Initial Commit
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class CA {
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int[] cells; // An array of 0s and 1s
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int generation; // How many generations?
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int scl; // How many pixels wide/high is each cell?
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int[] rules; // An array to store the ruleset, for example {0,1,1,0,1,1,0,1}
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CA(int[] r) {
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rules = r;
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scl = 1;
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cells = new int[width/scl];
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restart();
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}
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// Set the rules of the CA
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void setRules(int[] r) {
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rules = r;
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}
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// Make a random ruleset
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void randomize() {
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for (int i = 0; i < 8; i++) {
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rules[i] = int(random(2));
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}
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}
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// Reset to generation 0
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void restart() {
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for (int i = 0; i < cells.length; i++) {
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cells[i] = 0;
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}
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cells[cells.length/2] = 1; // We arbitrarily start with just the middle cell having a state of "1"
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generation = 0;
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}
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// The process of creating the new generation
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void generate() {
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// First we create an empty array for the new values
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int[] nextgen = new int[cells.length];
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// For every spot, determine new state by examing current state, and neighbor states
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// Ignore edges that only have one neighor
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for (int i = 1; i < cells.length-1; i++) {
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int left = cells[i-1]; // Left neighbor state
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int me = cells[i]; // Current state
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int right = cells[i+1]; // Right neighbor state
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nextgen[i] = executeRules(left,me,right); // Compute next generation state based on ruleset
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}
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// Copy the array into current value
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for (int i = 1; i < cells.length-1; i++) {
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cells[i] = nextgen[i];
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}
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//cells = (int[]) nextgen.clone();
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generation++;
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}
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// This is the easy part, just draw the cells, fill 255 for '1', fill 0 for '0'
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void render() {
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for (int i = 0; i < cells.length; i++) {
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if (cells[i] == 1) {
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fill(255);
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} else {
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fill(0);
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}
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noStroke();
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rect(i*scl,generation*scl, scl,scl);
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}
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}
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// Implementing the Wolfram rules
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// Could be improved and made more concise, but here we can explicitly see what is going on for each case
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int executeRules (int a, int b, int c) {
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if (a == 1 && b == 1 && c == 1) { return rules[0]; }
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if (a == 1 && b == 1 && c == 0) { return rules[1]; }
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if (a == 1 && b == 0 && c == 1) { return rules[2]; }
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if (a == 1 && b == 0 && c == 0) { return rules[3]; }
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if (a == 0 && b == 1 && c == 1) { return rules[4]; }
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if (a == 0 && b == 1 && c == 0) { return rules[5]; }
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if (a == 0 && b == 0 && c == 1) { return rules[6]; }
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if (a == 0 && b == 0 && c == 0) { return rules[7]; }
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return 0;
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}
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// The CA is done if it reaches the bottom of the screen
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boolean finished() {
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if (generation > height/scl) {
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return true;
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} else {
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return false;
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}
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}
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}
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@@ -0,0 +1,37 @@
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/**
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* Wolfram Cellular Automata
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* by Daniel Shiffman.
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*
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* Simple demonstration of a Wolfram 1-dimensional cellular automata
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* When the system reaches bottom of the window, it restarts with a new ruleset
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* Mouse click restarts as well.
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*/
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CA ca; // An instance object to describe the Wolfram basic Cellular Automata
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void setup() {
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size(640, 360);
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int[] ruleset = {0,1,0,1,1,0,1,0}; // An initial rule system
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ca = new CA(ruleset); // Initialize CA
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background(0);
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}
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void draw() {
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ca.render(); // Draw the CA
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ca.generate(); // Generate the next level
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if (ca.finished()) { // If we're done, clear the screen, pick a new ruleset and restart
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background(0);
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ca.randomize();
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ca.restart();
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}
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}
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void mousePressed() {
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background(0);
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ca.randomize();
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ca.restart();
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}
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