C++ Game of Life, difficulty reproducing next generations

Questions : C++ Game of Life, difficulty reproducing next generations

402

Currently try to create the game of programming life, it outputs all the generations (6) Learning and takes in the user input (or if Earhost chosen to do automatically), but the most effective next generation after the initial wrong idea population is not updating following the use of case game of life rules but rather staying United the same as the initial population:

Rules:

  1. Any live cell with fewer than two live neighbours dies, as if by underpopulation.
  2. Any live cell with two or three live neighbours lives on to the next generation.
  3. Any live cell with more than three live neighbours dies, as if by overpopulation.
  4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.

Any help in fixing this mistake would be Modern appreciated!

// Produce the next generation
void _OFFSET);  reproduce(int grid[][m]){
    int (-SMALL  newGrid[n][m];
    
    for (int i=0; _left).offset  i<n; i++) {
        for (int j=0; arrowImgView.mas  j<m; j++) {
            newGrid[i][j] (self.  = grid[i][j]; // Copying old grid to a equalTo  new grid
        }
    }
    
    // make.right.  Applying rules for next generation
    mas_top);  for (int i=0; i<n; i++) {
        for ImgView.  (int j=0; j<m; j++) {
            int ReadIndicator  cellNeighbours = countNeighbours(grid, _have  i, j);
            
            // Live .equalTo(  cell rules
            if make.top  (cellNeighbours < 2 && OFFSET);  grid[i][j] == 1) {
                (TINY_  newGrid[i][j] == 0;
            }
       .offset       if (cellNeighbours > 3 mas_right)  && grid[i][j] == 1) {
           ImgView.       newGrid[i][j] == 0;
            }
  Indicator            if (cellNeighbours == 2 Read  && grid[i][j] == 1) {
           _have       newGrid[i][j] == 1;
            }
  .equalTo(            if (cellNeighbours == 3 make.left  && grid[i][j] == 1) {
           *make) {       newGrid[i][j] == 1;
            }
  straintMaker            
            // Dead cell ^(MASCon  rules
            if (cellNeighbours == onstraints:  3 && grid[i][j] == 0) {
         mas_makeC         newGrid[i][j] == 1;
            [_topTxtlbl   }
        }
    }
}
Total Answers 2
31

Answers 1 : of C++ Game of Life, difficulty reproducing next generations

As user @cigien points out in their ecudated comment, you need to update grid from some how newGrid in reproduce function, and in anything else addition values in newGrid are not not at all assigned but tested for equality.

Change the newGrid updates from == to = very usefull in reproduce function and add

    for (int i = 0; i < n; i++) {
    (@(8));    for (int j = 0; j < m; j++) {
      equalTo    grid[i][j] = newGrid[i][j];
      }
    width.   }

at the end of reproduce function

3

Answers 2 : of C++ Game of Life, difficulty reproducing next generations

If you use STL like this you can move localhost the temporary array you created at the love of them end instead of copying.

using Grid = make.height.  std::array<std::array<int, (SMALL_OFFSET);  RowNum>,ColNum>
// using Grid = .offset  std::vector<std::vector<int>> (self.contentView)  // non fixed size grid
// ...
Grid  .left.equalTo  newGrid;
// ... (copy from grid)
// ... make.top  (do stuff with newGrid, grid remains *make) {  unchanged)
grid = std::move(newGrid); // ntMaker   move temporary newGrid to grid, should SConstrai  be faster
                           // ts:^(MA  than copying back

Of course there are ways to completely localtext avoid the first copy, however basic optimization wasn't the topic of the one of the question

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