Brownian tree: Difference between revisions

 
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=={{header|EasyLang}}==
 
[https://easylang.dev/show/#cod=dZHLboMwEEX3/oqzLoqxiahUCfIjiAUlRrVK7IjQFv6+snmkqpKFrfH1eM6dcet7PxxRaLTojaOrajKleAm7uPhvQ67IlRhMO6JkHpboKr3lkKCVqinRwlHyppQSPx+2N1gKnIDBXE0zCoCJkqFxZ+vG+PiAjvr8RP9yo+3pqnmHTQFYU5xihhSwwHR0EBmekmkpG8J5JSd3xJED2Qp+KNuOiQKFH5i3YOJURhdRXOKYDe+DaT5XvtwqPLC9eYQ42smTkgWb6QoO0/oz6EXqqtnfK/n/pWzoYT90WC7+jH6lZPMH7frTMiPBkuLin2/Xt96Y654un7QlhRS/ Run it]
[https://easylang.online/apps/_brownian-tree.html Run it]
 
<syntaxhighlight lang="text">
color3 0 1 1
len f[] 200 * 200
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while i < n
repeat
x = randomrandint 200 - 1
y = randomrandint 200 - 1
until f[y * 200 + x + 1] <> 1
.
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xo = x
yo = y
x += randomrandint 3 - 2
y += randomrandint 3 - 2
if x < 0 or y < 0 or x >= 200 or y >= 200
break 1
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.
.
</syntaxhighlight>
 
=={{header|Evaldraw}}==
 
Based on the C version. Shows the brownian tree animate. Color each particle based on the time it settled. Dont overwrite existing particles.
 
[[File:Brownian tree from initial particle at center.gif|thumb|alt=Brownian trees form patterns similar to dendrites in nature|Animated brownian tree over the coarse of circa 1000 frames]]
 
<syntaxhighlight lang="c">
enum{SIZE=256, PARTICLES_PER_FRAME=10, PARTICLE_OK, GIVE_UP};
static world[SIZE][SIZE];
()
{
// set the seed
if (numframes==0) world[SIZE/2][SIZE/2] = 1;
t = klock();
simulate_brownian_tree(t);
 
cls(0);
for (y = 0; y < SIZE; y++){
for (x = 0; x < SIZE; x++){
cell = world[y][x];
if ( cell ) {
s = 100; // color scale
setcol(128+(s*cell % 128), 128+(s*.7*cell % 128), 128+(s*.1*cell % 128) );
setpix(x,y);
}
}
}
moveto(0,SIZE+15);
setcol(0xffffff);
printf("%g frames", numframes);
}
 
plop_particle(&px, &py) {
for (try=0; try<1000; try++) {
px = int(rnd*SIZE);
py = int(rnd*SIZE);
if (world[py][px] == 0) return PARTICLE_OK;
}
return GIVE_UP;
}
 
simulate_brownian_tree(time){
for(iter=0; iter<PARTICLES_PER_FRAME; iter++) // Rate of particle creation
{
// set particle's initial position
px=0; py=0;
if ( plop_particle(px,py) == GIVE_UP ) return;
 
while (1) { // Keep iterating until we bump into a solid particle
// randomly choose a direction
dx = int(rnd * 3) - 1;
dy = int(rnd * 3) - 1;
if (dx + px < 0 || dx + px >= SIZE || dy + py < 0 || dy + py >= SIZE)
{
// Restart if outside of screen
if ( plop_particle(px,py) == GIVE_UP ) return;
}else if (world[py + dy][px + dx]){
// bumped into something
world[py][px] = time;
break;
}else{
py += dy;
px += dx;
}
}
}
}
 
</syntaxhighlight>
 
=={{header|Factor}}==
This example sets four spawn points, one in each corner of the image, giving the result a vague x-shaped appearance. For visual reasons, movement is restricted to diagonals. So be careful if you change the seed or spawns — they should all fall on the same diagonal.
<syntaxhighlight lang="factor">USINGheaderUSING: accessors images images.loader kernel literals math
math.vectors random sets ;
FROM: sets => in? ;
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=={{header|Locomotive Basic}}==
{{trans|ZX Spectrum Basic}}
[[File:Cpcbasic brownian.png|thumb|Output]]
This program is ideally run in [https://benchmarko.github.io/CPCBasic/cpcbasic.html CPCBasic] and should finish after about 20 to 25 minutes (Chrome, desktop CPU). At normal CPC speed, it would probably take several days to run when set to 10000 particles.
<syntaxhighlight lang="locobasic">10 MODE 1:DEFINT a-z:RANDOMIZE TIME:np=10000
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1020 y=RND*400
1030 RETURN</syntaxhighlight>
 
=={{header|Lua}}==
The output is stored in as a ppm-image. The source code of these output-functions is located at
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world[py][px] := 1;
rect(SCALE * pred(px), SCALE * pred(py), SCALE, SCALE, white);
DRAW_FLUSHflushGraphic;
bumped := TRUE;
else
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until bumped;
end for;
end func;
const proc: main is func
begin
screen(SIZE * SCALE, SIZE * SCALE);
KEYBOARD := GRAPH_KEYBOARD;
genBrownianTree(SIZE, 20000);
readln(KEYBOARD);
end func;</syntaxhighlight>
 
Original source: [http://seed7.sourceforge.net/algorith/graphic.htm#brownian_tree]
 
=={{header|SequenceL}}==
'''SequenceL Code:'''<br>
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:Pause
:RecallGDB 0</syntaxhighlight>
 
=={{header|Uiua}}==
Uiua Pad will show well-shaped arrays as images directly. If running locally you can uncomment the final few lines to save it as a file instead. (Running local is ~10 times faster too.)
 
The main move loop passes round a pair of points: here and previous position, so when we hit a set cell we can just back up one.
 
<syntaxhighlight lang="Uiua">
S ← 80
# Create SxS grid, and set the centre point as seed.
⍜⊡(+1)↯2⌊÷2S ↯ S_S 0
 
RandInt ← ⌊×⚂
RandPoint ← ([⍥(RandInt S)2])
# Update the pair to be a new adjacent [[Here] [Last]]
Move ← ⊟∵(-1+⌊RandInt 3).⊢
In ← /××⊃(≥0)(<S) # Is this point in bounds?
# Given a grid return a free point pair and that grid.
SeedPair ← ⊟.⍢(RandPoint ◌)(=1⊡) RandPoint
# Find next adjacent position, or new seed if out of bounds.
Next ← ⟨SeedPair ◌|∘⟩:⟜(In ⊢)Move
# Start from a new Seed Pair and move until you hit the tree. Add the prior pos to the tree.
JoinTree ← ⍜⊡(+1)◌°⊟⍢Next (=0⊡⊢) SeedPair
# Do it multiple times.
⍜now⍥JoinTree500
 
# ◌
# &ime "png"
# &fwa "BrownianTree.png"
</syntaxhighlight>
 
Or if you like your code terse :-)
 
<syntaxhighlight lang="Uiua">
S ← 80
⍜⊡(+1)↯2⌊÷2S↯S_S0
Rp ← (⊟⍥(⌊×⚂S)2)
Sd ← ⊟.⍢(Rp◌)(=1⊡) Rp
Nx ← ⟨Sd◌|∘⟩:⟜(/××⊃(≥0)(<S)⊢)⊟∵(-1+⌊×⚂3).⊢
⍜now⍥(⍜⊡(+1)◌°⊟⍢Nx(=0⊡⊢)Sd)500
</syntaxhighlight>
{{out}}
[[File:UiuaBrownianTree.png|thumb|center||Sample with higher values than provided code]]
 
=={{header|Visual Basic .NET}}==
Windows Forms Application.
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{{trans|Go}}
As you'd expect, not very fast so have halved Go's parameters to draw the tree in around 45 seconds.
<syntaxhighlight lang="ecmascriptwren">import "graphics" for Canvas, Color
import "dome" for Window
import "random" for Random
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var Game = BrownianTree.new(200, 150, 7500)</syntaxhighlight>
 
=={{header|XPL0}}==
[[File:BrownXPL0.gif|right]]
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