To my disappointment, since Java moving towards modernising herself, I don't understand why default is so implied to be used only for legacy code. I was researching about default before attempted to use it. It feels like a hack since it isn't used for legacy code. Jeanne Boyarsky wrote:I'm not a fan of the default method in Mutate. However, a bit struggled until remembered how to do it with specific Map's implementation. Just refactored to use collectors you suggested in empty() nextGeneration() methods, indeed much better as it hides internals how data structure gets populated. Initially I simply had 2 habitual loops, so later decided to replace with forEach, hence got horrible blocks. That's a good one! I was so concentrated on design, so got less than optimum at other points. Is there any reason you can't use a collector which would dispense with the inner forEach() entirely. Jeanne Boyarsky wrote:More importantly, calling map.put() in a forEach isn't good practice. I simply now just let IDE to format for me based on by default pre-configured its rules. With streams kind of can get messy when always aligning by the dot ".". Since the two forEach() statements are aligned, they imply that they are operating on the same stream.įirst - thankful for a review and comments.Īgreed. Jeanne Boyarsky wrote:In World, the indentation of this code misleads about what it does. For those who don't know the mentioned project, please read the description on Wikipedia. Please find project implementation at my GitHub area. I'm currently at a stage when I need some subtle tips to move on further refinements (or. However, do extra pairs of eyes see some illogical design decisions, or have tips what to think about how this could be improved further to avoid some potential limitations I could face when some hypothetical requirements change?ĭon't get fooled by the width of the project (only very few source files), but it really taught me many lessons already, and I believe it will again.įrom the very first versions I came up with, this recent version I think got shorter twice, I think it has more flexible design, it was way easier to test and achieve good enough test coverage. The version I have currently is something I think I could try to justify why I have it like that, and to what angle it has flexibility to offer so I chose to implement it that way. this project countless number of times (small portion of commits history recorded). So decided to create a personal construction site and work at it to practice and experiment with various design decisions implementing this cellular automaton.įor the past 3-4 days I wrote and re-wrote. In fact, a computer that calculates prime numbers has been designed within the Wireworld system.For a long time I was fascinated about this project, but never attempted to implement it myself. Components are relatively easy to combine and the capabilities of the automaton make it Turing-complete. Using these four simple rules, it is possible to design structures such as diodes (shown below), logic gates, and clock generators. Conductors (yellow) become electron heads if exactly one or two neighboring cells are electron heads. Electron heads (blue) become electron tails in the succeeding generation. Empty cells (black) always remain empty. Wireworld uses four possible cell states and has the following rules: Wireworld is a cellular automaton that simulates electronic devices and logic gates by having cells represent electrons traveling across conductors. "Demon" artifacts, as shown below, create these spirals and are constructed from adjacent groups of cells which constantly devour each other and create a rotating pattern. Two dimensional cyclic cellular automata typically result in spiraling patterns that eventually consume the entire grid. Cycles involving more than 4 colors tend to produce patterns that stabilize more quickly when compared to 3 or 4-color cycles. One dimensional cyclic cellular automata can be used to model particles that undergo ballistic annihilation. Whenever a cell is neighbored by a cell whose color is next in the cycle, it copies that neighbor's color-otherwise, it remains unchanged. In cyclic cellular automata, an ordering of multiple colors is established. The Immigration Game and the Rainbow Game of Life can both be viewed and played here. Some investigations on the propagation of colors in the Rainbow Game of Life can be seen here. The Rainbow Game of Life is notable for being somewhat analogous to genetic properties spreading through a population of creatures. Thus, a cell which is born from two black cells and one white cell will have a dark gray appearance. The Rainbow Game of Life is similar to the Immigration Game, only newborn cells instead are colored based on the average color values of their parent cells.
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