Re: A82: Life
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Re: A82: Life
ha ha ha...
~Adamman
In a message dated 98-03-24 10:37:28 EST, you write:
> 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]
> > >> > > > >
> > >> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> >
> > _____________________________________________________________________
> > 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]
> >
> >