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The Game of Life is a well-known mathematical game that gives rise to amazingly

ID: 3662712 • Letter: T

Question

The Game of Life is a well-known mathematical game that gives rise to amazingly
complex behavior, although it can be specified by a few simple rules. (It is not
actually
a game in the traditional sense, with players competing for a win.) Here are
the rules. The game is played on a rectangular board. Each square can be either
empty or occupied. At the beginning, you can specify empty and occupied cells in
some way; then the game runs automatically. In each generation, the next generation
is computed. A new cell is born on an empty square if it
is surrounded by exactly three occupied neighbor cells.
A cell dies of overcrowding if it is surrounded by four
or more neighbors, and it dies of loneliness if it is
surrounded by zero or one neighbor. A neighbor is an
occupant of an adjacent square to the left, right, top, or
bottom or in a diagonal direction. Figure 21 shows a cell
and its neighbor cells.Program the game to eliminate the drudgery of computing successive generations by hand. Use a two-dimensional array to store the rectangular configuration. Write a
program that shows successive generations
of the game. Ask the user to specify the
original configuration, by typing in a configuration of spaces and o characters.

Please providea a reasonable amount of line by line comments.

Thanks.

Explanation / Answer

#include <iostream>
#define HEIGHT 4
#define WIDTH 4

struct Shape {
public:
    char xCoord;
    char yCoord;
    char height;
    char width;
    char **figure;
};

struct Glider : public Shape {
    static const char GLIDER_SIZE = 3;
    Glider( char x , char y );
    ~Glider();
};

struct Blinker : public Shape {
    static const char BLINKER_HEIGHT = 3;
    static const char BLINKER_WIDTH = 1;
    Blinker( char x , char y );
    ~Blinker();
};

class GameOfLife {
public:
    GameOfLife( Shape sh );
    void print();
    void update();
    char getState( char state , char xCoord , char yCoord , bool toggle);
    void iterate(unsigned int iterations);
private:
    char world[HEIGHT][WIDTH];
    char otherWorld[HEIGHT][WIDTH];
    bool toggle;
    Shape shape;
};

GameOfLife::GameOfLife( Shape sh ) :
    shape(sh) ,
    toggle(true)
{
    for ( char i = 0; i < HEIGHT; i++ ) {
        for ( char j = 0; j < WIDTH; j++ ) {
            world[i][j] = '.';
        }
    }
    for ( char i = shape.yCoord; i - shape.yCoord < shape.height; i++ ) {
        for ( char j = shape.xCoord; j - shape.xCoord < shape.width; j++ ) {
            if ( i < HEIGHT && j < WIDTH ) {
                world[i][j] =
                    shape.figure[ i - shape.yCoord ][j - shape.xCoord ];
            }
        }
    }
}

void GameOfLife::print() {
    if ( toggle ) {
        for ( char i = 0; i < HEIGHT; i++ ) {
            for ( char j = 0; j < WIDTH; j++ ) {
                std::cout << world[i][j];
            }
            std::cout << std::endl;
        }
    } else {
        for ( char i = 0; i < HEIGHT; i++ ) {
            for ( char j = 0; j < WIDTH; j++ ) {
                std::cout << otherWorld[i][j];
            }
            std::cout << std::endl;
        }
    }
    for ( char i = 0; i < WIDTH; i++ ) {
        std::cout << '=';
    }
    std::cout << std::endl;
}

void GameOfLife::update() {
    if (toggle) {
        for ( char i = 0; i < HEIGHT; i++ ) {
            for ( char j = 0; j < WIDTH; j++ ) {
                otherWorld[i][j] =
                    GameOfLife::getState(world[i][j] , i , j , toggle);
            }
        }
        toggle = !toggle;
    } else {
        for ( char i = 0; i < HEIGHT; i++ ) {
            for ( char j = 0; j < WIDTH; j++ ) {
                world[i][j] =
                    GameOfLife::getState(otherWorld[i][j] , i , j , toggle);
            }
        }
        toggle = !toggle;
    }
}

char GameOfLife::getState( char state, char yCoord, char xCoord, bool toggle ) {
    char neighbors = 0;
    if ( toggle ) {
        for ( char i = yCoord - 1; i <= yCoord + 1; i++ ) {
            for ( char j = xCoord - 1; j <= xCoord + 1; j++ ) {
                if ( i == yCoord && j == xCoord ) {
                    continue;
                }
                if ( i > -1 && i < HEIGHT && j > -1 && j < WIDTH ) {
                    if ( world[i][j] == 'X' ) {
                        neighbors++;
                    }
                }
            }
        }
    } else {
        for ( char i = yCoord - 1; i <= yCoord + 1; i++ ) {
            for ( char j = xCoord - 1; j <= xCoord + 1; j++ ) {
                if ( i == yCoord && j == xCoord ) {
                    continue;
                }
                if ( i > -1 && i < HEIGHT && j > -1 && j < WIDTH ) {
                    if ( otherWorld[i][j] == 'X' ) {
                        neighbors++;
                    }
                }
            }
        }
    }
    if (state == 'X') {
        return ( neighbors > 1 && neighbors < 4 ) ? 'X' : '.';
    }
    else {
        return ( neighbors == 3 ) ? 'X' : '.';
    }
}

void GameOfLife::iterate( unsigned int iterations ) {
    for ( int i = 0; i < iterations; i++ ) {
        print();
        update();
    }
}

Glider::Glider( char x , char y ) {
    xCoord = x;
    yCoord = y;
    height = GLIDER_SIZE;
    width = GLIDER_SIZE;
    figure = new char*[GLIDER_SIZE];
    for ( char i = 0; i < GLIDER_SIZE; i++ ) {
        figure[i] = new char[GLIDER_SIZE];
    }
    for ( char i = 0; i < GLIDER_SIZE; i++ ) {
        for ( char j = 0; j < GLIDER_SIZE; j++ ) {
            figure[i][j] = '.';
        }
    }
    figure[0][1] = 'X';
    figure[1][2] = 'X';
    figure[2][0] = 'X';
    figure[2][1] = 'X';
    figure[2][2] = 'X';
}

Glider::~Glider() {
    for ( char i = 0; i < GLIDER_SIZE; i++ ) {
        delete[] figure[i];
    }
    delete[] figure;
}

Blinker::Blinker( char x , char y ) {
    xCoord = x;
    yCoord = y;
    height = BLINKER_HEIGHT;
    width = BLINKER_WIDTH;
    figure = new char*[BLINKER_HEIGHT];
    for ( char i = 0; i < BLINKER_HEIGHT; i++ ) {
        figure[i] = new char[BLINKER_WIDTH];
    }
    for ( char i = 0; i < BLINKER_HEIGHT; i++ ) {
        for ( char j = 0; j < BLINKER_WIDTH; j++ ) {
            figure[i][j] = 'X';
        }
    }
}

Blinker::~Blinker() {
    for ( char i = 0; i < BLINKER_HEIGHT; i++ ) {
        delete[] figure[i];
    }
    delete[] figure;
}

int main() {
    Glider glider(0,0);
    GameOfLife gol(glider);
    gol.iterate(5);
    Blinker blinker(1,0);
    GameOfLife gol2(blinker);
    gol2.iterate(4);
}

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