graphics/conway_pretty.cpp

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graphics/conway_pretty.cpp
/*******************************************************
* Copyright (c) 2014, ArrayFire
* All rights reserved.
*
* This file is distributed under 3-clause BSD license.
* The complete license agreement can be obtained at:
* http://arrayfire.com/licenses/BSD-3-Clause
********************************************************/
#include <arrayfire.h>
#include <iostream>
#include <cstdio>
using namespace af;
int main(int argc, char *argv[])
{
try {
static const float h_kernel[] = {1, 1, 1, 1, 0, 1, 1, 1, 1};
static const int reset = 500;
static const int game_w = 128, game_h = 128;
af::info();
std::cout << "This example demonstrates the Conway's Game of Life using ArrayFire" << std::endl
<< "There are 4 simple rules of Conways's Game of Life" << std::endl
<< "1. Any live cell with fewer than two live neighbours dies, as if caused by under-population." << std::endl
<< "2. Any live cell with two or three live neighbours lives on to the next generation." << std::endl
<< "3. Any live cell with more than three live neighbours dies, as if by overcrowding." << std::endl
<< "4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction." << std::endl
<< "Each white block in the visualization represents 1 alive cell, black space represents dead cells" << std::endl
;
std::cout << "The conway_pretty example visualizes all the states in Conway" << std::endl
<< "Red : Cells that have died due to under population" << std::endl
<< "Yellow: Cells that continue to live from previous state" << std::endl
<< "Green : Cells that are new as a result of reproduction" << std::endl
<< "Blue : Cells that have died due to over population" << std::endl
;
std::cout << "This examples is throttled so as to be a better visualization" << std::endl;
af::Window simpleWindow(512, 512, "Conway's Game Of Life - Current State");
af::Window prettyWindow(512, 512, "Conway's Game Of Life - Visualizing States");
simpleWindow. setPos(25, 25);
prettyWindow.setPos(125, 15);
int frame_count = 0;
// Initialize the kernel array just once
const af::array kernel(3, 3, h_kernel, afHost);
array state;
state = (af::randu(game_h, game_w, f32) > 0.4).as(f32);
array display = tile(state, 1, 1, 3, 1);
while(!simpleWindow. close() && !prettyWindow.close()) {
af::timer delay = timer::start();
if(!simpleWindow.close()) simpleWindow. image(state);
if(!prettyWindow.close()) prettyWindow.image(display);
frame_count++;
// Generate a random starting state
if(frame_count % reset == 0)
state = (af::randu(game_h, game_w, f32) > 0.5).as(f32);
// Convolve gets neighbors
af::array nHood = convolve(state, kernel);
// Generate conditions for life
// state == 1 && nHood < 2 ->> state = 0
// state == 1 && nHood > 3 ->> state = 0
// else if state == 1 ->> state = 1
// state == 0 && nHood == 3 ->> state = 1
af::array C0 = (nHood == 2);
af::array C1 = (nHood == 3);
array a0 = (state == 1) && (nHood < 2); // Die of under population
array a1 = (state != 0) && (C0 || C1); // Continue to live
array a2 = (state == 0) && C1; // Reproduction
array a3 = (state == 1) && (nHood > 3); // Over-population
display = join(2, a0 + a1, a1 + a2, a3).as(f32);
// Update state
state = state * C0 + C1;
double fps = 30;
while(timer::stop(delay) < (1 / fps)) { }
}
} catch (af::exception& e) {
fprintf(stderr, "%s\n", e. what());
throw;
}
return 0;
}