Game of Life implementation with no loops











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I began implementing Game of Life for fun, then I challenged myself to implement the game with no loops. I only used STL Algorithms. I don't know how to make pretty GUI's yet but this will print the coordinates of each alive cell. I also do not know if I made a good hashing function. I think it's sufficient for the game but I don't know any theory behind good hashing functions. I glanced through the top questions with c++ and game-of-life and noticed everyone used a 2d array. I figured a hashing container would be more efficient.



#include <unordered_set>
#include <iostream>
#include <vector>
#include <functional>
#include <array>
#include <iterator>
#include <cstddef>
#include <algorithm>
#include <utility>

using Cell = std::pair<int, int>;

namespace std {
template<>
struct hash<Cell> {
std::size_t operator()(const Cell& cell) const {
const std::hash<int> hasher;
return hasher(cell.first) & hasher(cell.second);
}
};
}

std::ostream& operator<<(std::ostream& out, const Cell& cell) {
out << '(' << cell.first << ',' << cell.second << ')';
return out;
}

class Life {
public:
template<typename InputIt>
Life(InputIt begin, InputIt end);

void tick();
friend std::ostream& operator<<(std::ostream& out, const Life& life);

private:
std::unordered_set<Cell> grid;
std::array<Cell, 8> neighbors_of(const Cell& cell) const;
int n_alive_neighbors(const std::array<Cell, 8>& neighbors) const;
};

template<typename InputIt>
Life::Life(InputIt begin, InputIt end)
: grid(begin, end) {}

void Life::tick() {
std::vector<Cell> to_die;
std::vector<Cell> to_create;
std::vector<Cell> all_neighbors;

// find cells that will die
std::copy_if(grid.begin(), grid.end(), std::back_inserter(to_die),
[&](const auto& cell){
const auto neighbors = neighbors_of(cell);
const auto alive_neighbors = n_alive_neighbors(neighbors);
return alive_neighbors < 2 || alive_neighbors > 3;
});

// collect neighbors of all cells
std::for_each(grid.begin(), grid.end(),
[&](const auto& cell){
const auto neighbors = neighbors_of(cell);
std::copy(neighbors.begin(), neighbors.end(), std::back_inserter(all_neighbors));
});

// find cells that will be created
std::copy_if(all_neighbors.begin(), all_neighbors.end(), std::back_inserter(to_create),
[&](const auto& cell) {
if (grid.find(cell) != grid.end()) return false;
const auto neighbors = neighbors_of(cell);
const auto alive_neighbors = n_alive_neighbors(neighbors);
return alive_neighbors == 3;
});

// kill cells
std::for_each(to_die.begin(), to_die.end(), [&](const auto& cell){ grid.erase(cell); });
// reproduce cells
grid.insert(to_create.begin(), to_create.end());
}

std::array<Cell, 8> Life::neighbors_of(const Cell& cell) const {
return { Cell(cell.first - 1, cell.second + 1),
Cell(cell.first, cell.second + 1),
Cell(cell.first + 1, cell.second + 1),
Cell(cell.first + 1, cell.second),
Cell(cell.first + 1, cell.second - 1),
Cell(cell.first, cell.second - 1),
Cell(cell.first - 1, cell.second - 1),
Cell(cell.first - 1, cell.second) };
}

int Life::n_alive_neighbors(const std::array<Cell, 8>& neighbors) const {
return std::count_if(neighbors.begin(), neighbors.end(),
[&](const auto& cell){ return grid.find(cell) != grid.end(); });
}

std::ostream& operator<<(std::ostream& out, const Life& life) {
if (life.grid.empty()) return out;
out << *life.grid.begin();
std::for_each(std::next(life.grid.begin()), life.grid.end(),
[&](const auto& cell){
out << 'n' << cell;
});
return out;
}

int main() {
std::array<Cell, 3> blinker {Cell(-1, 0), Cell(0, 0), Cell(1, 0)};
std::array<Cell, 6> toad {Cell(0, 0), Cell(1, 0), Cell(2, 0),
Cell(1, 1), Cell(2, 1), Cell(3, 1)};

Life life(toad.begin(), toad.end());

std::cout << life << 'n';
for (int i = 0; i < 6; ++i) {
life.tick();
std::cout << 'n' << life << 'n';
}
}









share|improve this question


























    up vote
    1
    down vote

    favorite












    I began implementing Game of Life for fun, then I challenged myself to implement the game with no loops. I only used STL Algorithms. I don't know how to make pretty GUI's yet but this will print the coordinates of each alive cell. I also do not know if I made a good hashing function. I think it's sufficient for the game but I don't know any theory behind good hashing functions. I glanced through the top questions with c++ and game-of-life and noticed everyone used a 2d array. I figured a hashing container would be more efficient.



    #include <unordered_set>
    #include <iostream>
    #include <vector>
    #include <functional>
    #include <array>
    #include <iterator>
    #include <cstddef>
    #include <algorithm>
    #include <utility>

    using Cell = std::pair<int, int>;

    namespace std {
    template<>
    struct hash<Cell> {
    std::size_t operator()(const Cell& cell) const {
    const std::hash<int> hasher;
    return hasher(cell.first) & hasher(cell.second);
    }
    };
    }

    std::ostream& operator<<(std::ostream& out, const Cell& cell) {
    out << '(' << cell.first << ',' << cell.second << ')';
    return out;
    }

    class Life {
    public:
    template<typename InputIt>
    Life(InputIt begin, InputIt end);

    void tick();
    friend std::ostream& operator<<(std::ostream& out, const Life& life);

    private:
    std::unordered_set<Cell> grid;
    std::array<Cell, 8> neighbors_of(const Cell& cell) const;
    int n_alive_neighbors(const std::array<Cell, 8>& neighbors) const;
    };

    template<typename InputIt>
    Life::Life(InputIt begin, InputIt end)
    : grid(begin, end) {}

    void Life::tick() {
    std::vector<Cell> to_die;
    std::vector<Cell> to_create;
    std::vector<Cell> all_neighbors;

    // find cells that will die
    std::copy_if(grid.begin(), grid.end(), std::back_inserter(to_die),
    [&](const auto& cell){
    const auto neighbors = neighbors_of(cell);
    const auto alive_neighbors = n_alive_neighbors(neighbors);
    return alive_neighbors < 2 || alive_neighbors > 3;
    });

    // collect neighbors of all cells
    std::for_each(grid.begin(), grid.end(),
    [&](const auto& cell){
    const auto neighbors = neighbors_of(cell);
    std::copy(neighbors.begin(), neighbors.end(), std::back_inserter(all_neighbors));
    });

    // find cells that will be created
    std::copy_if(all_neighbors.begin(), all_neighbors.end(), std::back_inserter(to_create),
    [&](const auto& cell) {
    if (grid.find(cell) != grid.end()) return false;
    const auto neighbors = neighbors_of(cell);
    const auto alive_neighbors = n_alive_neighbors(neighbors);
    return alive_neighbors == 3;
    });

    // kill cells
    std::for_each(to_die.begin(), to_die.end(), [&](const auto& cell){ grid.erase(cell); });
    // reproduce cells
    grid.insert(to_create.begin(), to_create.end());
    }

    std::array<Cell, 8> Life::neighbors_of(const Cell& cell) const {
    return { Cell(cell.first - 1, cell.second + 1),
    Cell(cell.first, cell.second + 1),
    Cell(cell.first + 1, cell.second + 1),
    Cell(cell.first + 1, cell.second),
    Cell(cell.first + 1, cell.second - 1),
    Cell(cell.first, cell.second - 1),
    Cell(cell.first - 1, cell.second - 1),
    Cell(cell.first - 1, cell.second) };
    }

    int Life::n_alive_neighbors(const std::array<Cell, 8>& neighbors) const {
    return std::count_if(neighbors.begin(), neighbors.end(),
    [&](const auto& cell){ return grid.find(cell) != grid.end(); });
    }

    std::ostream& operator<<(std::ostream& out, const Life& life) {
    if (life.grid.empty()) return out;
    out << *life.grid.begin();
    std::for_each(std::next(life.grid.begin()), life.grid.end(),
    [&](const auto& cell){
    out << 'n' << cell;
    });
    return out;
    }

    int main() {
    std::array<Cell, 3> blinker {Cell(-1, 0), Cell(0, 0), Cell(1, 0)};
    std::array<Cell, 6> toad {Cell(0, 0), Cell(1, 0), Cell(2, 0),
    Cell(1, 1), Cell(2, 1), Cell(3, 1)};

    Life life(toad.begin(), toad.end());

    std::cout << life << 'n';
    for (int i = 0; i < 6; ++i) {
    life.tick();
    std::cout << 'n' << life << 'n';
    }
    }









    share|improve this question
























      up vote
      1
      down vote

      favorite









      up vote
      1
      down vote

      favorite











      I began implementing Game of Life for fun, then I challenged myself to implement the game with no loops. I only used STL Algorithms. I don't know how to make pretty GUI's yet but this will print the coordinates of each alive cell. I also do not know if I made a good hashing function. I think it's sufficient for the game but I don't know any theory behind good hashing functions. I glanced through the top questions with c++ and game-of-life and noticed everyone used a 2d array. I figured a hashing container would be more efficient.



      #include <unordered_set>
      #include <iostream>
      #include <vector>
      #include <functional>
      #include <array>
      #include <iterator>
      #include <cstddef>
      #include <algorithm>
      #include <utility>

      using Cell = std::pair<int, int>;

      namespace std {
      template<>
      struct hash<Cell> {
      std::size_t operator()(const Cell& cell) const {
      const std::hash<int> hasher;
      return hasher(cell.first) & hasher(cell.second);
      }
      };
      }

      std::ostream& operator<<(std::ostream& out, const Cell& cell) {
      out << '(' << cell.first << ',' << cell.second << ')';
      return out;
      }

      class Life {
      public:
      template<typename InputIt>
      Life(InputIt begin, InputIt end);

      void tick();
      friend std::ostream& operator<<(std::ostream& out, const Life& life);

      private:
      std::unordered_set<Cell> grid;
      std::array<Cell, 8> neighbors_of(const Cell& cell) const;
      int n_alive_neighbors(const std::array<Cell, 8>& neighbors) const;
      };

      template<typename InputIt>
      Life::Life(InputIt begin, InputIt end)
      : grid(begin, end) {}

      void Life::tick() {
      std::vector<Cell> to_die;
      std::vector<Cell> to_create;
      std::vector<Cell> all_neighbors;

      // find cells that will die
      std::copy_if(grid.begin(), grid.end(), std::back_inserter(to_die),
      [&](const auto& cell){
      const auto neighbors = neighbors_of(cell);
      const auto alive_neighbors = n_alive_neighbors(neighbors);
      return alive_neighbors < 2 || alive_neighbors > 3;
      });

      // collect neighbors of all cells
      std::for_each(grid.begin(), grid.end(),
      [&](const auto& cell){
      const auto neighbors = neighbors_of(cell);
      std::copy(neighbors.begin(), neighbors.end(), std::back_inserter(all_neighbors));
      });

      // find cells that will be created
      std::copy_if(all_neighbors.begin(), all_neighbors.end(), std::back_inserter(to_create),
      [&](const auto& cell) {
      if (grid.find(cell) != grid.end()) return false;
      const auto neighbors = neighbors_of(cell);
      const auto alive_neighbors = n_alive_neighbors(neighbors);
      return alive_neighbors == 3;
      });

      // kill cells
      std::for_each(to_die.begin(), to_die.end(), [&](const auto& cell){ grid.erase(cell); });
      // reproduce cells
      grid.insert(to_create.begin(), to_create.end());
      }

      std::array<Cell, 8> Life::neighbors_of(const Cell& cell) const {
      return { Cell(cell.first - 1, cell.second + 1),
      Cell(cell.first, cell.second + 1),
      Cell(cell.first + 1, cell.second + 1),
      Cell(cell.first + 1, cell.second),
      Cell(cell.first + 1, cell.second - 1),
      Cell(cell.first, cell.second - 1),
      Cell(cell.first - 1, cell.second - 1),
      Cell(cell.first - 1, cell.second) };
      }

      int Life::n_alive_neighbors(const std::array<Cell, 8>& neighbors) const {
      return std::count_if(neighbors.begin(), neighbors.end(),
      [&](const auto& cell){ return grid.find(cell) != grid.end(); });
      }

      std::ostream& operator<<(std::ostream& out, const Life& life) {
      if (life.grid.empty()) return out;
      out << *life.grid.begin();
      std::for_each(std::next(life.grid.begin()), life.grid.end(),
      [&](const auto& cell){
      out << 'n' << cell;
      });
      return out;
      }

      int main() {
      std::array<Cell, 3> blinker {Cell(-1, 0), Cell(0, 0), Cell(1, 0)};
      std::array<Cell, 6> toad {Cell(0, 0), Cell(1, 0), Cell(2, 0),
      Cell(1, 1), Cell(2, 1), Cell(3, 1)};

      Life life(toad.begin(), toad.end());

      std::cout << life << 'n';
      for (int i = 0; i < 6; ++i) {
      life.tick();
      std::cout << 'n' << life << 'n';
      }
      }









      share|improve this question













      I began implementing Game of Life for fun, then I challenged myself to implement the game with no loops. I only used STL Algorithms. I don't know how to make pretty GUI's yet but this will print the coordinates of each alive cell. I also do not know if I made a good hashing function. I think it's sufficient for the game but I don't know any theory behind good hashing functions. I glanced through the top questions with c++ and game-of-life and noticed everyone used a 2d array. I figured a hashing container would be more efficient.



      #include <unordered_set>
      #include <iostream>
      #include <vector>
      #include <functional>
      #include <array>
      #include <iterator>
      #include <cstddef>
      #include <algorithm>
      #include <utility>

      using Cell = std::pair<int, int>;

      namespace std {
      template<>
      struct hash<Cell> {
      std::size_t operator()(const Cell& cell) const {
      const std::hash<int> hasher;
      return hasher(cell.first) & hasher(cell.second);
      }
      };
      }

      std::ostream& operator<<(std::ostream& out, const Cell& cell) {
      out << '(' << cell.first << ',' << cell.second << ')';
      return out;
      }

      class Life {
      public:
      template<typename InputIt>
      Life(InputIt begin, InputIt end);

      void tick();
      friend std::ostream& operator<<(std::ostream& out, const Life& life);

      private:
      std::unordered_set<Cell> grid;
      std::array<Cell, 8> neighbors_of(const Cell& cell) const;
      int n_alive_neighbors(const std::array<Cell, 8>& neighbors) const;
      };

      template<typename InputIt>
      Life::Life(InputIt begin, InputIt end)
      : grid(begin, end) {}

      void Life::tick() {
      std::vector<Cell> to_die;
      std::vector<Cell> to_create;
      std::vector<Cell> all_neighbors;

      // find cells that will die
      std::copy_if(grid.begin(), grid.end(), std::back_inserter(to_die),
      [&](const auto& cell){
      const auto neighbors = neighbors_of(cell);
      const auto alive_neighbors = n_alive_neighbors(neighbors);
      return alive_neighbors < 2 || alive_neighbors > 3;
      });

      // collect neighbors of all cells
      std::for_each(grid.begin(), grid.end(),
      [&](const auto& cell){
      const auto neighbors = neighbors_of(cell);
      std::copy(neighbors.begin(), neighbors.end(), std::back_inserter(all_neighbors));
      });

      // find cells that will be created
      std::copy_if(all_neighbors.begin(), all_neighbors.end(), std::back_inserter(to_create),
      [&](const auto& cell) {
      if (grid.find(cell) != grid.end()) return false;
      const auto neighbors = neighbors_of(cell);
      const auto alive_neighbors = n_alive_neighbors(neighbors);
      return alive_neighbors == 3;
      });

      // kill cells
      std::for_each(to_die.begin(), to_die.end(), [&](const auto& cell){ grid.erase(cell); });
      // reproduce cells
      grid.insert(to_create.begin(), to_create.end());
      }

      std::array<Cell, 8> Life::neighbors_of(const Cell& cell) const {
      return { Cell(cell.first - 1, cell.second + 1),
      Cell(cell.first, cell.second + 1),
      Cell(cell.first + 1, cell.second + 1),
      Cell(cell.first + 1, cell.second),
      Cell(cell.first + 1, cell.second - 1),
      Cell(cell.first, cell.second - 1),
      Cell(cell.first - 1, cell.second - 1),
      Cell(cell.first - 1, cell.second) };
      }

      int Life::n_alive_neighbors(const std::array<Cell, 8>& neighbors) const {
      return std::count_if(neighbors.begin(), neighbors.end(),
      [&](const auto& cell){ return grid.find(cell) != grid.end(); });
      }

      std::ostream& operator<<(std::ostream& out, const Life& life) {
      if (life.grid.empty()) return out;
      out << *life.grid.begin();
      std::for_each(std::next(life.grid.begin()), life.grid.end(),
      [&](const auto& cell){
      out << 'n' << cell;
      });
      return out;
      }

      int main() {
      std::array<Cell, 3> blinker {Cell(-1, 0), Cell(0, 0), Cell(1, 0)};
      std::array<Cell, 6> toad {Cell(0, 0), Cell(1, 0), Cell(2, 0),
      Cell(1, 1), Cell(2, 1), Cell(3, 1)};

      Life life(toad.begin(), toad.end());

      std::cout << life << 'n';
      for (int i = 0; i < 6; ++i) {
      life.tick();
      std::cout << 'n' << life << 'n';
      }
      }






      c++ game-of-life






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      asked 31 mins ago









      Brady Dean

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