To do so, a few dependencies have been imported: * external/bsd/lutok * external/mit/lua * external/public-domain/sqlite * external/public-domain/xz The Kyua framework is the new generation of ATF (Automated Test Framework), it is composed of: * external/bsd/atf * external/bsd/kyua-atf-compat * external/bsd/kyua-cli * external/bsd/kyua-tester * tests Kyua/ATF being written in C++, it depends on libstdc++ which is provided by GCC. As this is not part of the sources, Kyua is only compiled when the native GCC utils are installed. To install Kyua do the following: * In a cross-build enviromnent, add the following to the build.sh commandline: -V MKBINUTILS=yes -V MKGCCCMDS=yes WARNING: At this point the import is still experimental, and not supported on native builds (a.k.a make build). Change-Id: I26aee23c5bbd2d64adcb7c1beb98fe0d479d7ada
111 lines
2.6 KiB
Lua
111 lines
2.6 KiB
Lua
-- life.lua
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-- original by Dave Bollinger <DBollinger@compuserve.com> posted to lua-l
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-- modified to use ANSI terminal escape sequences
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-- modified to use for instead of while
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local write=io.write
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ALIVE="¥" DEAD="þ"
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ALIVE="O" DEAD="-"
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function delay() -- NOTE: SYSTEM-DEPENDENT, adjust as necessary
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for i=1,10000 do end
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-- local i=os.clock()+1 while(os.clock()<i) do end
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end
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function ARRAY2D(w,h)
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local t = {w=w,h=h}
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for y=1,h do
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t[y] = {}
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for x=1,w do
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t[y][x]=0
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end
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end
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return t
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end
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_CELLS = {}
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-- give birth to a "shape" within the cell array
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function _CELLS:spawn(shape,left,top)
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for y=0,shape.h-1 do
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for x=0,shape.w-1 do
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self[top+y][left+x] = shape[y*shape.w+x+1]
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end
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end
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end
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-- run the CA and produce the next generation
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function _CELLS:evolve(next)
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local ym1,y,yp1,yi=self.h-1,self.h,1,self.h
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while yi > 0 do
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local xm1,x,xp1,xi=self.w-1,self.w,1,self.w
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while xi > 0 do
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local sum = self[ym1][xm1] + self[ym1][x] + self[ym1][xp1] +
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self[y][xm1] + self[y][xp1] +
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self[yp1][xm1] + self[yp1][x] + self[yp1][xp1]
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next[y][x] = ((sum==2) and self[y][x]) or ((sum==3) and 1) or 0
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xm1,x,xp1,xi = x,xp1,xp1+1,xi-1
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end
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ym1,y,yp1,yi = y,yp1,yp1+1,yi-1
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end
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end
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-- output the array to screen
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function _CELLS:draw()
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local out="" -- accumulate to reduce flicker
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for y=1,self.h do
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for x=1,self.w do
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out=out..(((self[y][x]>0) and ALIVE) or DEAD)
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end
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out=out.."\n"
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end
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write(out)
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end
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-- constructor
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function CELLS(w,h)
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local c = ARRAY2D(w,h)
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c.spawn = _CELLS.spawn
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c.evolve = _CELLS.evolve
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c.draw = _CELLS.draw
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return c
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end
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--
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-- shapes suitable for use with spawn() above
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--
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HEART = { 1,0,1,1,0,1,1,1,1; w=3,h=3 }
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GLIDER = { 0,0,1,1,0,1,0,1,1; w=3,h=3 }
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EXPLODE = { 0,1,0,1,1,1,1,0,1,0,1,0; w=3,h=4 }
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FISH = { 0,1,1,1,1,1,0,0,0,1,0,0,0,0,1,1,0,0,1,0; w=5,h=4 }
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BUTTERFLY = { 1,0,0,0,1,0,1,1,1,0,1,0,0,0,1,1,0,1,0,1,1,0,0,0,1; w=5,h=5 }
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-- the main routine
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function LIFE(w,h)
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-- create two arrays
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local thisgen = CELLS(w,h)
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local nextgen = CELLS(w,h)
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-- create some life
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-- about 1000 generations of fun, then a glider steady-state
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thisgen:spawn(GLIDER,5,4)
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thisgen:spawn(EXPLODE,25,10)
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thisgen:spawn(FISH,4,12)
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-- run until break
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local gen=1
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write("\027[2J") -- ANSI clear screen
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while 1 do
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thisgen:evolve(nextgen)
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thisgen,nextgen = nextgen,thisgen
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write("\027[H") -- ANSI home cursor
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thisgen:draw()
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write("Life - generation ",gen,"\n")
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gen=gen+1
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if gen>2000 then break end
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--delay() -- no delay
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end
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end
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LIFE(40,20)
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