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]
>  > 
>  >