == :dead
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+ cell.cell_state = :live
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+ else
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+ cell.cell_state = :dead
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+ end
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+ draw_grid
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+ end
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+ end
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+
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+ def cell_at_location(x, y)
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+ cell = nil
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+ column = x / GRIDSIZE
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+ row = y / GRIDSIZE
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+ cell = @cell_grid.cell_at(row, column) if column < @cell_grid.column_count && row < @cell_grid.row_count
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+ cell
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+ end
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+ end
data/test/test_cell.rb ADDED
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+ require 'test/unit'
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+ require 'cell'
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+
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+ class CellTest < Test::Unit::TestCase
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+
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+ def test_initial_state
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+ c = Cell.new
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+ assert_equal :dead, c.cell_state
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+ end
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+
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+ def test_add_neighbor
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+ c1 = Cell.new
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+ c2 = Cell.new
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+ assert_equal 0, c1.number_of_neighbors
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+ assert_equal 0, c2.number_of_neighbors
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+
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+ c1.add_neighbor c2
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+
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+ assert_equal 1, c1.number_of_neighbors
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+ assert_equal 1, c2.number_of_neighbors
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+ end
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+
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+ def test_add_neighbor_multiple_times
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+ c1 = Cell.new
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+ c2 = Cell.new
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+ assert_equal 0, c1.number_of_neighbors
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+ assert_equal 0, c2.number_of_neighbors
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+
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+ c1.add_neighbor c2
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+ c1.add_neighbor c2
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+
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+ assert_equal 1, c1.number_of_neighbors
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+ assert_equal 1, c2.number_of_neighbors
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+ end
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+
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+ def test_number_of_live_neighbors
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+ c1 = Cell.new
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+ c2 = Cell.new
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+ c3 = Cell.new
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+
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+ c1.add_neighbor c2
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+
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+ assert_equal 0, c1.number_of_live_neighbors
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+
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+ c2.cell_state = :live
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+
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+ assert_equal 1, c1.number_of_live_neighbors
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+
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+ c3.cell_state = :live
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+ c1.add_neighbor c3
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+ assert_equal 2, c1.number_of_live_neighbors
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+ end
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+
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+ def test_state_queuing
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+ c1 = Cell.new
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+ assert_equal :dead, c1.cell_state
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+
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+ c1.cell_state = :live
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+ assert_equal :live, c1.cell_state
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+
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+ c1.queued_state = :dead
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+ assert_equal :live, c1.cell_state
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+
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+ c1.transition_state
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+ assert_equal :dead, c1.cell_state
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+
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+ c1.queued_state = :live
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+ assert_equal :dead, c1.cell_state
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+
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+ c1.transition_state
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+ assert_equal :live, c1.cell_state
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+
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+ c1.transition_state
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+ assert_equal :live, c1.cell_state
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+
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+ c1.cell_state = :dead
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+ assert_equal :dead, c1.cell_state
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+
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+ c1.transition_state
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+ assert_equal :dead, c1.cell_state
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+ end
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+
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+ end
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+ require 'cell'
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+ require 'cellgrid'
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+ require 'test/unit'
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+
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+ class CellGridTest < Test::Unit::TestCase
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+ ROWS = 10
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+ COLUMNS = 5
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+
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+ def setup
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+ @cell_grid = CellGrid.new ROWS, COLUMNS
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+ end
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+
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+ def test_get_cell_at
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+ cell = @cell_grid.cell_at(2, 2)
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+ assert_not_nil cell
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+ assert_equal :dead, cell.cell_state
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+ end
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+
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+ def test_column_count
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+ assert_equal COLUMNS, @cell_grid.column_count
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+ end
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+
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+ def test_row_count
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+ assert_equal ROWS, @cell_grid.row_count
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+ end
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+
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+ def test_number_of_neighbors
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+ cell = @cell_grid.cell_at(0, 0)
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+
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+ # corner cells should all have 3 neighbors
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+ assert_equal 3, cell.number_of_neighbors
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+ cell = @cell_grid.cell_at(0, COLUMNS - 1)
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+ assert_equal 3, cell.number_of_neighbors
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+ cell = @cell_grid.cell_at(ROWS - 1, COLUMNS - 1)
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+ assert_equal 3, cell.number_of_neighbors
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+ cell = @cell_grid.cell_at(ROWS - 1, 0)
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+ assert_equal 3, cell.number_of_neighbors
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+
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+ # cells in the first and last row (except corners) should all have 5 neighbors
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+ for column in 1...COLUMNS-1
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+ cell = @cell_grid.cell_at(0, column)
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+ assert_equal 5, cell.number_of_neighbors
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+ cell = @cell_grid.cell_at(ROWS - 1, column)
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+ assert_equal 5, cell.number_of_neighbors
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+ end
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+
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+ # cells in the first and last column (except corners) should all ahve 5 neighbors
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+ for row in 1...ROWS-1
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+ cell = @cell_grid.cell_at(row, 0)
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+ assert_equal 5, cell.number_of_neighbors
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+ cell = @cell_grid.cell_at(row, COLUMNS-1)
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+ assert_equal 5, cell.number_of_neighbors
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+ end
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+
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+ # cells not along the edges should each have 8 neighbors
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+ for row in 1...ROWS-1
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+ for column in 1...COLUMNS-1
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+ cell = @cell_grid.cell_at(row, column)
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+ assert_equal 8, cell.number_of_neighbors
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+ end
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+ end
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+ end
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+
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+ def test_lonely_cell
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+ cell = @cell_grid.cell_at(3, 3)
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+ assert_equal :dead, cell.cell_state
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+ cell.cell_state = :live
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+ @cell_grid.evolve
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+ assert_equal :dead, cell.cell_state
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+ end
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+
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+ def test_overcrowded_cell
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+ c1 = @cell_grid.cell_at(0, 0)
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+ c1.cell_state = :live
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+ c2 = @cell_grid.cell_at(1, 0)
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+ c2.cell_state = :live
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+ c3 = @cell_grid.cell_at(2, 0)
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+ c3.cell_state = :live
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+ c4 = @cell_grid.cell_at(0, 1)
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+ c4.cell_state = :live
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+ crowded_cell = @cell_grid.cell_at(1, 1)
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+ crowded_cell.cell_state = :live
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+
84
+ @cell_grid.evolve
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+
86
+ assert_equal :dead, crowded_cell.cell_state
87
+ end
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+
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+ def test_new_birth
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+ c1 = @cell_grid.cell_at(0, 0)
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+ c1.cell_state = :live
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+ c2 = @cell_grid.cell_at(1, 0)
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+ c2.cell_state = :live
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+ c3 = @cell_grid.cell_at(2, 0)
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+ c3.cell_state = :live
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+
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+ candidate_cell = @cell_grid.cell_at(1, 1)
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+
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+ assert_equal :dead, candidate_cell.cell_state
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+ @cell_grid.evolve
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+ assert_equal :live, candidate_cell.cell_state
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+ end
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+
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+ def test_kill_all
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+ c1 = @cell_grid.cell_at(3, 3)
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+ c1.cell_state = :live
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+ @cell_grid.kill_all
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+ assert_equal :dead, c1.cell_state
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+ end
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+ end
metadata ADDED
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+ --- !ruby/object:Gem::Specification
2
+ rubygems_version: 0.8.11
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+ specification_version: 1
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+ name: rlife
5
+ version: !ruby/object:Gem::Version
6
+ version: 0.0.1
7
+ date: 2006-06-14 00:00:00 -05:00
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+ summary: A Ruby implementation of Conway's Game Of Life
9
+ require_paths:
10
+ - lib
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+ email: brown_j@ociweb.com
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+ homepage: http://rubyforge.org/projects/rlife
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+ rubyforge_project:
14
+ description:
15
+ autorequire: conway_fx_gui
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+ default_executable:
17
+ bindir: bin
18
+ has_rdoc: true
19
+ required_ruby_version: !ruby/object:Gem::Version::Requirement
20
+ requirements:
21
+ - - ">"
22
+ - !ruby/object:Gem::Version
23
+ version: 0.0.0
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+ version:
25
+ platform: ruby
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+ signing_key:
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+ cert_chain:
28
+ authors:
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+ - Jeff S. Brown
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+ files:
31
+ - lib/cell.rb
32
+ - lib/cellgrid.rb
33
+ - lib/conway_fx_gui.rb
34
+ - lib/fx_grid_canvas.rb
35
+ - Rakefile
36
+ - README
37
+ - test/test_cell.rb
38
+ - test/test_cellgrid.rb
39
+ test_files:
40
+ - test/test_cell.rb
41
+ - test/test_cellgrid.rb
42
+ rdoc_options: []
43
+
44
+ extra_rdoc_files: []
45
+
46
+ executables: []
47
+
48
+ extensions: []
49
+
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+ requirements: []
51
+
52
+ dependencies:
53
+ - !ruby/object:Gem::Dependency
54
+ name: fxruby
55
+ version_requirement:
56
+ version_requirements: !ruby/object:Gem::Version::Requirement
57
+ requirements:
58
+ - - "="
59
+ - !ruby/object:Gem::Version
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+ version: 1.4.4
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+ version: