rlife 0.0.1
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- data/README +5 -0
- data/Rakefile +12 -0
- data/lib/cell.rb +44 -0
- data/lib/cellgrid.rb +66 -0
- data/lib/conway_fx_gui.rb +89 -0
- data/lib/fx_grid_canvas.rb +89 -0
- data/test/test_cell.rb +83 -0
- data/test/test_cellgrid.rb +110 -0
- metadata +61 -0
data/README
ADDED
data/Rakefile
ADDED
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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# 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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# 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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# 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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# 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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# 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
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data/lib/cellgrid.rb
ADDED
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require 'cell'
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class CellGrid
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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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def cell_at (row, column)
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@cells[row][column]
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end
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def row_count
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@cells.size
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end
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def column_count
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@cells[0].size
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end
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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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# 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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# 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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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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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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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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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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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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The rules of evolution are as follows:
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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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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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quitButton.connect(SEL_COMMAND) {
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getApp().exit(0)
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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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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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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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if __FILE__ == $0
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# Construct an application
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application = FXApp.new("RLife", "rubygroup")
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# Construct the main window
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ConwayWindow.new(application)
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# Create the application
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application.create
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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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include Fox
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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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# 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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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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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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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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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
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data/test/test_cell.rb
ADDED
@@ -0,0 +1,83 @@
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require 'test/unit'
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require 'cell'
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class CellTest < Test::Unit::TestCase
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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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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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c1.add_neighbor c2
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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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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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c1.add_neighbor c2
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c1.add_neighbor c2
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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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37
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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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c1.add_neighbor c2
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assert_equal 0, c1.number_of_live_neighbors
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c2.cell_state = :live
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assert_equal 1, c1.number_of_live_neighbors
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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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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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c1.transition_state
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assert_equal :live, c1.cell_state
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75
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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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81
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end
|
82
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+
|
83
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end
|
@@ -0,0 +1,110 @@
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1
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require 'cell'
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2
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require 'cellgrid'
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3
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require 'test/unit'
|
4
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+
|
5
|
+
class CellGridTest < Test::Unit::TestCase
|
6
|
+
ROWS = 10
|
7
|
+
COLUMNS = 5
|
8
|
+
|
9
|
+
def setup
|
10
|
+
@cell_grid = CellGrid.new ROWS, COLUMNS
|
11
|
+
end
|
12
|
+
|
13
|
+
def test_get_cell_at
|
14
|
+
cell = @cell_grid.cell_at(2, 2)
|
15
|
+
assert_not_nil cell
|
16
|
+
assert_equal :dead, cell.cell_state
|
17
|
+
end
|
18
|
+
|
19
|
+
def test_column_count
|
20
|
+
assert_equal COLUMNS, @cell_grid.column_count
|
21
|
+
end
|
22
|
+
|
23
|
+
def test_row_count
|
24
|
+
assert_equal ROWS, @cell_grid.row_count
|
25
|
+
end
|
26
|
+
|
27
|
+
def test_number_of_neighbors
|
28
|
+
cell = @cell_grid.cell_at(0, 0)
|
29
|
+
|
30
|
+
# corner cells should all have 3 neighbors
|
31
|
+
assert_equal 3, cell.number_of_neighbors
|
32
|
+
cell = @cell_grid.cell_at(0, COLUMNS - 1)
|
33
|
+
assert_equal 3, cell.number_of_neighbors
|
34
|
+
cell = @cell_grid.cell_at(ROWS - 1, COLUMNS - 1)
|
35
|
+
assert_equal 3, cell.number_of_neighbors
|
36
|
+
cell = @cell_grid.cell_at(ROWS - 1, 0)
|
37
|
+
assert_equal 3, cell.number_of_neighbors
|
38
|
+
|
39
|
+
# cells in the first and last row (except corners) should all have 5 neighbors
|
40
|
+
for column in 1...COLUMNS-1
|
41
|
+
cell = @cell_grid.cell_at(0, column)
|
42
|
+
assert_equal 5, cell.number_of_neighbors
|
43
|
+
cell = @cell_grid.cell_at(ROWS - 1, column)
|
44
|
+
assert_equal 5, cell.number_of_neighbors
|
45
|
+
end
|
46
|
+
|
47
|
+
# cells in the first and last column (except corners) should all ahve 5 neighbors
|
48
|
+
for row in 1...ROWS-1
|
49
|
+
cell = @cell_grid.cell_at(row, 0)
|
50
|
+
assert_equal 5, cell.number_of_neighbors
|
51
|
+
cell = @cell_grid.cell_at(row, COLUMNS-1)
|
52
|
+
assert_equal 5, cell.number_of_neighbors
|
53
|
+
end
|
54
|
+
|
55
|
+
# cells not along the edges should each have 8 neighbors
|
56
|
+
for row in 1...ROWS-1
|
57
|
+
for column in 1...COLUMNS-1
|
58
|
+
cell = @cell_grid.cell_at(row, column)
|
59
|
+
assert_equal 8, cell.number_of_neighbors
|
60
|
+
end
|
61
|
+
end
|
62
|
+
end
|
63
|
+
|
64
|
+
def test_lonely_cell
|
65
|
+
cell = @cell_grid.cell_at(3, 3)
|
66
|
+
assert_equal :dead, cell.cell_state
|
67
|
+
cell.cell_state = :live
|
68
|
+
@cell_grid.evolve
|
69
|
+
assert_equal :dead, cell.cell_state
|
70
|
+
end
|
71
|
+
|
72
|
+
def test_overcrowded_cell
|
73
|
+
c1 = @cell_grid.cell_at(0, 0)
|
74
|
+
c1.cell_state = :live
|
75
|
+
c2 = @cell_grid.cell_at(1, 0)
|
76
|
+
c2.cell_state = :live
|
77
|
+
c3 = @cell_grid.cell_at(2, 0)
|
78
|
+
c3.cell_state = :live
|
79
|
+
c4 = @cell_grid.cell_at(0, 1)
|
80
|
+
c4.cell_state = :live
|
81
|
+
crowded_cell = @cell_grid.cell_at(1, 1)
|
82
|
+
crowded_cell.cell_state = :live
|
83
|
+
|
84
|
+
@cell_grid.evolve
|
85
|
+
|
86
|
+
assert_equal :dead, crowded_cell.cell_state
|
87
|
+
end
|
88
|
+
|
89
|
+
def test_new_birth
|
90
|
+
c1 = @cell_grid.cell_at(0, 0)
|
91
|
+
c1.cell_state = :live
|
92
|
+
c2 = @cell_grid.cell_at(1, 0)
|
93
|
+
c2.cell_state = :live
|
94
|
+
c3 = @cell_grid.cell_at(2, 0)
|
95
|
+
c3.cell_state = :live
|
96
|
+
|
97
|
+
candidate_cell = @cell_grid.cell_at(1, 1)
|
98
|
+
|
99
|
+
assert_equal :dead, candidate_cell.cell_state
|
100
|
+
@cell_grid.evolve
|
101
|
+
assert_equal :live, candidate_cell.cell_state
|
102
|
+
end
|
103
|
+
|
104
|
+
def test_kill_all
|
105
|
+
c1 = @cell_grid.cell_at(3, 3)
|
106
|
+
c1.cell_state = :live
|
107
|
+
@cell_grid.kill_all
|
108
|
+
assert_equal :dead, c1.cell_state
|
109
|
+
end
|
110
|
+
end
|
metadata
ADDED
@@ -0,0 +1,61 @@
|
|
1
|
+
--- !ruby/object:Gem::Specification
|
2
|
+
rubygems_version: 0.8.11
|
3
|
+
specification_version: 1
|
4
|
+
name: rlife
|
5
|
+
version: !ruby/object:Gem::Version
|
6
|
+
version: 0.0.1
|
7
|
+
date: 2006-06-14 00:00:00 -05:00
|
8
|
+
summary: A Ruby implementation of Conway's Game Of Life
|
9
|
+
require_paths:
|
10
|
+
- lib
|
11
|
+
email: brown_j@ociweb.com
|
12
|
+
homepage: http://rubyforge.org/projects/rlife
|
13
|
+
rubyforge_project:
|
14
|
+
description:
|
15
|
+
autorequire: conway_fx_gui
|
16
|
+
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
|
24
|
+
version:
|
25
|
+
platform: ruby
|
26
|
+
signing_key:
|
27
|
+
cert_chain:
|
28
|
+
authors:
|
29
|
+
- Jeff S. Brown
|
30
|
+
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
|
+
|
50
|
+
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
|
60
|
+
version: 1.4.4
|
61
|
+
version:
|