Assorted Algorithm Alliteration
Revision as of 15:12, 5 October 2012 by Mdafidchao (talk | contribs) (Created page with '{{GPU610/DPS915 Index | 20123}} = Assorted Algorithm Alliteration = == Team Members == # [mailto:mddelacruz1@myseneca.ca?subject=GPU610 Mark de la Cruz] # [mailto:elim2@mysene…')
Assorted Algorithm Alliteration
Team Members
Proposal
Game of Life
The Game of Life is a "0 player game" cellular automaton. With an initial configuration, the game uses a set of rules to determine what happens to the life forms from generation to generation. More information can be found at http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
Source code can be found here:
Profile
These results were taken with an execution of 50000 generations and default settings for the rest of the options.
Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls Ts/call Ts/call name 55.82 14.76 14.76 eval_rules 41.75 25.80 11.04 do_draw 2.23 26.39 0.59 update_grid 0.19 26.44 0.05 copy_bounds 0.00 26.44 0.00 11025 0.00 0.00 rand_double 0.00 26.44 0.00 1 0.00 0.00 allocate_grids 0.00 26.44 0.00 1 0.00 0.00 free_grids 0.00 26.44 0.00 1 0.00 0.00 init_grids 0.00 26.44 0.00 1 0.00 0.00 moveWindow 0.00 26.44 0.00 1 0.00 0.00 parse_args 0.00 26.44 0.00 1 0.00 0.00 randomize_grid 0.00 26.44 0.00 1 0.00 0.00 setupWindow 0.00 26.44 0.00 1 0.00 0.00 write_grid
Code Snippet
/* eval_rules() Evaluate the rules of Life for each cell; count neighbors and update current state accordingly. */ void eval_rules (struct life_t * life) { int i,j,k,l,neighbors; int ncols = life->ncols; int nrows = life->nrows; int ** grid = life->grid; int ** next_grid = life->next_grid; for (i = 1; i <= ncols; i++) { for (j = 1; j <= nrows; j++) { neighbors = 0; // count neighbors for (k = i-1; k <= i+1; k++) { for (l = j-1; l <= j+1; l++) { if (!(k == i && l == j) && grid[k][l] != DEAD) neighbors++; } } // update state if (neighbors < LOWER_THRESH || neighbors > UPPER_THRESH) next_grid[i][j] = DEAD; else if (grid[i][j] != DEAD || neighbors == SPAWN_THRESH) next_grid[i][j] = grid[i][j]+1; } } }