Re: A82: Life


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Re: A82: Life





On Mon, 23 Mar 1998, Greg Milewski wrote:

> 
> i'd hit you if i wasn't in NY and you in Michigan.
>
Being in Michigan myself, I'll do it for you. I just need to know what
town. :)
 
> EVERY programmer should know what it is, so here's the docs from life.85s
> 
>   LIFE is: (in the 85 version)
> 
> Another addition to the collection of old classic games for TI-85. "Game
> of
> Life" was invented by mathematician John Conway in 1970.  I'm sure that
> all
> hackers out there have tried it at least once.  If you're smart and
> creative,
> it can be very intellectually stimulating.  It's a simulation game which
> can
> generate strange and beautiful patterns, sometimes in complex and
> interesting
> ways.  Yet Conway's rules of Life are delightfully simple:
> 
>    Conway proposed a simple model of growth & decay.  If a living cell
> has
> more than 3 living neighbors, it would die (overpopulation? starvation?
> not
> enough privacy?), and if it has less than 2 living neighbors, it also
> dies
> (loneliness? boredom?).  Thus a living cell can only survive with exactly
> two
> or three living neighbors.  On the other hand, a dead cell will come to
> life
> if it has exactly three living neighbors.  Each iteration therefore
> results in
> some cells coming to life, some dying, and some surviving unchanged.
> 
>    However this version of Life has a little expansion:  The Rules of
> Life are
> changeable!  The rules say what judgement will a cell have on having X
> neighbor(s).  Possible judgements are death, survival and birth.  So a
> table
> is constructed it has 9 indexes (0 to 8 neighbors) and contains a boolean
> value that is %00=0 for death, %01=1 for survival, %10=2 for birth and
> %11=3
> for both survival and birth.  (The boolean-stuff is an optimization
> hack...)
>    The default 'Conway' table is 0,0,1,3,0,0,0,0,0. Ie. no neighbors =
> death,
> one neighbor = death, two neighbors = survival, three neighbors = birth
> and
> survival, four neighbor = death, etc...
> 
> 
> -Greg
> 
>         "You know, it's at times like this when I'm trapped in a Vogon
> airlock with a man from Betelgeuse and about to die of asphyxiation in
> deep space that I really wish I'd listened to what my mother told me when
> I was young!"
>         "Why, what did she tell you?"
>         "I don't know, I didn't listen."
>                 -- Douglas Adams, "The Hitchhiker's Guide to the Galaxy"
> 
> On Mon, 23 Mar 1998 18:53:26 EST ADAMMAN106 <ADAMMAN106@aol.com> writes:
> >
> >Hmm...I haven't tried the game yet, but it doesn't sound too much like 
> >the
> >Life I'm used to.  Isn't Life that board game where you get a job, 
> >have pay
> >days, pay taxes, etc?
> >
> >~Adamman
> >
> >In a message dated 98-03-23 15:20:30 EST, you write:
> >
> >> I wasn't aware that there was an 85 version - but I went to 
> >ticalc.org
> >>  and found it.  It works totally differently than mine does - from 
> >what i
> >>  could read in the documentation it uses the graph memory as the 
> >array,
> >>  and then kills or creates life in a cell by counting the number of
> >>  neighbors each cell has every generation.  Mine represents each 
> >cell as
> >>  a byte in the APD_BUF - one bit determining if it is alive, another
> >>  determining if it will survive to the next generation, and 4 bits
> >>  holding the number of neighbors.  Each time a cell dies or is born, 
> >i
> >>  simply increment or decrement the number of neighbors of each of 
> >the
> >>  surrounding cells.  I think it works faster than his algorithm 
> >because
> >>  it doesn't have to recalculate the number of neighbors every cell 
> >has
> >>  every generation.  Unfortunately, I don't have access to an 85, so 
> >i
> >>  can't see if I'm right or not.  As for it being bloated - the size 
> >of
> >>  his program is approximately 700 bytes (it is 732 bytes before it 
> >is
> >>  sent to the calculator).  Mine is 635 bytes if you compare the 
> >programs
> >>  more equally - take the size of the demo program, which doesn't 
> >have any
> >>  input routines or instructions, and subtract 256 bytes because it
> >>  includes a whole sample array.  So, although I know my coding isn't 
> >the
> >>  most compact or efficient, it isn't that bloated.  If you want, i 
> >could
> >>  release a version without a title screen or instructions but still 
> >with
> >>  the input routine - it would be 943 bytes.
> >>  
> >>  - Bryan Catanzaro
> >>  
> >>  
> >>  L0rdG0aT, Lord of sodomy and of darkness wrote:
> >>  > 
> >>  > i will look further into the matter... when I get home... i can't 
> >access
> >>  > any Java-capable computers until i'm home.... i also want to find 
> >out who
> >>  > made the ti85 version, because i'll either mail you the source & 
> >you can
> >>  > prot it yourself (great capabilities...  draw on the graph 
> >screen, and
> >>  > then you can run life on the contents... very good verison...)
> >>  > 
> >>  > as for yours, it's a great version, but I believe that there's 
> >something
> >>  > wrong with the coding... also, why is it that the game is 
> >bloated?  are
> >>  > your routines built in, or did you enhance the game in any way?
> >>  > 
> >>  > -Greg
> >>  > 
> >>  > On Mon, 23 Mar 1998, Bryan Catanzaro wrote:
> >>  > 
> >>  > >
> >>  > > If you visit this address and put in the pattern that you 
> >showed into
> >>  > > his java applet (i don't even know who he is), it does exactly 
> >the same
> >>  > > thing as mine.  It would be strange to make the same bug twice 
> >in 2
> >>  > > different languages...
> >>  > >
> >>  > > http://www.student.uwa.edu.au/~kameleon/GameOfLife2.html
> >>  > >
> >>  > > - Bryan Catanzaro
> >>  > >
> >>  > >
> >>  > >
> >>  > > L0rdG0aT, Lord of sodomy and of darkness wrote:
> >>  > > >
> >>  > > > ok, i have a little thing to put up to the author of this 
> >game...
> >>  > > >
> >>  > > > great game, except one thing... the virus thingy doesn't 
> >work!! (
> >> example:)
> >>  > > >
> >>  > > > xx xx xx xx xx
> >>  > > > xx xx xx xx xx
> >>  > > >
> >>  > > > xx xx xx xx xx
> >>  > > > xx xx xx xx xx
> >>  > > >
> >>  > > > xx xx xx xx xx
> >>  > > > xx xx xx xx xx
> >>  > > >      0
> >>  > > > xx xx xx xx xx
> >>  > > > xx xx xx xx xx
> >>  > > >
> >>  > > > xx xx xx xx xx
> >>  > > > xx xx xx xx xx
> >>  > > >
> >>  > > > now, that life scheme will NOT change (the x's). if i put 
> >another
> >one,
> >>  > > > near the center (denoted by 0), it'd kill off everything...  
> >but in 
> >> this
> >>  > > > version, it stays the same.  your algorithim, (how does one 
> >spell
> >that
> >>  > > > word?  i'm having an argument about it) is, um, not the real 
> >LIFE
> >one.
> >>  > > > it'd kill everything.
> >>  > > >
> >>  > > > -Greg
> >>  > > >
> >>  > > > On Mon, 23 Mar 1998, Greg Milewski wrote:
> >>  > > >
> >>  > > > >
> >>  > > > > oh, really? my version of juno (or maybe the list server) 
> >xlates it
> >> to
> >>  > > > > uue and puts it into the message. (version 1.49)
> >>  > > > >
> >>  > > > > as for the game, i was wondering when someone would make 
> >it...
> >>  > > > >
> >>  > > > > -Greg
> >>  > > > >
> >>  > > > >         "You know, it's at times like this when I'm trapped 
> >in a 
> >> Vogon
> >>  > > > > airlock with a man from Betelgeuse and about to die of 
> >asphyxiation
> >> in
> >>  > > > > deep space that I really wish I'd listened to what my 
> >mother told
> >me 
> >> when
> >>  > > > > I was young!"
> >>  > > > >         "Why, what did she tell you?"
> >>  > > > >         "I don't know, I didn't listen."
> >>  > > > >                 -- Douglas Adams, "The Hitchhiker's Guide 
> >to the 
> >> Galaxy"
> >>  > > > >
> >>  > > > > On Mon, 23 Mar 1998 06:24:46 EST kouri@juno.com (Kouri 
> >Rosenberg) 
> >> writes:
> >>  > > > > > Um, why don't you post it at ticalc or something. I can't 
> >get
> >>  > > > > >attached
> >>  > > > > >files thru Juno.
> >>  > > > > >
> >>  > > > > >On Mon, 23 Mar 1998 02:07:40 -0700 Bryan Catanzaro
> >>  > > > > ><natrium@cs.byu.edu>
> >>  > > > > >writes:
> >>  > > > > >>
> >>  > > > > >>I wrote the classic life simulation for ASH... here it is 
> >in case
> >>  > > > > >>anyone
> >>  > > > > >>is interested.
> >>  > > > > >>
> >>  > > > > >>
> >>  > > > > ><snip>
> >>  > > > >
> >>____________________________________________________________________
> >> _
> >>  > > > > >You don't need to buy Internet access to use free Internet 
> >e-mail.
> >> Get
> >>  > > > > >completely free e-mail from Juno at http://www.juno.com Or 
> >call 
> >> Juno
> >>  > > > > >at (800) 654-JUNO [654-5866]
> >>  > > > >
> >>  > > > >
> >_____________________________________________________________________
> >> 
> >>  > > > > You don't need to buy Internet access to use free Internet 
> >e-mail.
> >>  > > > > Get completely free e-mail from Juno at http://www.juno.com
> >>  > > > > Or call Juno at (800) 654-JUNO [654-5866]
> >>  > > > >
> >>  > >
> >
> >
> >
> >
> >
> >
> >
> 
> _____________________________________________________________________
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