How to resolve the algorithm Wireworld step by step in the Icon and Unicon programming language

Published on 12 May 2024 09:40 PM

How to resolve the algorithm Wireworld step by step in the Icon and Unicon programming language

Table of Contents

Problem Statement

Wireworld is a cellular automaton with some similarities to Conway's Game of Life. It is capable of doing sophisticated computations with appropriate programs (it is actually Turing complete), and is much simpler to program for. A Wireworld arena consists of a Cartesian grid of cells, each of which can be in one of four states. All cell transitions happen simultaneously. The cell transition rules are this:

Create a program that reads a Wireworld program from a file and displays an animation of the processing. Here is a sample description file (using "H" for an electron head, "t" for a tail, "." for a conductor and a space for empty) you may wish to test with, which demonstrates two cycle-3 generators and an inhibit gate: While text-only implementations of this task are possible, mapping cells to pixels is advisable if you wish to be able to display large designs. The logic is not significantly more complex.

Let's start with the solution:

Step by Step solution about How to resolve the algorithm Wireworld step by step in the Icon and Unicon programming language

Source code in the icon programming language

link graphics

$define EDGE  -1
$define EMPTY 0
$define HEAD 1
$define TAIL 2
$define COND 3

global Colours,Width,Height,World,oldWorld

procedure main()             # wire world modified from forestfire

    Height := 400            # Window height 
    Width  := 400            # Window width
    Rounds := 500            # max Rounds
    Delay  := 5              # Runout Delay
    
    setup_world(read_world())  
    every round := 1 to Rounds do {   
       show_world()
       if \runout then 
          delay(Delay) 
       else 
          case Event() of {
             "q" : break                            # q = quit
             "r" : runout := 1                      # r = run w/o stepping
             "s" : WriteImage("Wireworld-"||round)  # save
              }
       evolve_world()
       }
    WDone()
end  

procedure read_world()  #: for demo in place of reading
   return [ "tH.........",
            ".   .",
            "   ...",
            ".   .",
            "Ht.. ......"]
end 
    
procedure setup_world(L)     #: setup the world

    Colours := table()       # define colours
    Colours[EDGE]  := "grey"
    Colours[EMPTY] := "black"
    Colours[HEAD]  := "blue"
    Colours[TAIL]  := "red"
    Colours[COND]  := "yellow"
    
    States := table()
    States["t"] := TAIL
    States["H"] := HEAD
    States[" "] := EMPTY
    States["."] := COND
    
    WOpen("label=Wireworld", "bg=black",
          "size=" || Width+2 || "," || Height+2) | # add for border
             stop("Unable to open Window")
    every !(World := list(Height)) := list(Width,EMPTY)  # default
    every ( World[1,1 to Width]  | World[Height,1 to Width] | 
            World[1 to Height,1] | World[1 to Height,Width] ) := EDGE
            
    every r := 1 to *L & c := 1 to *L[r] do {      # setup read in program
       World[r+1, c+1] :=  States[L[r,c]]
       }
end

procedure show_world()      #: show World - drawn changes only
   every r := 2 to *World-1 & c := 2 to *World[r]-1 do
      if /oldWorld | oldWorld[r,c] ~= World[r,c] then {
         WAttrib("fg=" || Colours[tr := World[r,c]]) 
         DrawPoint(r,c)
      }
end

procedure evolve_world()    #: evolve world
    old := oldWorld := list(*World)     # freeze copy 
    every old[i := 1 to *World] := copy(World[i])  # deep copy

    every r := 2 to *World-1 & c := 2 to *World[r]-1 do 
       World[r,c] := case old[r,c] of {   # apply rules 
        # EMPTY : EMPTY
          HEAD  : TAIL
          TAIL  : COND
          COND  : {
              i := 0
              every HEAD = ( old[r-1,c-1 to c+1] | old[r,c-1|c+1] | old[r+1,c-1 to c+1] ) do i +:= 1
              if i := 1 | 2 then HEAD
          }
       }          
end


  

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