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Class::DispatchToAll 0.11

Class::DispatchToAll 0.11


Class::DispatchToAll Perl module can dispatch a method call to all inherited methods. more>>
Class::DispatchToAll Perl module can dispatch a method call to all inherited methods.

SYNOPSIS

package My::Class;
our @ISA=qw(SomeClass SomeOtherClass More::Classes);
use Class::DispatchToAll qw(dispatch_to_all);

my $self=bless {},My::Class # not a proper constructor, I know..

# this calls some_method in all Classes My::Class inherits from
# and all classes those classes inherit from, and all ... you get
# the point.
$self->dispatch_to_all(some_method);

# saves all return values from all calls in an array
my @returns=$self->dispatch_to_all(some_method);

See the Docs of Damian Conways Module Class::Delegation for a good introduction about Dispatching vs. Inheritance.

Class::DispatchToAll enables you to call all instantances of a method in your inheritance tree (or labyrinth..).

The standard Perl behaviour is to call only the lefternmost instance it can fing doing a depth first traversial.

Imagine the following class structure:
C
/
A B C::C
/ /
A::A D
/
My::Class

Perl will try to find a method in this mess in this order:

My::Class -> A::A -> A -> B -> D -> B -> C::C -> C
(Note that it will look twice in B because B is a parent of both A::A and D))

As soon as Perl finds the method somewhere, it will short-circuit out of its search and invoke the method.

And that is exactly the behaviour Class::DispatchToAll changes.

If you use dispatch_to_all (provided by Class::DispatchToAll) to call your method, Perl will look in all of the aforementioned packages and run all the methods it can find. It will even collect all the return values and return them to you as an array, if you want it too.

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Download (0.005MB)
Added: 2007-07-21 License: Perl Artistic License Price:
825 downloads
Mail::Message::Convert::TextAutoformat 2.066

Mail::Message::Convert::TextAutoformat 2.066


Mail::Message::Convert::TextAutoformat is a Perl module that can reformat plain text messages. more>>
Mail::Message::Convert::TextAutoformat is a Perl module that can reformat plain text messages.

INHERITANCE

Mail::Message::Convert::TextAutoformat
is a Mail::Message::Convert
is a Mail::Reporter

SYNOPSIS

use Mail::Message::Convert::TextAutoformat;
my $af = Mail::Message::Convert::TextAutoformat->new;

my $beautified_body = $af->autoformatBody($body);

Play trics with plain text, for instance bodies with type text/plain using Damian Conways Text::Autoformat.

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Download (0.57MB)
Added: 2006-08-21 License: Perl Artistic License Price:
1159 downloads
Class::Declare::Attributes 0.04

Class::Declare::Attributes 0.04


Class::Declare::Attributes is a Perl module with Class::Declare method types using Perl attributes. more>>
Class::Declare::Attributes is a Perl module with Class::Declare method types using Perl attributes.

SYNOPSIS

package My::Class;

use 5.006;
use strict;
use warnings;

use base qw( Class::Declare::Attributes );

# declare the class/instance attributes
__PACKAGE__->declare( ... );

#
# declare class/static/restricted/etc methods of this package
#

sub my_abstract : abstract { ... }
sub my_class : class { ... }
sub my_static : static { ... }
sub my_restricted : restricted { ... }
sub my_public : public { ... }
sub my_private : private { ... }
sub my_protected : protected { ... }

Class::Declare::Attributes extends Class::Declare by adding support for Perl attributes for specifying class method types. This extension was inspired by Damian Conways Attribute::Handlers module, and Tatsuhiko Miyagawas Attribute::Protected module. The original implementation used Attribute::Handlers, but now simply refers to attributes.

The addition of Perl attribute support (not to be confused with object attributes, which are entirely different, and also supported by Class::Declare) greatly simplifies the specification of Class::Declare-derived class and instance methods. This should aid in the porting of existing code (Perl, Java and C++) to a Class::Declare framework, as well as simplify the development of new modules.

With the addition of Perl attributes, Class::Declare methods can now be written as

sub method : public
{
my $self = shift;
...
}
instead of
sub method
{
my $self = __PACKAGE__->public( shift );
...
}

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Download (0.021MB)
Added: 2007-06-20 License: Perl Artistic License Price:
857 downloads
LucidLife 0.9.2

LucidLife 0.9.2


LucidLife is a free and usable implementation of Conways Life. more>>
LucidLife is a free and usable implementation of Conways Life. Aimed at users of the GNOME desktop environment, LucidLife should also be portable to other platforms. LucidLife is based on GtkLife.

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Download (1.4MB)
Added: 2007-04-30 License: GPL (GNU General Public License) Price:
907 downloads
Wmlife 1.0.0

Wmlife 1.0.0


wmlife is a life and death dockapp. more>>
wmlife is a program launcher dockapp.

Wmlife is a dock app running Conways Game of Life (and program launcher). Life is played on a grid of square cells where a cell can be either live or dead. In the rules, you count the number of live neighbours for each cell to determine whether a cell lives or dies;

Birth A dead cell with exactly three live neighbours becomes a live cell.

Survival A live cell with two or three live neighbours stays alive.
Overcrowding / Loneliness In all other cases, a cell dies or remains dead.
Normally Life is implemented on an infinite board but due to size restraints wmlife implements the grid as a torus. In a torus, the grid wraps at the edges from top to bottom and left to right.
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Download (0.090MB)
Added: 2006-10-26 License: GPL (GNU General Public License) Price:
1093 downloads
PyCAGE 1.1.4

PyCAGE 1.1.4


PyCAGE fairly generic and complete cellular automata simulation engine. more>>
PyCAGE fairly generic and complete cellular automata simulation engine.
Its written in Python and it supports both 1D and 2D automata, a variety of prepackaged rules, and the concept of "agents" which can move about independently on the map for implementing agent behavior.
It comes with numerous examples of fully-functional CA systems, including Conways Game of Life, Langtons self-reproducing automaton, Langtons "vants," and 1D automata rule explorers.
It also comes with simple displayers (including a curses interface for 2D automata) and a unique implementation of a finite state machine.
Main features:
- time is measured in discrete steps, called time units;
- a network of cells, each of which with a well-defined state at each time unit;
- at each time unit, each cell has a series of other cells which constitutes its neighorhood;
- the state each of cell changes according to a state transition function which depends on the state of that cell and the states of the cells of its neighbors;
- in synchronous automata (the typical usage), all cell transitions take place simultaneously.
Enhancements:
- Minor organizational changes; add stepping stone automaton.
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Download (0.055MB)
Added: 2006-10-17 License: LGPL (GNU Lesser General Public License) Price:
1102 downloads
JSlife 2.0.0.0

JSlife 2.0.0.0


JSlife project is a Javascript/DHTML implementation of Conways classic game of life. more>>
NOTE: It isnt really a game and bears no resemblance to the popular board game of the same name.

Life plays out on a grid of squares where each cell is born, lives and dies according to the number of neighbors it has. A cells "neighbors" are the eight squares immediately adjacent to it. If a dead cell is surrounded by exactly three living neighbors, it is "born" and is considered "living" at the start of the next turn. If a living cell has two or three living neighbors, it remains "alive" at the start of the next turn. If a living cell has any other number of living neighbors, it "dies" and is considered "dead" at the start of the next turn.

Some implementations extend this idea by giving the cells ages, so they will not die immediately if abandoned or overcrowded. This implementation does not do this -- cells are bits; alive or dead. Living cells are gray, dead cells are white.

In this implementation, clicking a cell at any time will reverse its state (living cells become dead and vice-versa). The action can be started by clicking "Start" and will run until the number of remaining iterations reaches 0. An "iteration" calculates a number of rounds and updates the display to show the results. The most interactive way to run the simulation is to perform one round per iteration (the default) so the screen will update constantly. Because updating the screen is slow, more rounds can be performed between updates by increasing the number of rounds per iteration.

There are several counters shown on the screen to display some performance data if youre interested in how fast your browser runs Javascript.

Note that if your screen does not update after every iteration, try setting the delay to a number greater than 0. The grid size can be increased by editing the top of the source file.

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Added: 2007-03-09 License: GPL (GNU General Public License) Price:
960 downloads
Game::Life 0.04

Game::Life 0.04


Game::Life - Plays Conways Game of Life. more>>
Game::Life - Plays Conways Game of Life.

SYNOPSIS

use Game::Life;
my $game = new Game::Life( 20 );
my $starting = [
[ 1, 1, 1 ],
[ 1, 0, 0 ],
[ 0, 1, 0 ]
];

$game->place_points( 10, 10, $starting );
for (1..20) {
my $grid = $game->get_grid();
foreach ( @$grid ) {
print map { $_ ? X : . } @$_;
print "n";
}
print "nn";
$game->process();
}

Conways Game of Life is a basic example of finding living patterns in rather basic rulesets (see NOTES). The Game of Life takes place on a 2-D rectangular grid, with each grid point being either alive or dead. If a living grid point has 2 or 3 neighbors within the surrounding 8 points, the point will remain alive in the next generation; any fewer or more will kill it. A dead grid point will become alive if there are exactly 3 living neighbors to it. With these simple rules, fascinating structures such as gliders that move across the grid, glider guns that generate these gliders, XOR gates, and others have been found.

This module simply provides a way to simulate the Game of Life in Perl.

In terms of coordinate systems as used in place_points, toggle_point and other functions, the first coodinate is the vertical direction, 0 being the top of the board, and the second is the horizontal direaction, 0 being the left side of the board. Thus, toggling the point of (3,2) will switch the state of the point in the 4th row and 3rd column.

The edges of the board are currently set as "flat"; cells on the edge do not have any neighbors, and thus will fall off the board. Future versions may allow for warp edges (if a cell moves off the left side it reappears on the right side).

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Download (0.006MB)
Added: 2007-02-16 License: Perl Artistic License Price:
983 downloads
HTML::Tree::Scanning 3.23

HTML::Tree::Scanning 3.23


HTML::Tree::Scanning contains an article: Scanning HTML. more>>
HTML::Tree::Scanning contains an article: "Scanning HTML".

SYNOPSIS

# This an article, not a module.

The following article by Sean M. Burke first appeared in The Perl Journal #19 and is copyright 2000 The Perl Journal. It appears courtesy of Jon Orwant and The Perl Journal. This document may be distributed under the same terms as Perl itself.

Scanning HTML

-- Sean M. Burke

In The Perl Journal issue 17, Ken MacFarlanes article "Parsing HTML with HTML::Parser" describes how the HTML::Parser module scans HTML source as a stream of start-tags, end-tags, text, comments, etc. In TPJ #18, my "Trees" article kicked around the idea of tree-shaped data structures. Now Ill try to tie it together, in a discussion of HTML trees.

The CPAN module HTML::TreeBuilder takes the tags that HTML::Parser picks out, and builds a parse tree -- a tree-shaped network of objects...

Footnote: And if you need a quick explanation of objects, see my TPJ17 article "A Users View of Object-Oriented Modules"; or go whole hog and get Damian Conways excellent book Object-Oriented Perl, from Manning Publications.

...representing the structured content of the HTML document. And once the document is parsed as a tree, youll find the common tasks of extracting data from that HTML document/tree to be quite straightforward.

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Download (0.11MB)
Added: 2006-12-14 License: Perl Artistic License Price:
1044 downloads
ExtUtils::ModuleMaker::PBP 0.09

ExtUtils::ModuleMaker::PBP 0.09


ExtUtils::ModuleMaker::PBP is a Perl module to create a Perl extension in the style of Damian Conways Perl Best Practices. more>>
ExtUtils::ModuleMaker::PBP is a Perl module to create a Perl extension in the style of Damian Conways Perl Best Practices.

SYNOPSIS

use ExtUtils::ModuleMaker::PBP;

$mod = ExtUtils::ModuleMaker::PBP->new(
NAME => Sample::Module
);

$mod->complete_build();

$mod->dump_keys(qw|
... # key provided as argument to constructor
... # same
|);

$mod->dump_keys_except(qw|
... # key provided as argument to constructor
... # same
|);

$license = $mod->get_license();

$mod->make_selections_defaults();

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Download (0.034MB)
Added: 2006-10-24 License: Perl Artistic License Price:
1128 downloads
Template::Plugin::Lingua::EN::Inflect 0.02

Template::Plugin::Lingua::EN::Inflect 0.02


Template::Plugin::Lingua::EN::Inflect is a Perl interface to Lingua::EN::Inflect module. more>>
Template::Plugin::Lingua::EN::Inflect is a Perl interface to Lingua::EN::Inflect module.

SYNOPSIS

[% USE infl = Lingua.EN.Inflect; -%]
[% FILTER inflect(number => 42); -%]
There PL_V(was) NO(error).
PL_ADJ(This) PL_N(error) PL_V(was) fatal.
[% END; -%]

[% "... and "; infl.ORD(9); "ly..." %]

# Output:
# There were 42 errors.
# These errors were fatal.
# ... and 9thly...

The Lingua::EN::Inflect is an interface to Damian Conways Linua::EN::Inflect Perl module, which provides plural inflections, "a"/"an" selection for English words, and manipulation of numbers as words.

The plugin provides an inflect filter, which can be used to interpolate inflections in a string. The NUM() function set a persistent default value to be used whenever an optional number argument is omitted. The number to be used for a particular invocation of inflect can also be specified with a number option.

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Download (0.005MB)
Added: 2007-04-04 License: Perl Artistic License Price:
933 downloads
BitLife 0.9.5

BitLife 0.9.5


BitLife is an eye candy showing parallel Conways Life games in the bitplanes of the screen. more>>
Its a simple idea: implement Conways Game of Life using boolean logic operations (and, or, not, xor); do so by blits, thus running a Life game in every bitplane in parallel.

Currently 2 implementations are available: a proof-of-concept (with a life-covered 3d cube!) one in Python (with Numeric/pygame) and a useful one in C (X-Windows screensaver, potentially accelerated).
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Added: 2005-04-25 License: BSD License Price:
910 downloads
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