Conway's Game of Life

From Rosetta Code
Task
Conway's Game of Life
You are encouraged to solve this task according to the task description, using any language you may know.

The Game of Life is a   cellular automaton   devised by the British mathematician   John Horton Conway   in 1970.   It is the best-known example of a cellular automaton.

Conway's game of life is described   here:

A cell   C   is represented by a   1   when alive,   or   0   when dead,   in an   m-by-m   (or m×m)   square array of cells.

We calculate   N   - the sum of live cells in C's   eight-location neighbourhood,   then cell   C   is alive or dead in the next generation based on the following table:

   C   N                 new C
   1   0,1             ->  0  # Lonely
   1   4,5,6,7,8       ->  0  # Overcrowded
   1   2,3             ->  1  # Lives
   0   3               ->  1  # It takes three to give birth!
   0   0,1,2,4,5,6,7,8 ->  0  # Barren

Assume cells beyond the boundary are always dead.

The "game" is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players.   One interacts with the Game of Life by creating an initial configuration and observing how it evolves.


Task

Although you should test your implementation on more complex examples such as the   glider   in a larger universe,   show the action of the blinker   (three adjoining cells in a row all alive),   over three generations, in a 3 by 3 grid.


References


Related task



11l

Translation of: Python
V cellcountx = 6
V cellcounty = 5
V celltable = [(1, 2) = 1,
               (1, 3) = 1,
               (0, 3) = 1]
DefaultDict[(Int, Int), Int] universe
universe[(1, 1)] = 1
universe[(2, 1)] = 1
universe[(3, 1)] = 1
universe[(1, 4)] = 1
universe[(2, 4)] = 1
universe[(3, 4)] = 1

L(i) 4
   print("\nGeneration "i‘:’)
   L(row) 0 .< cellcounty
      print(‘  ’(0 .< cellcountx).map(col -> [‘. ’, ‘O ’][:universe[(@row, col)]]).join(‘’))

   DefaultDict[(Int, Int), Int] nextgeneration
   L(row) 0 .< cellcounty
      L(col) 0 .< cellcountx
         nextgeneration[(row, col)] = celltable.get(
              (universe[(row, col)],
              -universe[(row, col)] + sum(multiloop(row-1..row+1,
                                                    col-1..col+1, (r, c) -> :universe[(r, c)]))
              ), 0)
   universe = nextgeneration

More optimal solution

V cellcountx = 6
V cellcounty = 5
V universe = [[0B] * cellcountx] * cellcounty
universe[1][1] = 1B
universe[2][1] = 1B
universe[3][1] = 1B
universe[1][4] = 1B
universe[2][4] = 1B
universe[3][4] = 1B
V nextgeneration = [[0B] * cellcountx] * cellcounty

L(i) 4
   print("\nGeneration "i‘:’)
   L(row) 0 .< cellcounty
      print(‘  ’, end' ‘’)
      L(col) 0 .< cellcountx
         print(I universe[row][col] {‘O ’} E ‘. ’, end' ‘’)
      print()

   L(row) 0 .< cellcounty
      L(col) 0 .< cellcountx
         V s = 0
         I row > 0
            s = universe[row-1][col]
            I col > 0
               s += universe[row-1][col-1]
            I col < cellcountx-1
               s += universe[row-1][col+1]
         I col > 0
            s += universe[row][col-1]
         I col < cellcountx-1
            s += universe[row][col+1]
         I row < cellcounty-1
            s += universe[row+1][col]
            I col > 0
               s += universe[row+1][col-1]
            I col < cellcountx-1
               s += universe[row+1][col+1]
         nextgeneration[row][col] = I universe[row][col] {s C 2..3} E s == 3
   universe = nextgeneration
Output:
Generation 0:
  . . . . . .
  . O . . O .
  . O . . O .
  . O . . O .
  . . . . . .

Generation 1:
  . . . . . .
  . . . . . .
  O O O O O O
  . . . . . .
  . . . . . .

Generation 2:
  . . . . . .
  . O O O O .
  . O O O O .
  . O O O O .
  . . . . . .

Generation 3:
  . . O O . .
  . O . . O .
  O . . . . O
  . O . . O .
  . . O O . .

6502 Assembly

Works with: [6502asm.com] version 1.2
randfill:   stx $01          ;$200 for indirect
            ldx #$02         ;addressing
            stx $02
randloop:   lda $fe          ;generate random
            and #$01         ;pixels on the
            sta ($01),Y      ;screen
            jsr inc0103
            cmp #$00
            bne randloop
            lda $02
            cmp #$06
            bne randloop


clearmem:   lda #$df         ;set $07df-$0a20
            sta $01          ;to $#00
            lda #$07
            sta $02
clearbyte:  lda #$00
            sta ($01),Y
            jsr inc0103
            cmp #$20
            bne clearbyte
            lda $02
            cmp #$0a
            bne clearbyte


starttick:
copyscreen: lda #$00         ;set up source
            sta $01          ;pointer at
            sta $03          ;$01/$02 and
            lda #$02         ;dest pointer
            sta $02          ;at $03/$04
            lda #$08
            sta $04
            ldy #$00
copybyte:   lda ($01),Y      ;copy pixel to
            sta ($03),Y      ;back buffer
            jsr inc0103      ;increment pointers
            cmp #$00         ;check to see
            bne copybyte     ;if we're at $600
            lda $02          ;if so, we've
            cmp #$06         ;copied the
            bne copybyte     ;entire screen


conway:     lda #$df         ;apply conway rules
            sta $01          ;reset the pointer
            sta $03          ;to $#01df/$#07df
            lda #$01         ;($200 - $21)
            sta $02          ;($800 - $21)
            lda #$07
            sta $04
onecell:    lda #$00         ;process one cell
            ldy #$01         ;upper cell
            clc
            adc ($03),Y
            ldy #$41         ;lower cell
            clc
            adc ($03),Y
chkleft:    tax              ;check to see
            lda $01          ;if we're at the
            and #$1f         ;left edge
            tay
            txa
            cpy #$1f
            beq rightcells
leftcells:  ldy #$00         ;upper-left cell
            clc
            adc ($03),Y
            ldy #$20         ;left cell
            clc
            adc ($03),Y
            ldy #$40         ;lower-left cell
            clc
            adc ($03),Y
chkright:   tax              ;check to see
            lda $01          ;if we're at the
            and #$1f         ;right edge
            tay
            txa
            cpy #$1e
            beq evaluate
rightcells: ldy #$02         ;upper-right cell
            clc
            adc ($03),Y
            ldy #$22         ;right cell
            clc
            adc ($03),Y
            ldy #$42         ;lower-right cell
            clc
            adc ($03),Y
evaluate:   ldx #$01         ;evaluate total
            ldy #$21         ;for current cell
            cmp #$03         ;3 = alive
            beq storex
            ldx #$00
            cmp #$02         ;2 = alive if
            bne storex       ;c = alive
            lda ($03),Y
            and #$01
            tax
storex:     txa              ;store to screen
            sta ($01),Y
            jsr inc0103      ;move to next cell
conwayloop: cmp #$e0         ;if not last cell,
            bne onecell      ;process next cell
            lda $02
            cmp #$05
            bne onecell
            jmp starttick    ;run next tick


inc0103:    lda $01          ;increment $01
            cmp #$ff         ;and $03 as 16-bit
            bne onlyinc01    ;pointers
            inc $02
            inc $04
onlyinc01:  inc $01
            lda $01
            sta $03
            rts

68000 Assembly

I went a little further and created a 40x30 grid, but this implementation is accurate and does have a blinker in it. As always, thanks to Keith of Chibiakumas for the cartridge header and hardware routines. This is the source code for a Sega Genesis game that you can compile with VASM. (It was tested in the Fusion emulator but it should work anywhere.)

Explanation of the implementation:

  • I'm using the Genesis's foreground tilemap to create the graphics.
  • Grid boundaries are handled by using the classic trick of padding all sides with a value that's not used in the "real" grid, and always counts as a dead cell.
  • Every iteration of the main loop does the same thing: check neighbors of each cell in the grid, write the next generation to a buffer, copy that buffer over the original, and display the output. This way, updates don't impact the outcome of the rest of the cells down the line (which would go against the rules of the game, as all cell births/deaths happen simultaneously.)

Explanation of macros:

  • pushRegs = MOVEM.L ___,-(SP)
  • popRegs = MOVEM.L (SP)+,___
  • pushLong = MOVE.L ___,-(SP)
  • popLong = MOVE.L (SP)+,___
include "\SrcALL\68000_Macros.asm"
;Ram Variables
Cursor_X equ $00FF0000		;Ram for Cursor Xpos
Cursor_Y equ $00FF0000+1	;Ram for Cursor Ypos

conwayTilemapRam equ $00FF1000
conwayBackupTilemapRam equ $00FF2000
;Video Ports
VDP_data	EQU	$C00000	; VDP data, R/W word or longword access only
VDP_ctrl	EQU	$C00004	; VDP control, word or longword writes only

;constants
ROWLENGTH equ 40

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 					Traps
	DC.L	$FFFFFE00		;SP register value
	DC.L	ProgramStart	;Start of Program Code
	DS.L	7,IntReturn		; bus err,addr err,illegal inst,divzero,CHK,TRAPV,priv viol
	DC.L	IntReturn		; TRACE
	DC.L	IntReturn		; Line A (1010) emulator
	DC.L	IntReturn		; Line F (1111) emulator
	DS.L	4,IntReturn		; Reserverd /Coprocessor/Format err/ Uninit Interrupt
	DS.L	8,IntReturn		; Reserved
	DC.L	IntReturn		; spurious interrupt
	DC.L	IntReturn		; IRQ level 1
	DC.L	IntReturn		; IRQ level 2 EXT
	DC.L	IntReturn		; IRQ level 3
	DC.L	IntReturn		; IRQ level 4 Hsync
	DC.L	IntReturn		; IRQ level 5
	DC.L	IntReturn		; IRQ level 6 Vsync
	DC.L	IntReturn		; IRQ level 7 
	DS.L	16,IntReturn	; TRAPs
	DS.L	16,IntReturn	; Misc (FP/MMU)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Header
	DC.B	"SEGA GENESIS    "	;System Name
	DC.B	"(C)CHBI "			;Copyright
 	DC.B	"2019.JAN"			;Date
	DC.B	"ChibiAkumas.com                                 " ; Cart Name
	DC.B	"ChibiAkumas.com                                 " ; Cart Name (Alt)
	DC.B	"GM CHIBI001-00"	;TT NNNNNNNN-RR T=Type (GM=Game) N=game Num  R=Revision
	DC.W	$0000				;16-bit Checksum (Address $000200+)
	DC.B	"J               "	;Control Data (J=3button K=Keyboard 6=6button C=cdrom)
	DC.L	$00000000			;ROM Start
	DC.L	$003FFFFF			;ROM Length
	DC.L	$00FF0000,$00FFFFFF	;RAM start/end (fixed)
	DC.B	"            "		;External RAM Data
	DC.B	"            "		;Modem Data
	DC.B	"                                        " ;MEMO
	DC.B	"JUE             "	;Regions Allowed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Generic Interrupt Handler
IntReturn:
	rte
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Program Start
ProgramStart:
	;initialize TMSS (TradeMark Security System)
	move.b ($A10001),D0		;A10001 test the hardware version
	and.b #$0F,D0
	beq	NoTmss				;branch if no TMSS chip
	move.l #'SEGA',($A14000);A14000 disable TMSS 
NoTmss:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Set Up Graphics

	lea VDPSettings,A5		;Initialize Screen Registers
	move.l #VDPSettingsEnd-VDPSettings,D1 ;length of Settings
	
	move.w (VDP_ctrl),D0	;C00004 read VDP status (interrupt acknowledge?)
	move.l #$00008000,d5	;VDP Reg command (%8rvv)
	
NextInitByte:
	move.b (A5)+,D5			;get next video control byte
	move.w D5,(VDP_ctrl)	;C00004 send write register command to VDP
		;   8RVV - R=Reg V=Value
	add.w #$0100,D5			;point to next VDP register
	dbra D1,NextInitByte	;loop for rest of block


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;					Set up palette and graphics
	
	move.l #$C0000000,d0	;Color 0
	move.l d0,VDP_Ctrl
	MOVE.W #$0A00,VDP_Data		;BLUE
	
	move.l #$C01E0000,d0	;Color 0
	move.l d0,VDP_Ctrl
	MOVE.W #$00EE,VDP_Data		;YELLOW
	
	lea Graphics,a0						;background tiles
	move.w #(GraphicsEnd-Graphics)-1,d1	;data size
	CLR.L D2							;start loading at tile 0 of VRAM
	jsr DefineTiles	
	
	clr.b Cursor_X			;Clear Cursor XY
	clr.b Cursor_Y
	
	;Turn on screen
	move.w	#$8144,(VDP_Ctrl);C00004 reg 1 = 0x44 unblank display
	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;	
; TESTING AREA

	;load the tilemaps
	LEA Conway_Tilemap,a3
	LEA ConwayTilemapRam,A2
	move.l #(Conway_Backup_Tilemap-Conway_Tilemap),d1
	JSR LDIR
	
	LEA Conway_Backup_Tilemap,a3
	LEA conwayBackupTilemapRam,A2
	move.l #(Conway_Backup_Tilemap-Conway_Tilemap),d1
	JSR LDIR	
	
	CLR.B Cursor_X
	CLR.B Cursor_Y
	;print the tilemap once
	LEA ConwayTilemapRam,A3
	JSR Conway_Print
	
main:
	
	;do the behavior
	jsr Conway_CheckTilemap
	
	;copy the tilemap
	lea conwayBackupTilemapRam,A3
	LEA ConwayTilemapRam,A2
	move.l #(Conway_Backup_Tilemap-Conway_Tilemap),d1
	jsr LDIR
	
	CLR.B Cursor_X
	CLR.B Cursor_Y
	;print the tilemap
	LEA ConwayTilemapRam,A3
	JSR Conway_Print
	
	;repeat
	JMP main

Conway_CheckTilemap:
	
	;since we don't want the partial results of the checks to mess with later ones, we'll copy the changes to a buffer, and then 
	;have that buffer clobber the original. That way, all changes to the ecosystem are effectively atomic.
	
	LEA ConwayTilemapRam,A0
	LEA conwayBackupTilemapRam,A6
	LEA (ROWLENGTH+3,A0),A0	;actual data starts here
	LEA (ROWLENGTH+3,A6),A6	;actual data starts here
.loop:
	MOVE.B (A0),D2
	CMP.B #255,D2
	BEQ .done
	CMP.B #2,D2
	BEQ .overhead
	JSR Conway_CheckNeighbors

	pushLong D0
		JSR popcnt_8
		MOVE.B D0,D3
	popLong D0
	
	;now implement the table here.
	;neighbor bits in D0
	;current state in D2
	;popcnt in D3
	;pointer to where we are in A0
	
	;the only time the current state is relevant to the output, is when popcnt = 2. Otherwise, it's entirely determined by popcnt.
	CMP.B #4,D3
	BCC .DeadCell
	CMP.B #1,D3
	BLS .DeadCell
	CMP.B #3,D3
	BEQ .LiveCell
	;else, must be 2.
	MOVE.B D2,(A6)	;store current value into backup table.
	bra .overhead
.LiveCell:
	MOVE.B #1,(A6)
	BRA .overhead
.DeadCell:	
	MOVE.B #0,(A6)	;store in backup table.
.overhead:
	ADDA.L #1,A0
	ADDA.L #1,A6
	JMP .loop
.done:
	RTS

popcnt_8:
	pushRegs D2-D5
		MOVEQ #8-1,D5
		MOVEQ #0,D3
.loop:
		ROR.B #1,D0
		BCC .overhead
			ADDQ.B #1,D3
.overhead:
		dbra d5,.loop
	MOVE.B D3,D0
	popRegs D2-D5
	RTS

Conway_CheckNeighbors:
	;A0 = pointer to where we are in the tilemap.
	;returns: D0.B = uUrRdDlL
	;u = top left
	;U = top
	;r = top Right
	;R = Right
	;d = bottom right
	;D = bottom
	;l = bottom Left
	;L = Left
	pushRegs D2-D5/A0
	MOVEQ #0,D0
	MOVE.L A0,A1
	MOVE.L A1,A2
	SUBA.L #ROWLENGTH+2,A1		;POINTS ABOVE
	ADDA.L #ROWLENGTH+2,A2		;POINTS BELOW
	
	MOVE.B (A1),D1
	MOVE.B (A2),D2
	
	CMP.B #1,D1
	BNE .noUpper
	BSET #6,D0
	bra .next
.noUpper:
	BCLR #6,D0
.next:
CheckLower:
	CMP.B #1,D2
	BNE .noLower
	BSET #2,D0
	bra .next
.noLower:
	BCLR #2,D0
.next:	

	SUBA.L #1,A0	;left
	SUBA.L #1,A1	;upper-left
	SUBA.L #1,A2	;lower-left
	
	MOVE.B (A1),D1
	MOVE.B (A2),D2
	MOVE.B (A0),D3
CheckUpperLeft:
	CMP.B #1,D1
	BNE .noUpperLeft
	BSET #7,D0
	bra .next
.noUpperLeft:
	BCLR #7,D0
.next:

CheckLowerLeft:
	CMP.B #1,D2
	BNE .noLowerLeft
	BSET #1,D0
	bra .next
.noLowerLeft:
	BCLR #1,D0
.next:	

CheckLeft:
	CMP.B #1,D3
	BNE .noLeft
	BSET #0,D0
	bra .next
.noLeft:
	BCLR #0,D0
.next:	


	addA.L #2,A0
	addA.L #2,A1
	addA.L #2,A2
	
	MOVE.B (A1),D1
	MOVE.B (A2),D2
	MOVE.B (A0),D3
	
CheckUpperRight:
	CMP.B #1,D1
	BNE .noUpperRight
	BSET #5,D0
	bra .next
.noUpperRight:
	BCLR #5,D0
.next:

CheckLowerRight:
	CMP.B #1,D2
	BNE .noLowerRight
	BSET #3,D0
	bra .next
.noLowerRight:
	BCLR #3,D0
.next:	

CheckRight:
	CMP.B #1,D3
	BNE .noRight
	BSET #4,D0
	bra .next
.noRight:
	BCLR #4,D0
.next:	
	popRegs D2-D5/A0
	rts
	
Conway_Print:
	;input: A3 = base address of tilemap
	MOVE.B (A3)+,D0
	CMP.B #255,D0
	BEQ .done
	CMP.B #2,D0
	BEQ .skip
	;else, print
	JSR Conway_PrintChar
.skip
	BRA Conway_Print
.done
	rts
	
Conway_PrintChar:				;Show D0 to screen
	moveM.l d0-d7/a0-a7,-(sp)
		and.l #$FF,d0			;Keep only 1 byte
		Move.L  #$40000003,d5	;top 4=write, bottom $3=Cxxx range
		MOVEQ #0,D4				;Tilemap at $C000+

		Move.B (Cursor_Y),D4	
		rol.L #8,D4				;move $-FFF to $-FFF----
		rol.L #8,D4
		rol.L #7,D4				;2 bytes per tile * 64 tiles per line
		add.L D4,D5				;add $4------3
		
		Move.B (Cursor_X),D4
		rol.L #8,D4				;move $-FFF to $-FFF----
		rol.L #8,D4
		rol.L #1,D4				;2 bytes per tile
		add.L D4,D5				;add $4------3
		
		MOVE.L	D5,(VDP_ctrl)	; C00004 write next character to VDP
		MOVE.W	D0,(VDP_data)	; C00000 store next word of name data

		addq.b #1,(Cursor_X)	;INC Xpos
		move.b (Cursor_X),d0
		cmp.b #39,d0
		bls .nextpixel_Xok
		jsr NewLine			;If we're at end of line, start newline
.nextpixel_Xok:
	moveM.l (sp)+,d0-d7/a0-a7
	rts
	
;don't forget, these are in ROM so we can't write to them directly.
;instead, they will be copied to ram and worked with from there.
Conway_Tilemap:	;(screenwidth + 2) by (screenheight+2)
	DC.B $02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$01,$01,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$01,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$01,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$01,$01,$00,$00,$00,$00,$00,$00,$01,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$01,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$01,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	DC.B $02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02
	DC.B 255
	EVEN
Conway_Backup_Tilemap:	;(screenwidth + 2) by (screenheight+2)
	DC.B $02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02
	rept 30
	DC.B $02,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$02
	endr
	DC.B $02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02,$02
	DC.B 255
	EVEN
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
NewLine:
	addq.b #1,(Cursor_Y)		;INC Y
	clr.b (Cursor_X)			;Zero X
	rts	
	

LDIR:	;COPY D1 BYTES FROM A3 TO A2
	move.b (a3)+,(a2)+
	DBRA D1,LDIR
	rts
	
DefineTiles:						;Copy D1 bytes of data from A0 to VDP memory D2 
	jsr prepareVram					;Calculate the memory location we want to write
.again:								; the tile pattern definitions to
		move.l (a0)+,(VDP_data)				
		dbra d1,.again
	rts
			
prepareVram:							;To select a memory location D2 we need to calculate 
										;the command byte... depending on the memory location
	pushall								;$7FFF0003 = Vram $FFFF.... $40000000=Vram $0000
		move.l d2,d0
		and.w #%1100000000000000,d0		;Shift the top two bits to the far right 
		rol.w #2,d0
		
		and.l #%0011111111111111,d2	    ; shift all the other bits left two bytes
		rol.l #8,d2		
		rol.l #8,d2
		
		or.l d0,d2						
		or.l #$40000000,d2				;Set the second bit from the top to 1
										;#%01000000 00000000 00000000 00000000
		move.l d2,(VDP_ctrl)
popallRTS:
	popall
	rts
	
Graphics:
	DC.L $0000000F,$0000000F,$0000000F,$0000000F,$0000000F,$0000000F,$0000000F,$FFFFFFFF
	DC.L $FFFFFFFF,$FFFFFFFF,$FFFFFFFF,$FFFFFFFF,$FFFFFFFF,$FFFFFFFF,$FFFFFFFF,$FFFFFFFF
GraphicsEnd:

VDPSettings:
	DC.B $04 ; 0 mode register 1											---H-1M-
	DC.B $04 ; 1 mode register 2											-DVdP---
	DC.B $30 ; 2 name table base for scroll A (A=top 3 bits)				--AAA--- = $C000
	DC.B $3C ; 3 name table base for window (A=top 4 bits / 5 in H40 Mode)	--AAAAA- = $F000
	DC.B $07 ; 4 name table base for scroll B (A=top 3 bits)				-----AAA = $E000
	DC.B $6C ; 5 sprite attribute table base (A=top 7 bits / 6 in H40)		-AAAAAAA = $D800
	DC.B $00 ; 6 unused register											--------
	DC.B $00 ; 7 background color (P=Palette C=Color)						--PPCCCC
	DC.B $00 ; 8 unused register											--------
	DC.B $00 ; 9 unused register											--------
	DC.B $FF ;10 H interrupt register (L=Number of lines)					LLLLLLLL
	DC.B $00 ;11 mode register 3											----IVHL
	DC.B $81 ;12 mode register 4 (C bits both1 = H40 Cell)					C---SIIC
	DC.B $37 ;13 H scroll table base (A=Top 6 bits)							--AAAAAA = $FC00
	DC.B $00 ;14 unused register											--------
	DC.B $02 ;15 auto increment (After each Read/Write)						NNNNNNNN
	DC.B $01 ;16 scroll size (Horiz & Vert size of ScrollA & B)				--VV--HH = 64x32 tiles
	DC.B $00 ;17 window H position (D=Direction C=Cells)					D--CCCCC
	DC.B $00 ;18 window V position (D=Direction C=Cells)					D--CCCCC
	DC.B $FF ;19 DMA length count low										LLLLLLLL
	DC.B $FF ;20 DMA length count high										HHHHHHHH
	DC.B $00 ;21 DMA source address low										LLLLLLLL
	DC.B $00 ;22 DMA source address mid										MMMMMMMM
	DC.B $80 ;23 DMA source address high (C=CMD)							CCHHHHHH
VDPSettingsEnd:
	even
Output:

Screenshot of emulator

ABAP

Works with: ABAP version 7.4 SP05 or Above only

For the proposed task use 10,9;10,10;10,11 on screen field P_POS. Can be left blank for random filling

*&---------------------------------------------------------------------*
*& Report ZCONWAYS_GAME_OF_LIFE
*&---------------------------------------------------------------------*
*& by Marcelo Bovo
*&---------------------------------------------------------------------*
report zconways_game_of_life line-size 174 no standard page heading
                             line-count 40.

parameters: p_char type c default '#',
            p_pos  type string.

class lcl_game_of_life definition.

  public section.

    data: x_max      type i value 174,
          y_max      type i value 40,
          character  type c value abap_true,
          x          type i,
          y          type i,
          pos        type string,
          offlimits  type i value 9998,
          grid(9999) type c. " every X_MAX characters on grid equals one line on screen

    data: o_random_y type ref to cl_abap_random_int,
          o_random_x type ref to cl_abap_random_int.

    methods: constructor,
      play,
      initial_position,
      initial_grid,
      write,
      change_grid.

endclass.

class lcl_game_of_life implementation.
  method constructor.
    o_random_y = cl_abap_random_int=>create( seed = cl_abap_random=>create( conv i( sy-uzeit ) )->intinrange( low = 1 high = 999999 )
                                             min  = 1
                                             max = y_max ).

    o_random_x = cl_abap_random_int=>create( seed = cl_abap_random=>create( conv i( |{ sy-datum(4) }{ sy-uzeit }| ) )->intinrange( low = 1 high = 999999 )
                                             min  = 1
                                             max = x_max ).

  endmethod.

  method play.

    "fill initial data ramdonly if user hasnt typed any coordenates
    if pos is initial.
      initial_position( ).
    endif.

    initial_grid( ).

    write( ).

  endmethod.

  method initial_position.
    do cl_abap_random_int=>create( "seed = conv i( sy-uzeit )
                                   min  = 50
                                   max = 800 )->get_next( ) times.
      data(lv_index) = sy-index.

      x = o_random_x->get_next( ).
      y = o_random_y->get_next( ).

      p_pos = |{ p_pos }{ switch char1( lv_index when '1' then space else ';' ) }{ y },{ x }|.
    enddo.
  endmethod.

  method initial_grid.

    "Split coordenates
    split p_pos at ';' into table data(lt_pos_inicial) .

    "Sort By Line(Easy to read)
    sort lt_pos_inicial.

    loop at lt_pos_inicial assigning field-symbol(<pos_inicial>).

      split <pos_inicial> at ',' into data(y_char) data(x_char).

      x = x_char.
      y = y_char.

      "Ensure maximum coordenates are not surpassed
      x = cond #( when x <= x_max then x
                   else o_random_x->get_next( ) ).

      y = cond #( when y <= y_max then y
                   else o_random_y->get_next( ) ).

      "Write on string grid
      "Every x_max lines represent one line(Y) on the grid
      data(grid_xy) = ( x_max * y ) + x - x_max - 1.
      grid+grid_xy(1) = character.

    endloop.

  endmethod.

  method write.

    skip to line 1.

    "Write every line on screen
    do y_max times.
      data(lv_index) = sy-index - 1.

      "Write whole line(current line plus number of maximum X characters)
      data(grid_xy) = ( lv_index * x_max ).

      write / grid+grid_xy(x_max) no-gap.

      if grid+grid_xy(x_max) is initial.
        skip.
      endif.

    enddo.

    change_grid( ).

  endmethod.

  method change_grid.

    data(grid_aux) = grid.
    clear grid_aux.
    data(grid_size) = strlen( grid ).

    "Validate neighbours based on previous written grid
    "ABC
    "D.F
    "GHI
    do grid_size + x_max times.

      "Doens't write anything beyond borders
      check sy-index <= x_max * y_max.

      data(grid_xy) = sy-index - 1.

      data(neighbours) = 0.

      "Current Line neighbours
      data(d) = grid_xy - 1.
      data(f) = grid_xy + 1.

      "Line above neighbours
      data(b) = grid_xy - x_max.
      data(a) = b - 1.
      data(c) = b + 1.

      "Line Bellow neighbours
      data(h) = grid_xy + x_max.
      data(g) = h - 1.
      data(i) = h + 1.

      "Previous Neighbours
      neighbours += cond #( when a < 0 then 0 else cond #( when grid+a(1) is not initial then 1 else 0 )   ).
      neighbours += cond #( when b < 0 then 0 else cond #( when grid+b(1) is not initial then 1 else 0 )   ).
      neighbours += cond #( when c < 0 then 0 else cond #( when grid+c(1) is not initial then 1 else 0 )   ).
      neighbours += cond #( when d < 0 then 0 else cond #( when grid+d(1) is not initial then 1 else 0 )   ).

      "Next Neighbours
      neighbours += cond #( when f > grid_size then 0 else cond #( when grid+f(1) is not initial then 1 else 0 )   ).
      neighbours += cond #( when g > grid_size then 0 else cond #( when grid+g(1) is not initial then 1 else 0 )   ).
      neighbours += cond #( when h > grid_size then 0 else cond #( when grid+h(1) is not initial then 1 else 0 )   ).
      neighbours += cond #( when i > grid_size then 0 else cond #( when grid+i(1) is not initial then 1 else 0 )   ).

      grid_aux+grid_xy(1) = cond #( when  neighbours = 3 or (  neighbours = 2  and grid+grid_xy(1) = character )
                                     then character
                                    else space ).

    enddo.

    grid = grid_aux.

  endmethod.
endclass.

start-of-selection.

  set pf-status 'STANDARD_FULLSCREEN'. "Use &REFRESH button with F8 Shortcut to go to next generation

  data(lo_prog) = new lcl_game_of_life( ).
  lo_prog->character = p_char.
  lo_prog->pos = p_pos.
  lo_prog->play( ).

at user-command.

  case sy-ucomm.
    when 'REFR' or '&REFRESH'.
      sy-lsind = 1. "Prevents LIST_TOO_MANY_LEVELS DUMP
      lo_prog->write( ).
    when others.
      leave list-processing.
  endcase.

ACL2

(defun print-row (row)
   (if (endp row)
       nil
       (prog2$ (if (first row)
                   (cw "[]")
                   (cw "  "))
               (print-row (rest row)))))

(defun print-grid-r (grid)
   (if (endp grid)
       nil
       (progn$ (cw "|")
               (print-row (first grid))
               (cw "|~%")
               (print-grid-r (rest grid)))))

(defun print-line (l)
   (if (zp l)
       nil
       (prog2$ (cw "-")
               (print-line (1- l)))))

(defun print-grid (grid)
   (progn$ (cw "+")
           (print-line (* 2 (len (first grid))))
           (cw "+~%")
           (print-grid-r grid)
           (cw "+")
           (print-line (* 2 (len (first grid))))
           (cw "+~%")))

(defun neighbors-row-r (row)
   (if (endp (rest (rest row)))
       (list (if (first row) 1 0))
       (cons (+ (if (first row) 1 0)
                (if (third row) 1 0))
             (neighbors-row-r (rest row)))))

(defun neighbors-row (row)
   (cons (if (second row) 1 0)
         (neighbors-row-r row)))

(defun zip+ (xs ys)
   (if (or (endp xs) (endp ys))
       (append xs ys)
       (cons (+ (first xs) (first ys))
             (zip+ (rest xs) (rest ys)))))

(defun counts-row (row)
   (if (endp row)
       nil
       (cons (if (first row) 1 0)
             (counts-row (rest row)))))

(defun neighbors-r (grid prev-counts curr-counts next-counts
                         prev-neighbors curr-neighbors
                         next-neighbors)
   (if (endp (rest grid))
       (list (zip+ (zip+ prev-counts
                         prev-neighbors)
                   (neighbors-row (first grid))))
       (cons (zip+ (zip+ (zip+ prev-counts next-counts)
                         (zip+ prev-neighbors next-neighbors))
                   curr-neighbors)
             (neighbors-r (rest grid)
                          curr-counts
                          next-counts
                          (counts-row (third grid))
                          curr-neighbors
                          next-neighbors
                          (neighbors-row (third grid))))))

(defun neighbors (grid)
   (neighbors-r grid
                nil
                (counts-row (first grid))
                (counts-row (second grid))
                nil
                (neighbors-row (first grid))
                (neighbors-row (second grid))))

(defun life-rules-row (life neighbors)
   (if (or (endp life) (endp neighbors))
       nil
       (cons (or (and (first life)
                      (or (= (first neighbors) 2)
                          (= (first neighbors) 3)))
                 (and (not (first life))
                      (= (first neighbors) 3)))
             (life-rules-row (rest life) (rest neighbors)))))

(defun life-rules-r (grid neighbors)
   (if (or (endp grid) (endp neighbors))
       nil
       (cons (life-rules-row (first grid) (first neighbors))
             (life-rules-r (rest grid) (rest neighbors)))))

(defun conway-step (grid)
   (life-rules-r grid (neighbors grid)))

(defun conway (grid steps)
   (if (zp steps)
       nil
       (progn$ (print-grid grid)
               (conway (conway-step grid) (1- steps)))))
Output:
+------+
|  []  |
|  []  |
|  []  |
+------+
+------+
|      |
|[][][]|
|      |
+------+
+------+
|  []  |
|  []  |
|  []  |
+------+

Ada

WITH Ada.Text_IO;  USE Ada.Text_IO;
 
PROCEDURE Life IS
   SUBTYPE Cell IS Natural RANGE 0 .. 1;

   TYPE Petri_Dish IS ARRAY (Positive RANGE <>, Positive RANGE <>) OF Cell;

   PROCEDURE Step (Gen : IN OUT Petri_Dish) IS
      Above       : ARRAY (Gen'Range (2)) OF Cell := (OTHERS => 0);
      Left, This  : Cell;
   BEGIN
      FOR I IN Gen'First (1) + 1 .. Gen'Last (1) - 1 LOOP
         Left := 0;
         FOR J IN Gen'First (2) + 1 .. Gen'Last (2) - 1 LOOP
            This := (CASE Above (J - 1) + Above (J) + Above (J + 1) +
                          Left			    + Gen (I, J + 1) +
                          Gen (I + 1, J - 1) + Gen (I + 1, J) 	+ Gen (I + 1, J + 1) IS
                        WHEN 2      => Gen (I, J),
                        WHEN 3      => 1,
                        WHEN OTHERS => 0);
            Above (J - 1):= Left;
            Left         := Gen (I, J);
            Gen (I, J) 	 := This;
         END LOOP;
         Above (Above'Last - 1) := Left;
      END LOOP;
   END Step;
 
   PROCEDURE Put (Gen : Petri_Dish) IS
   BEGIN
      FOR I IN Gen'Range (1) LOOP
         FOR J IN Gen'Range (2) LOOP
            Put ( if Gen (I, J) = 0 then " " else "#");
         END LOOP;
         New_Line;
      END LOOP;
   END Put;
 
   Blinker : Petri_Dish := (2 .. 4 => (0, 0, 1, 0, 0), 1 | 5 => (0, 0, 0, 0, 0));
   Glider  : Petri_Dish (1..6,1..11):= (2 => (3 => 1, others => 0),
                                        3 => (4 => 1, others => 0),
                                        4 => (2|3|4=>1, others => 0),
                                        others => (others => 0));
   PROCEDURE Put_And_Step_Generation (N : Positive; Name : String; P : IN OUT Petri_Dish) IS
   BEGIN
      FOR Generation IN 1 .. N LOOP
         Put_Line (Name & Generation'Img);
         Put (P);
         Step (P);
      END LOOP;
   END Put_And_Step_Generation;

BEGIN
   Put_And_Step_Generation (3, "Blinker", Blinker);
   Put_And_Step_Generation (5, "Glider", Glider);
END Life;

The solution uses one cell thick border around square Petri dish as uninhabited dire land. This simplifies computations of neighborhood. Sample output contains 3 generations of the blinker and 5 of the glider:

Output:
Blinker 1

  #
  #
  #

Blinker 2


 ###


Blinker 3

  #
  #
  #

Glider 1

  #
   #
 ###


Glider 2


 # #
  ##
  #

Glider 3


   #
 # #
  ##

Glider 4


  #
   ##
  ##

Glider 5


   #
    #
  ###

ALGOL 68

See Conway's Game of Life/ALGOL 68

Amazing Hopper

El programa genera el algoritmo en modo texto.

Adaptado del programa "Conway's Game of Life" de Vishal Nagda, en Hithub

https://github.com/vishalnagda1/CONWAYs-Game-of-Life-C/blob/master/game_of_life.c

#include <jambo.h>

#define SIZER   90
#define SIZEC   120

Main
   
    Dim (SIZER, SIZEC) as zeros 'grid, neighbour_count'
    Dim (SIZER, SIZEC) as fill '" ",disp grid'
    
    c=0, Let( c := Utf8(Chr(254)))
    
    moi=0, moj=0, poi=0, poj=0

    m={}
    Set ' 0,1,1 ' Apnd row 'm'
    Set ' 1,1,0 ' Apnd row 'm'
    Set ' 0,1,0 ' Apnd row 'm'
    [44:46, 59:61] Set 'm', Put 'grid'
    Clr all marks
    
    i=0, j=0
    Tok sep '""'
    Locate (1,1)
    Loop 
       i=1
       Iterator ( ++i, Less equal(i,SIZER),\
                  j=1, Iterator ( ++j, Less equal(j,SIZEC), \
                          Set 'i,j', Gosub 'Count NBR', [i,j], Put 'neighbour_count' ) )

       i=1
       Loop if( Less equal(i,SIZER) )
          j=1
          Loop if( Less equal(j,SIZEC) )
             [i,j]
             If ( Get 'grid' )
                Get 'neighbour_count'
                When ( Out of range including '1,4' ) {
                   Set '0," "', Put 'disp grid', Put 'grid'
                }
             Else
                Get 'neighbour_count'
                When ( Is equal to '3' ) {
                   Set '1,c', Put 'disp grid', Put 'grid'
                }
             End If
             ++j
          Back
          ++i
       Back 
       
       Clr all marks
       Print table 'disp grid'
       Break if ( Key pressed )

    Back 
    Pause
End

Subrutines

Define 'Count NBR, i, j'
    n_count = 0

    When ( Must be( Minus one 'i' ---Backup to 'moi'---, Minus one 'j' ---Backup to 'moj'--- ) ) {

       When ( [moi,moj]Get 'grid' ) {
          ++n_count
       }
    }

    Plus one 'j', Move to 'poj'

    When ( moi ) { 
       When ( [ moi, j ] Get 'grid' ) {
          ++n_count
       }
       When ( Less equal( poj, SIZEC )) {
          When ( [ moi, poj] Get 'grid' ) {
             ++n_count
          }
       }
    }

    When ( moj ) { 
       When( [i, moj] Get 'grid' )  {
          ++n_count
       }
    }

    When ( Less equal ( poj, SIZEC ) ){
  
       When( [i, poj] Get 'grid' ) {
          ++n_count
       }
    }

    When ( Less equal (Plus one 'i' ---Backup to 'poi'---, SIZER ) ) {

       When ( [ poi, j] Get 'grid' ) {
          ++n_count
       }
       
       When ( Less equal ( poj, SIZEC) ) {
          When ( [poi, poj] Get 'grid' ) {
             ++n_count
          }
       }
       
       When ( moj ){
          When ([poi, moj] Get 'grid' ){
             ++n_count
          }
       }
    }
Return 'n_count'
Output:
La llamada se realiza desde terminal, con el programa "rxvt" de Linux, para adaptar la terminal a los pixeles y dimensiones adecuados.

Llamada:
rxvt -g 270x100 -fn "xft:FantasqueSansMono-Regular:pixelsize=3" -e hopper jm/gamelife.jambo

Version 2

Me di cuenta de que la subrutina "Count NBR" era un poco lenta, y además, una función que cuente los vecinos en un radio dado, me es útil para hacer juegos, por lo que incluí esa función dentro de las funciones de HOPPER.

Además, reescribí el programa "a la Hopper", como debió ser desde un principio.

#include <jambo.h>
#define SIZER   90
#define SIZEC   120

Main
    Cls
    Hide cursor

    Dim (SIZER, SIZEC), as zeros 'grid, neighbour_count'
    Dim (SIZER, SIZEC), as fill '" ",disp grid'
 
    c=0 , Let( c := Utf8(Chr(254)))

    m={}
    Set ' 0,1,1 ' Apend row to 'm'
    Set ' 1,1,0 ' Apend row to 'm'
    Set ' 0,1,0 ' Apend row to 'm'
 
    [44:46, 59:61] Set 'm', Put 'grid'
    
    Clr all marks
    
    radio=1, r=0

    Tok sep '""'

    Locate (1,1)
    Loop
       i=1
       Iterator ( ++i, Less equal(i,SIZER),\
                  j=1, Iterator ( ++j, Less equal(j,SIZEC), \
                           [i,j], Neighbour count (grid,radio), Put 'neighbour_count' ) )
       
       Cartesian ( Greater equal(grid, 1)---Back up to 'r'--- Mul by 'neighbour_count';\
                                                          Out of range including '1,4' )
       Get range, Set '0," "', Put 'disp grid', Put 'grid', Forget

       Cartesian ( Not( r ); Mul by 'neighbour_count'; Is equal to '3' )
       Get range, Set '1,c', Put 'disp grid', Put 'grid', Forget
       Clr range

       Clr all marks
       Print table 'disp grid'
       
       Break if ( Key pressed )
    Back 
    Pause
    Show cursor
End
Output:

La salida es la misma, pero ahora va mucho más rápido... parecen estrellitas explotando :D

APL

GNU APL (from Wikipedia: https://aplwiki.com/wiki/John_Scholes%27_Conway%27s_Game_of_Life#Translations)

      Life{↑↑1 .3 4=+/,¯1 0 1∘.¯1 0 1∘.⌽⊂}
      m  5 5(0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0)
      m
0 0 0 0 0
0 0 0 0 0
0 1 1 1 0
0 0 0 0 0
0 0 0 0 0
      Life m
0 0 0 0 0
0 0 1 0 0
0 0 1 0 0
0 0 1 0 0
0 0 0 0 0
      Life Life m
0 0 0 0 0
0 0 0 0 0
0 1 1 1 0
0 0 0 0 0
0 0 0 0 0


APL2 (Dyalog) Example in one line

APL \ 1130 example (very old APL dialect via simulator)
https://web.archive.org/web/20160313204013/http://www.farnik.com/wiki/uploads/lifeAPL1130.jpg

From: APL \ 1130 Samples

The following APL \ 1130 code will need APL385 font installed to display correctly.
See Download APL TT Font

      ∇LIFE[⎕]∇
[0]   NG←LIFE CG;W
[1]   W←CG+(¯1⊖CG)+(1⊖CG)+(¯1⌽CG)+(1⌽CG)
[2]   W←W+(1⊖1⌽CG)+(¯1⊖1⌽CG)+(1⊖¯1⌽CG)+(¯1⊖¯1⌽CG)
[3]   NG←(3=W)+(CG∧4=W)
      ∇
      RP←5 5⍴0 0 0 0 0 0 0 1 1 0 0 1 1 0 0 0 0 1 0 0
      RP
0 0 0 0 0
0 0 1 1 0
0 1 1 0 0
0 0 1 0 0
0 0 0 0 0
      LIFE RP
0 0 0 0 0
0 1 1 1 0
0 1 0 0 0
0 1 1 0 0
0 0 0 0 0
      LIFE LIFE RP
0 0 1 0 0
0 1 1 0 0
1 0 0 1 0
0 1 1 0 0
0 0 0 0 0

AppleScript

This handler creates and returns a "universe" script object initialised with given "seed" text and dimensions. For convenience, the seed text's visible characters can be anything, the set-up code itself replacing them with "■" characters. The use of the returned universe is demo'd later.

use AppleScript version "2.4" -- OS X 10.10 (Yosemite) or later
use framework "Foundation" -- For the regex at the top of newUniverse()
use scripting additions

-- The characters to represent the live and dead cells.
property live : "■" -- character id 9632 (U+25A0).
property dead : space
-- Infinite universes are expensive to maintain, so only a local region of universe is represented here.
-- Its invisible border is a wall of "dead" cells one cell deep, lined with a two-cell buffer layer into which
-- objects nominally leaving the region can disappear without being seen to hit the wall or bouncing back.
property borderThickness : 3

on newUniverse(seed, {w, h})
    -- Replace every visible character in the seed text with "■" and every horizontal space with a space.
    set seed to current application's class "NSMutableString"'s stringWithString:(seed)
    set regex to current application's NSRegularExpressionSearch
    tell seed to replaceOccurrencesOfString:("\\S") withString:(live) options:(regex) range:({0, its |length|()})
    tell seed to replaceOccurrencesOfString:("\\h") withString:(dead) options:(regex) range:({0, its |length|()})
    -- Ensure the universe dimensions are at least equal to the number of lines and the length of the longest.
    set seedLines to paragraphs of (seed as text)
    set lineCount to (count seedLines)
    if (lineCount > h) then set h to lineCount
    set seedWidth to 0
    repeat with thisLine in seedLines
        set lineLength to (count thisLine)
        if (lineLength > seedWidth) then set seedWidth to lineLength
    end repeat
    if (seedWidth > w) then set w to seedWidth
    
    -- Get a new universe.
    script universe
        -- State lists. These will contain or be lists of 0s and 1s and will include the border cells.
        property newState : {}
        property previousState : {}
        property currentRow : {}
        property rowAbove : {}
        property rowBelow : {}
        property replacementRow : {}
        -- Equivalent text lists. These will only cover what's in the bounded region.
        property lineList : {}
        property characterGrid : {}
        property currentLineCharacters : {}
        -- Precalculated border cell indices.
        property rightInnerBuffer : borderThickness + w + 1
        property rightOuterBuffer : rightInnerBuffer + borderThickness - 2
        property bottomInnerBuffer : borderThickness + h + 1
        property bottomOuterBuffer : bottomInnerBuffer + borderThickness - 2
        -- Generation counter.
        property counter : 0
        -- Temporary lists used in the set-up.
        property rowTemplate : {}
        property lineCharacterTemplate : {}
        
        -- Built-in handlers. Both return text representing a universe state and
        -- a boolean indicating whether or not the state's the same as the previous one.
        on nextState()
            set astid to AppleScript's text item delimiters
            set AppleScript's text item delimiters to ""
            copy newState to previousState
            set currentRow to beginning of my previousState
            set rowBelow to item 2 of my previousState
            -- Check each occupiable cell in each occupiable row of the 'previousState' grid, including the buffer cells.
            -- If warranted by the number of live neighbours, edit the equivalent cell in 'newState' and,
            -- if within the region's bounds, change the corresponding text character too.
            repeat with r from 2 to bottomOuterBuffer
                set rowAbove to currentRow
                set currentRow to rowBelow
                set rowBelow to item (r + 1) of my previousState
                set replacementRow to item r of my newState
                set rowCrossesRegion to ((r comes after borderThickness) and (r comes before bottomInnerBuffer))
                if (rowCrossesRegion) then set currentLineCharacters to item (r - borderThickness) of my characterGrid
                set lineChanged to false
                repeat with c from 2 to rightOuterBuffer
                    set liveNeighbours to ¬
                        (item (c - 1) of my rowAbove) + (item c of my rowAbove) + (item (c + 1) of my rowAbove) + ¬
                        (item (c - 1) of my currentRow) + (item (c + 1) of my currentRow) + ¬
                        (item (c - 1) of my rowBelow) + (item c of my rowBelow) + (item (c + 1) of my rowBelow)
                    if (item c of my currentRow is 1) then
                        if ((liveNeighbours < 2) or (liveNeighbours > 3)) then
                            set item c of my replacementRow to 0
                            if ((c comes after borderThickness) and (c comes before rightInnerBuffer) and (rowCrossesRegion)) then
                                set item (c - borderThickness) of my currentLineCharacters to dead
                                set lineChanged to true
                            else if ((c is 3) or (c is rightOuterBuffer) or (r is 3) or (r is bottomOuterBuffer)) then
                                -- This is a fudge to dissolve "bombers" entering the buffer zone.
                                set item (c - 1) of my replacementRow to -1
                                set item c of item (r - 1) of my newState to -1
                            end if
                        end if
                    else if (liveNeighbours is 3) then
                        set item c of my replacementRow to 1
                        if ((c comes after borderThickness) and (c comes before rightInnerBuffer) and (rowCrossesRegion)) then
                            set item (c - borderThickness) of my currentLineCharacters to live
                            set lineChanged to true
                        end if
                    end if
                end repeat
                if (lineChanged) then set item (r - borderThickness) of my lineList to currentLineCharacters as text
            end repeat
            set AppleScript's text item delimiters to astid
            set counter to counter + 1
            set last item of my lineList to "Generation " & counter
            
            return currentState()
        end nextState
        
        on currentState()
            set noChanges to (newState = previousState)
            if (noChanges) then ¬
                set last item of my lineList to (last item of my lineList) & " (all dead, still lifes, or left the universe)"
            set astid to AppleScript's text item delimiters
            set AppleScript's text item delimiters to return
            set stateText to lineList as text
            set AppleScript's text item delimiters to astid
            
            return {stateText, noChanges}
        end currentState
    end script
    
    -- Set the universe's start conditions.
    -- Build a row template list containing w + 2 * borderThickness zeros
    -- and a line character template list containing w 'dead' characters.
    repeat (borderThickness * 2) times
        set end of universe's rowTemplate to 0
    end repeat
    repeat w times
        set end of universe's rowTemplate to 0
        set end of universe's lineCharacterTemplate to dead
    end repeat
    set astid to AppleScript's text item delimiters
    set AppleScript's text item delimiters to ""
    set blankLine to universe's lineCharacterTemplate as text
    
    -- Use the templates to populate lists representing the universe's conditions.
    -- Firstly the top border rows ('newState' list only).
    repeat borderThickness times
        copy universe's rowTemplate to end of universe's newState
    end repeat
    -- Then enough rows and text lines to centre the input roughly halfway down the grid.
    set headroom to (h - lineCount) div 2
    repeat headroom times
        copy universe's rowTemplate to end of universe's newState
        copy universe's lineCharacterTemplate to end of universe's characterGrid
        set end of universe's lineList to blankLine
    end repeat
    -- Then the rows and lines representing the input itself, centring it roughly halfway across the grid.
    set textInset to (w - seedWidth) div 2
    set stateInset to textInset + borderThickness
    repeat with thisLine in seedLines
        copy universe's rowTemplate to universe's currentRow
        copy universe's lineCharacterTemplate to universe's currentLineCharacters
        repeat with c from 1 to (count thisLine)
            set thisCharacter to character c of thisLine
            set item (textInset + c) of universe's currentLineCharacters to thisCharacter
            set item (stateInset + c) of universe's currentRow to (thisCharacter is live) as integer
        end repeat
        set end of universe's newState to universe's currentRow
        set end of universe's characterGrid to universe's currentLineCharacters
        set end of universe's lineList to universe's currentLineCharacters as text
    end repeat
    set AppleScript's text item delimiters to astid
    -- Then the rows and lines beneath and the bottom border.
    repeat (h - (headroom + lineCount)) times
        copy universe's rowTemplate to end of universe's newState
        copy universe's lineCharacterTemplate to end of universe's characterGrid
        set end of universe's lineList to blankLine
    end repeat
    repeat borderThickness times
        copy universe's rowTemplate to end of universe's newState
    end repeat
    -- Add a generation counter display line to the end of the line list.
    set end of universe's lineList to "Generation 0"
    -- Lose the no-longer-needed template lists.
    set universe's rowTemplate to missing value
    set universe's lineCharacterTemplate to universe's rowTemplate
    
    return universe
end newUniverse

In conjunction with the above, this fulfills the task as set:

on RCTask(seed, dimensions, maxGenerations)
    -- Create a universe and start a list with its initial state.
    set universe to newUniverse(seed, dimensions)
    set {stateText} to universe's currentState()
    set output to {stateText}
    -- Add successive states to the list.
    repeat maxGenerations times
        set {stateText, noChanges} to universe's nextState()
        set end of output to stateText
        if (noChanges) then exit repeat
    end repeat
    -- Coerce the states to a single text, each followed by a short line of dashes.
    set astid to AppleScript's text item delimiters
    set AppleScript's text item delimiters to linefeed & "-----" & linefeed & linefeed
    set output to (output as text) & linefeed & "-----"
    set AppleScript's text item delimiters to astid
    
    return output
end RCTask

-- Return text containing the original and three generations of a "blinker" in a 3 x 3 grid.
return RCTask("***", {3, 3}, 3)
Output:
"   
■■■
   
Generation 0
-----




Generation 1
-----

   
■■■
   
Generation 2
-----




Generation 3
-----"

This alternative to the task code runs an animation of a "Gosper glider gun" in TextEdit, the AppleScriptable text editor included with macOS. The animation's achieved by replacing the entire text of a document with successive universe states. It's faster than it sounds, but the universe size specified shouldn't be much greater than 150 x 150 with current machines.

on runGame(seed, dimensions, maxGenerations)
    -- Create an RTF file set up for Menlo-Regular 12pt, half spacing, and a reasonable window size.
    set fontName to "Menlo-Regular"
    set fontSize to 12
    set viewScale to fontSize * 12.4 -- Seems to work well.
    set {w, h} to dimensions
    
    set RTFHeaders to "{\\rtf1\\ansi\\ansicpg1252\\cocoartf1671\\cocoasubrtf600
{\\fonttbl\\f0\\fnil\\fcharset0 " & fontName & ";}
{\\colortbl;\\red255\\green255\\blue255;}
{\\*\\expandedcolortbl;;}
\\margl1440\\margr1440\\vieww" & (w * viewScale as integer) & "\\viewh" & ((h + 1) * viewScale as integer) & "\\viewkind0
\\pard\\sl120\\slmult1\\pardirnatural\\partightenfactor0
\\f0\\fs" & (fontSize * 2) & " \\cf0  }" -- Contains a space as body text for TextEdit to see as an 'attribute run'.
    set RTFFile to ((path to temporary items as text) & "Conway's Game of Life.rtf") as «class furl»
    set fRef to (open for access RTFFile with write permission)
    try
        set eof fRef to 0
        write RTFHeaders as «class utf8» to fRef
        close access fRef
    on error errMsg number errNum
        close access fRef
        error errMsg number errNum
    end try
    -- Open the file as a document in TextEdit.
    tell application "TextEdit"
        activate
        tell document "Conway's Game of Life.rtf" to if (it exists) then close saving no
        set CGoLDoc to (open RTFFile)
    end tell
    
    -- Create a universe and display its initial state in the document window.
    set universe to newUniverse(seed, dimensions)
    set {stateText} to universe's currentState()
    tell application "TextEdit" to set CGoLDoc's first attribute run to stateText
    -- Get and display successive states.
    repeat maxGenerations times
        set {stateText, noChanges} to universe's nextState()
        tell application "TextEdit" to set CGoLDoc's first attribute run to stateText
        if (noChanges) then exit repeat
    end repeat
end runGame

set GosperGliderGun to "                        *
                      * *
            **      **            ** 
           *   *    **            **
**        *     *   **
**        *   * **    * *
          *     *       *
           *   *
            **"
-- Run for 500 generations in a 100 x 100 universe.
runGame(GosperGliderGun, {100, 100}, 500)

ARM Assembly

Works with: TI-Nspire
	.string "PRG"

	lcd_ptr .req r4
	active_fb .req r5
	inactive_fb .req r6
	offset_r .req r7
	backup_fb .req r8

	@ start
	push {r4-r10, r12, lr}
	
	ldr lcd_ptr, =0xC0000000 @ address of the LCD controller
	adr offset_r, offsets
	ldrh r0, [offset_r, #6] @ 0xffff is already in memory because -1 is in the offsets table
	str r0, [lcd_ptr, #0x200] @ set up paletted colors: 1 is black, 0 is white
	
	ldr r2, [lcd_ptr, #0x18] @ load lcd configuration
	bic r2, #14
	orr r2, #6 @ Set color mode to 8 bpp, paletted
	str r2, [lcd_ptr, #0x18]
	
	ldr backup_fb, [lcd_ptr, #0x10] @ Save address of OS framebuffer
	
	@ allocate a buffer for game state / framebuffer
	ldr r0, =153600 @ 320 * 240 * 2
	add r0, #8
	svc #5 @ malloc
	push {r0}
	orr inactive_fb, r0, #7
	add inactive_fb, #1
	add active_fb, inactive_fb, #76800
	
	@ fill buffer with random ones and zeroes
	ldr r10, =76800
	mov r9, #0
1:	subs r10, r10, #1
	strb r9, [active_fb, r10] @ zero other framebuffer
	svc #206 @ rand syscall
	and r0, r0, #1
	strb r0, [inactive_fb, r10]
	bne 1b
	
	@ set first and last rows to zero
	mov r2, #320
	mov r1, #0
	mov r0, inactive_fb
	push {r1,r2}
	svc #7 @ memset
	pop {r1,r2}
	ldr r3, =76480
	add r0, r0, r3
	svc #7
	
	@ beginning of main loop, swap framebuffers
3:	ldr r0, =76480 @ 320 * 239
	str inactive_fb, [lcd_ptr, #0x10]
	mov inactive_fb, active_fb
	ldr active_fb, [lcd_ptr, #0x10]
	
	@ per-pixel loop
2:	mov r1, #16 @ 8 * 2
	mov r2, #0
	sub r0, #1
	
	@ loop to count up neighboring living cells
1:	subs r1, #2
	ldrsh r3, [offset_r, r1] @ cant use lsl #1
	add r3, r3, r0
	ldrb r3, [active_fb, r3]
	add r2, r2, r3
	bne 1b @ at end of loop, r1 and r3 can be discarded
	
	@ decides whether the cell should live or die based on neighbors
	ldrb r1, [active_fb, r0]
	add r2, r2, r1
	teq r2, #3
	moveq r1, #1
	teqne r2, #4
	movne r1, #0
	strb r1, [inactive_fb, r0]
	teq r0, #320
	bne 2b
	
	@ checks if the escape key is pressed
	ldr r0, =0x900E001C
	ldr r1, [r0]
	tst r1, #0x80
	beq 3b
	
	str backup_fb, [lcd_ptr, #0x10] @ restores OS framebuffer
	
	pop {r0}
	svc #6 @ free buffer
	pop {r4-r10, r12, pc}
offsets:
	.hword -321, -320, -319, -1, 1, 319, 320, 321

http://i.imgur.com/kV9RirP.gif

AutoHotkey

ahk discussion

rows := cols := 10                               ; set grid dimensions
i = -1,0,1, -1,1, -1,0,1                         ; neighbors' x-offsets
j = -1,-1,-1, 0,0, 1,1,1                         ; neighbors' y-offsets
StringSplit i, i, `,                             ; make arrays
StringSplit j, j, `,

Loop % rows {                                    ; setup grid of checkboxes
   r := A_Index, y := r*17-8                     ; looks good in VISTA
   Loop % cols {
      c := A_Index, x := c*17-5
      Gui Add, CheckBox, x%x% y%y% w17 h17 vv%c%_%r% gCheck
   }
}
Gui Add, Button, % "x12 w" x+2, step             ; button to step to next generation
Gui Show
Return

Check:
   GuiControlGet %A_GuiControl%                  ; manual set of cells
Return

ButtonStep:                                      ; move to next generation
   Loop % rows {
      r := A_Index
      Loop % cols {
         c := A_Index, n := 0
         Loop 8                                  ; w[x,y] <- new states
            x := c+i%A_Index%, y := r+j%A_Index%, n += 1=v%x%_%y%
         GuiControl,,v%c%_%r%,% w%c%_%r% := v%c%_%r% ? n=2 || n=3 : n=3
      }
   }
   Loop % rows {                                 ; update v[x,y] = states
      r := A_Index
      Loop % cols
         v%A_Index%_%r% := w%A_Index%_%r%
   }
Return

GuiClose:                                        ; exit when GUI is closed
ExitApp

AWK

50x20 grid (hardcoded) with empty border, filled with random cells, running for 220 generations, using ANSI escape-codes for output to terminal:

BEGIN {
 c=220; d=619; i=10000; 
 printf("\033[2J");      # Clear screen
 while(i--) m[i]=0;
 while(d--) m[int(rand()*1000)]=1;

 while(c--){
  for(i=52; i<=949; i++){
   d=m[i-1]+m[i+1]+m[i-51]+m[i-50]+m[i-49]+m[i+49]+m[i+50]+m[i+51];
   n[i]=m[i];
   if(m[i]==0 && d==3) n[i]=1;
   else if(m[i]==1 && d<2) n[i]=0;
        else if(m[i]==1 && d>3) n[i]=0;
  }
  printf("\033[1;1H");   # Home cursor
  for(i=1;i<=1000;i++)   # gridsize 50x20
  {
   if(n[i]) printf("O"); else printf(".");
   m[i]=n[i];
   if(!(i%50)) printf("\n");
  }
  printf("%3d\n",c);     # Countdown
  x=30000; while(x--) ;  # Delay
 }
}
Output:

Finally

..................................................
..........................................OO......
..........................................O.O.....
...........................................O......
......................................OOO.......OO
................................................OO
....................................O.....O.......
....................................O.....O.......
....................................O.....O.......
..................................................
......................................OOO.........
..................................................
..................................................
..................................................
..O...............................................
.O.O..............................................
O.O...........OO...........OO.....................
.O............OO.........O..O.....................
.........................OOO......................
..................................................
  0

Axe

This example is in need of improvement:

Improve performance and add a way to interactively seed the map.

This implementation uses the full screen buffer instead of a 3x3 grid. This naive, unoptimized version gets less than 1 FPS.

Full

While getKey(0)
End

ClrDraw
.BLINKER
Pxl-On(45,45)
Pxl-On(46,45)
Pxl-On(47,45)

.GLIDER
Pxl-On(1,1)
Pxl-On(2,2)
Pxl-On(2,3)
Pxl-On(3,1)
Pxl-On(3,2)

Repeat getKey(0)
 DispGraph
 EVOLVE()
 RecallPic
 ClrDrawʳ
End
Return

Lbl EVOLVE
For(Y,0,63)
 For(X,0,95)
  0→N
  For(B,Y-1,Y+1)
   For(A,X-1,X+1)
    pxl-Test(A,B)?N++
   End
  End
  pxl_Test(X,Y)?N--
  If N=3??(N=2?pxl-Test(X,Y))
   Pxl-On(X,Y)ʳ
  Else
   Pxl-Off(X,Y)ʳ
  End
 End
End
Return

BASIC

BASIC256

"Thunderbird" methuselah evolution in the Game of Life (created with BASIC-256)

Saving to PNG files function is omited. You can find it in the Galton box animation example.

# Conway's_Game_of_Life

X = 59 : Y = 35 : H = 4

fastgraphics
graphsize X*H,Y*H

dim c(X,Y) : dim cn(X,Y) : dim cl(X,Y)
# Thunderbird methuselah
c[X/2-1,Y/3+1] = 1 : c[X/2,Y/3+1] = 1 : c[X/2+1,Y/3+1] = 1	
c[X/2,Y/3+3] = 1 : c[X/2,Y/3+4] = 1 : c[X/2,Y/3+5] = 1

s = 0
do
	color black
	rect 0,0,graphwidth,graphheight
	alive = 0 : stable = 1
	s = s + 1
	for y = 0 to Y-1 
		for x = 0 to X-1
			xm1 = (x-1+X)%X : xp1 = (x+1+X)%X
			ym1 = (y-1+Y)%Y : yp1 = (y+1+Y)%Y
			cn[x,y] = c[xm1,y] + c[xp1,y]
			cn[x,y] = c[xm1,ym1] + c[x,ym1] + c[xp1,ym1] + cn[x,y]
			cn[x,y] = c[xm1,yp1] + c[x,yp1] + c[xp1,yp1] + cn[x,y]
			if c[x,y] = 1 then
				if cn[x,y] < 2 or cn[x,y] > 3 then 
					cn[x,y] = 0
				else 
					cn[x,y] = 1
					alive = alive + 1
				end if
			else 
				if cn[x,y] = 3 then 
					cn[x,y] = 1
					alive = alive + 1
				else
					cn[x,y] = 0
				end if
			end if
			if c[x,y] then
				if cn[x,y] then
					if cl[x,y] then color purple		# adult
					if not cl[x,y] then color green	        # newborn
				else 
					if cl[x,y] then color red		# old
					if not cl[x,y] then color yellow	# shortlived
				end if 
				rect x*H,y*H,H,H
			end if
		next x
	next y
	refresh
	pause 0.06
	# Copy arrays
	for i = 0 to X-1
		for j = 0 to Y-1
			if cl[i,j]<>cn[i,j] then stable = 0
			cl[i,j] = c[i,j]
			c[i,j] = cn[i,j]
		next j
	next i	
until not alive or stable

if not alive then
	print "Died in "+s+" iterations"
	color black
	rect 0,0,graphwidth,graphheight
	refresh
else 
	print "Stabilized in "+(s-2)+" iterations"	
end if
Output:
 Stabilized in 243 iterations

BBC BASIC

      dx% = 64
      dy% = 64
      DIM old&(dx%+1,dy%+1), new&(dx%+1,dy%+1)
      VDU 23,22,dx%*4;dy%*4;16,16,16,0
      OFF
      
      REM Set blinker:
      old&(50,50) = 1 : old&(50,51) = 1 : old&(50,52) = 1
      REM Set glider:
      old&(5,7) = 1 : old&(6,7) = 1 : old&(7,7) = 1 : old&(7,6) = 1 : old&(6,5) = 1
      
      REM Draw initial grid:
      FOR X% = 1 TO dx%
        FOR Y% = 1 TO dy%
          IF old&(X%,Y%) GCOL 11 ELSE GCOL 4
          PLOT 69, X%*8-6, Y%*8-4
        NEXT
      NEXT X%
      
      REM Run:
      GCOL 4,0
      REPEAT
        FOR X% = 1 TO dx%
          FOR Y% = 1 TO dy%
            S% = old&(X%-1,Y%) + old&(X%,Y%-1) + old&(X%-1,Y%-1) + old&(X%+1,Y%-1) + \
            \    old&(X%+1,Y%) + old&(X%,Y%+1) + old&(X%-1,Y%+1) + old&(X%+1,Y%+1)
            O% = old&(X%,Y%)
            N% = -(S%=3 OR (O%=1 AND S%=2))
            new&(X%,Y%) = N%
            IF N%<>O% PLOT X%*8-6, Y%*8-4
          NEXT
        NEXT X%
        SWAP old&(), new&()
        WAIT 30
      UNTIL FALSE
Output:


CASIO BASIC

Filename:JG VIDA 
Cls 
20→D 
D+2→F 
1→E 
{F,F}→Dim Mat A 
{F,F}→Dim Mat B 
{F,F}→Dim Mat C 
Fill(0,Mat A) 
Fill(0,Mat B) 
Fill(0,Mat C) 
"PONDERACION 1"?→G 
"PONDERACION 2"?→H 
For 1→I To D 
For 1→J To D 
RanInt#(1,G)→R 
If R≦H:Then  
0→Mat A[I+1,J+1] 
Else  
1→Mat A[I+1,J+1] 
IfEnd 
Next 
Next 
Goto 2 
Lbl 1 
Mat A→Mat C 
Mat B→Mat A 
Lbl 2 
For 1→I To D 
For 1→J To D 
I+1→K 
J+1→L 
K→M 
L+20→N 
If Mat C[K,L]=0:Then  
If Mat A[K,L]=1:Then For 0→R To 2 
For 0→S To 2 
PxlOn 3I+R-2,3J+S-2 
Next 
Next 
IfEnd 
IfEnd 
If Mat C[K,L]=1:Then  
If Mat A[K,L]=0:Then For 0→R To 2 
For 0→S To 2 
PxlOff 3I+R-2,3J+S-2 
Next 
Next 
IfEnd 
IfEnd 
Next 
Next
For 1→I To D 
For 1→J To D 
0→C 
I+1→K 
J+1→L 
Mat A[I,J]=1⇨C+1→C 
Mat A[I+1,J]=1⇨C+1→C 
Mat A[I+2,J]=1⇨C+1→C 
Mat A[I+2,J+1]=1⇨C+1→C 
Mat A[I+2,J+2]=1⇨C+1→C 
Mat A[I+1,J+2]=1⇨C+1→C 
Mat A[I,J+2]=1⇨C+1→C 
Mat A[I,J+1]=1⇨C+1→C 
If Mat A[K,L]=1:Then  
C<2⇨0→Mat B[K,L] 
C>3⇨0→Mat B[K,L] 
IfEnd 
If Mat A[K,L]=0:Then  
C=3⇨1→Mat B[K,L] 
IfEnd 
Next 
Next 
Goto 1

FreeBASIC

' FreeBASIC Conway's Game of Life
' May 2015
' 07-10-2016 cleanup/little changes
' moved test inkey outside the ScreenLock - ScreenUnLock block
' compile: fbc -s gui

Const As UInteger grid  = 300  '480 by 480
Const As UInteger gridy = grid
Const As UInteger gridx = grid
Const As UInteger pointsize = 5 'pixels
Const As UInteger steps = 10
Dim As UInteger gen, n, neighbours, x, y, was

Dim As String press

Const As UByte red   = 4  'red is color 6
Const As UByte white = 15 'color
Const As UByte black = 0  'color

'color 0 normaly is black
'color 1 normaly is dark blue
'color 2 normaly is green
Const As UInteger bot = 35 'this is 35 lines from the top of the page
Dim As UByte old( grid + 10, grid +10), new_( grid +10, grid +10)

'Set blinker:
' old( 160, 160) =1: old( 160, 170) =1 : old( 160, 180) =1

'Set blinker:
' old( 160, 20) =1: old( 160, 30) =1 : old( 160, 40) =1

'Set blinker:
' old( 20, 20) =1: old( 20, 30) =1 : old( 20, 40) =1

'Set glider:
'  old(  50,  70) =1: old(  60,  70) =1: old(  70,  70) =1
' old(  70,  60) =1: old(  60,  50) =1

' http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
' Thunderbird methuselah
'X = 59 : Y = 35 : H = 4
'c[X/2-1,Y/3+1] = 1 : c[X/2,Y/3+1] = 1 : c[X/2+1,Y/3+1] = 1
'c[X/2,Y/3+3] = 1 : c[X/2,Y/3+4] = 1 : c[X/2,Y/3+5] = 1

'xb = 59 : yb = 35
' old( Xb/2-1,Yb/3+1) =1: old(Xb/2,Yb/3+1) =1: old(Xb/2+1,Yb/3+1) =1
' old( Xb/2,Yb/3+3) =1: old(Xb/2,Yb/3+4) =1 :old(Xb/2,Yb/3+5) = 1
'r-pentomino
'  old( 150,140) =1: old( 160,140) =1
'  old( 140,150) =1 :old( 150,150) =1
'  old( 150,160) =1

'Die Hard  around 150 generations
' old( 150,140) =1: old(160,140) =1 : old(160,150) =1
' old( 200,150) =1: old(210,150) =1 : old(210,130) = 1 : old(220,150) = 1

'Acorn  around 450 generations
' it looks like this:
'   0X
'   000X
'   XX00XXX
old( 180,200) =1
old( 200,210) =1
old( 170,220) =1 : old( 180,220) =1 : old( 210,220) =1 : old( 220,220) =1 : old( 230,220) =1

Screen 20 'Resolution 800x600 with at least 256 colors

Color white
Line (10, 10) - (gridx + 10, gridy + 10),,B  'box from top left to bottom right

Locate bot, 1  'Use a standard place on the bottom of the page
Color white
Print " Welcome to Conway's Game of Life"
Print " Using a constrained playing field (300x300), the Acorn seed runs"
Print " for about 450 generations before it becomes stable (or stale)."
Print " Enter any key to start"
Beep
Sleep

Do      ' flush the key input buffer
  press = Inkey
Loop Until press = ""
'Print "                       "

'Draw initial grid
For x = 10 To gridX Step steps
  For y = 10 To gridY Step steps
    Color white 'old(x,y)
    If old(x,y) = 1 Then Circle (x + pointsize, y + pointsize), pointsize,,,,, F
  Next y
Next x
'
Locate bot, 1
Color white
Print " Welcome to Conway's Game of Life"
Print " Using a constrained playing field, the Acorn seed runs for      "
Print " about 450 generations before it becomes stable (or stale).    "
Color red
Print " Enter spacebar to continue or pause, ESC to stop"
Sleep
'
Do      ' flush the key input buffer
  press = Inkey
Loop Until press = ""

Do
  gen = gen + 1
  Locate bot+5,1
  Color white
  Print " Gen = "; gen
  ScreenLock
  For x = 10 To gridX Step steps
    For y = 10 To gridY Step steps
      'find number of live neighbours
      neighbours = old( x - steps, y - steps) +old( x , y - steps)
      neighbours = neighbours + old( x + steps, y -steps)
      neighbours = neighbours + old( x - steps, y) + old( x + steps, y)
      neighbours = neighbours + old( x - steps, y + steps)
      neighbours = neighbours + old( x, y + steps) +old( x + steps, y + steps)
      was =old( x, y)
      If was =0 Then
        If neighbours =3 Then N =1 Else N =0
      Else
        If neighbours =3  Or neighbours =2 Then N =1 Else N =0
      End If
      new_( x, y) = N
      If n = 2 Then Color white
      If n = 1 Then Color red
      If n = 0 Then Color black
      Circle (x + pointsize, y + pointsize), pointsize,,,,, F
    Next y
  Next x
  Color white
  Line (10, 10) - (gridx + 10, gridy + 10),,B  'box from top left to bottom right
  ' Locate bot,1
  '
  't = timer
  'do
  'loop until timer > t + .2
  ScreenUnlock
  ' might not be slow enough
  Sleep 70, 1  ' ignore key press

  press = Inkey
  If press = " " Then
    Do      ' flush the key input buffer
      press = Inkey
    Loop Until press = ""
    Do      ' wait until a key is pressed
      press = Inkey
    Loop Until press <> ""
  End If
  If press = Chr(27) Then Exit Do
  ' mouse click on close window "X"
  If press = Chr(255)+"k" Then End ' stop and close window

  For x =10 To gridX Step steps
    For y =10 To gridY Step steps
      old( x, y) =new_( x, y)
    Next y
  Next x

Loop ' UNTIL press = CHR(27) 'return to do loop up top until "esc" key is pressed.

Color white
Locate bot+3,1
Print Space(55) 'clear instructions
Locate bot+6,1
Print " Press any key to exit                            "
Sleep
End

GFA Basic

'
' Conway's Game of Life
'
' 30x30 world held in an array size 32x32
' world is in indices 1->30, 0 and 31 are always false, for neighbourhoods
'
DIM world!(32,32)
DIM ns%(31,31) ! used to hold the neighbour counts
clock%=1
'
' run the world
'
@setup_world
@open_window
DO
  @display_world
  t$=INKEY$
  EXIT IF t$="q" ! need to hold key down to exit
  @update_world
  DELAY 0.5 ! delay of 0.5s needed in compiled version
LOOP
@close_window
'
' Setup the world, with a blinker in one corner and a glider in the other
'
PROCEDURE setup_world
  ARRAYFILL world!(),FALSE
  ' blinker in lower-right
  world!(25,25)=TRUE
  world!(26,25)=TRUE
  world!(27,25)=TRUE
  ' glider in top-left
  world!(2,2)=TRUE
  world!(3,3)=TRUE
  world!(3,4)=TRUE
  world!(2,4)=TRUE
  world!(1,4)=TRUE
RETURN
'
' Count the number of neighbours of the point i,j
' (Assume i/j +/- 1 will not fall out of world)
'
FUNCTION count_neighbours(i%,j%)
  LOCAL count%,l%
  count%=0
  FOR l%=-1 TO 1
    IF world!(i%+l%,j%-1)
      count%=count%+1
    ENDIF
    IF world!(i%+l%,j%+1)
      count%=count%+1
    ENDIF
  NEXT l%
  IF world!(i%-1,j%)
    count%=count%+1
  ENDIF
  IF world!(i%+1,j%)
    count%=count%+1
  ENDIF
  RETURN count%
ENDFUNC
'
' Update the world one step
'
PROCEDURE update_world
  LOCAL i%,j%
  ' compute neighbour counts and store
  FOR i%=1 TO 30
    FOR j%=1 TO 30
      ns%(i%,j%)=@count_neighbours(i%,j%)
    NEXT j%
  NEXT i%
  ' update the world cells
  FOR i%=1 TO 30
    FOR j%=1 TO 30
      IF world!(i%,j%)
        SELECT ns%(i%,j%)
        CASE 0,1
          world!(i%,j%)=FALSE ! LONELY
        CASE 2,3
          world!(i%,j%)=TRUE ! LIVES
        CASE 4,5,6,7,8
          world!(i%,j%)=FALSE ! OVERCROWDED
        ENDSELECT
      ELSE
        IF ns%(i%,j%)=3
          world!(i%,j%)=TRUE ! BIRTH
        ELSE
          world!(i%,j%)=FALSE ! BARREN
        ENDIF
      ENDIF
    NEXT j%
  NEXT i%
  ' update the clock
  clock%=clock%+1
RETURN
'
' Display the world in window
'
PROCEDURE display_world
  LOCAL offsetx%,offsety%,i%,j%,x%,y%,scale%
  @clear_window
  ' show clock
  VSETCOLOR 2,0,0,0
  DEFTEXT 2
  PRINT AT(5,1);"Clock: ";clock%
  ' offset from top-left of display
  offsetx%=10
  offsety%=10
  ' colour to display active cell
  VSETCOLOR 1,15,0,0
  DEFFILL 1
  ' scale of display
  scale%=9
  ' display each cell in world
  FOR i%=1 TO 30
    FOR j%=1 TO 30
      IF world!(i%,j%)
        ' display active cell
        x%=offsetx%+scale%*i%
        y%=offsety%+scale%*j%
        PBOX x%,y%,x%+scale%,y%+scale%
      ENDIF
    NEXT j%
  NEXT i%
RETURN
'
' Manage window for display
'
PROCEDURE open_window
  OPENW 1
  CLEARW 1
RETURN
'
PROCEDURE clear_window
  VSETCOLOR 0,15,15,15
  DEFFILL 0
  PBOX 0,0,300,300
RETURN
'
PROCEDURE close_window
  CLOSEW 1
RETURN

GW-BASIC

Allows a blinker to be loaded. It also has a routine for randomising the grid; common objects like blocks, gliders, etc turn up semi-frequently so it won't take long to verify that these all work.

10 REM Conway's Game of Life
20 REM 30x30 grid, padded with zeroes as the boundary
30 DIM WORLD(31,  31, 1)
40 RANDOMIZE TIMER
50 CUR = 0 : BUF = 1
60 CLS
70 SCREEN 2
80 LOCATE 5,10: PRINT "Press space to perform one iteration"
90 LOCATE 6,10: PRINT "B to load a blinker"
100 LOCATE 7,10: PRINT "R to randomise the world"
110 LOCATE 8,10: PRINT "Q to quit"
120 K$ = INKEY$
130 IF K$=" " THEN GOSUB 250: GOSUB 180
140 IF K$="B" OR K$="b" THEN GOSUB 400: GOSUB 180
150 IF K$="R" OR K$="r" THEN GOSUB 480: GOSUB 180
160 IF K$="Q" OR K$="q" THEN SCREEN 0: END
170 GOTO 120
180 REM draw the world
190 FOR XX=1 TO 30
200 FOR YY=1 TO 30
210 PSET (XX, YY), 15*WORLD(XX, YY, CUR)
220 NEXT YY
230 NEXT XX
240 RETURN
250 REM perform one iteration
260 FOR XX=1 TO 30
270 FOR YY=1 TO 30
280 SM=0
290 SM = SM + WORLD(XX-1, YY-1, CUR) + WORLD(XX, YY-1, CUR) + WORLD(XX+1, YY-1, CUR)
300 SM = SM + WORLD(XX-1, YY, CUR) + WORLD(XX+1, YY, CUR)
310 SM = SM + WORLD(XX-1, YY+1, CUR) + WORLD(XX, YY+1, CUR) + WORLD(XX+1, YY+1, CUR)
320 IF SM<2 OR SM>3 THEN WORLD(XX, YY, BUF) = 0
330 IF SM=3 THEN WORLD(XX, YY, BUF) = 1
340 IF SM=2 THEN WORLD(XX,YY,BUF) = WORLD(XX,YY,CUR)
350 NEXT YY
360 NEXT XX
370 CUR = BUF : REM exchange identities of current and buffer
380 BUF = 1 - BUF
390 RETURN
400 REM produces a vertical blinker at the top left corner, and blanks the rest
410 FOR XX=1 TO 30
420 FOR YY=1 TO 30
430 WORLD(XX,YY,CUR) = 0
440 IF XX=2 AND YY<4 THEN WORLD(XX, YY, CUR) = 1
450 NEXT YY
460 NEXT XX
470 RETURN
480 REM randomizes the world with a density of 1/2
490 FOR XX = 1 TO 30
500 FOR YY = 1 TO 30
510 WORLD(XX, YY, CUR) = INT(RND*2)
520 NEXT YY
530 NEXT XX
540 RETURN

Liberty BASIC

It will run slow for grids above say 25!

      nomainwin

      gridX = 20
      gridY = gridX

      mult      =500 /gridX
      pointSize =360 /gridX

      dim old( gridX +1, gridY +1), new( gridX +1, gridY +1)

'Set blinker:
      old( 16, 16) =1: old( 16, 17) =1 : old( 16, 18) =1

'Set glider:
      old(  5,  7) =1: old(  6,  7) =1: old(  7,  7) =1
      old(  7,  6) =1: old(  6,  5) =1

      WindowWidth  =570
      WindowHeight =600

      open "Conway's 'Game of Life'." for graphics_nsb_nf as #w

      #w "trapclose [quit]"
      #w "down ; size "; pointSize
      #w "fill black"

'Draw initial grid
      for x = 1 to gridX
        for y = 1 to gridY
          '#w "color "; int( old( x, y) *256); " 0 255"
          if old( x, y) <>0 then #w "color red" else #w "color darkgray"
          #w "set "; x *mult +20; " "; y *mult +20
        next y
      next x
'   ______________________________________________________________________________
'Run
      do
        for x =1 to gridX
          for y =1 to gridY
            'find number of live Moore neighbours
            neighbours =old( x -1, y -1) +old( x, y -1) +old( x +1, y -1)+_
                        old( x -1, y)                   +old( x +1, y   )+_
                        old( x -1, y +1) +old( x, y +1) +old( x +1, y +1)
            was =old( x, y)
            if was =0 then
                if neighbours =3 then N =1 else N =0
            else
                if neighbours =3  or neighbours =2 then N =1 else N =0Tail Recursive
            end if
            new( x, y) = N
            '#w "color "; int( N /8 *256); " 0 255"
            if N <>0 then #w "color red" else #w "color darkgray"
            #w "set "; x *mult +20; " "; y *mult +20
          next y
        next x
        scan
'swap
        for x =1 to gridX
          for y =1 to gridY
            old( x, y) =new( x, y)
          next y
        next x
'Re-run until interrupted...
      loop until FALSE
'User shutdown received
    [quit]
    close #w
    end

MSX Basic

10 DEFINT A-Z
20 DIM L(16,16), N(16,16)
30 M = 16
40 CLS
50 PRINT "PRESS A KEY TO START...";
60 W = RND(1)
70 IF INKEY$ = "" THEN 60
80 CLS
100 FOR I=1 TO M
110   FOR J=1 TO M
120     IF RND(1)>=.7 THEN N(I,J) = 1 ELSE N(I,J) = 0
130   NEXT J
140 NEXT I
1000 FOR I=0 TO M+1
1010   LOCATE I,0 : PRINT "+";
1020   LOCATE I,M+1 : PRINT "+";
1030   LOCATE 0,I : PRINT "+";
1040   LOCATE M+1,I : PRINT "+";
1050 NEXT I
1080 G=0
1090 LOCATE 1,M+3 : PRINT USING "#####";G
1100 FOR I=1 TO M
1110   FOR J=1 TO M
1115     W = N(I,J) : L(I,J) = W
1120     LOCATE I,J 
1130     IF W=0 THEN PRINT " "; ELSE PRINT "*";
1160   NEXT J
1170 NEXT I
1180 FOR I=1 TO M
1190   FOR J=1 TO M
1200     NC=0
1210     FOR K=I-1 TO I+1
1215       IF K=0 OR K>M THEN 1260
1220       FOR W=J-1 TO J+1
1230         IF W=0 OR W>M OR (K=I AND W=J) THEN 1250
1240         NC = NC + L(K,W)
1250       NEXT W
1260     NEXT K
1270     IF NC=2 THEN N(I,J)=L(I,J) : GOTO 1300
1280     IF NC=3 THEN N(I,J)=1 ELSE N(I,J)=0
1300   NEXT J
1310 NEXT I
1350 G=G+1
1360 GOTO 1090

PureBasic

EnableExplicit
Define.i x, y ,Xmax ,Ymax ,N
Xmax = 13 : Ymax = 20
Dim     world.i(Xmax+1,Ymax+1)
Dim Nextworld.i(Xmax+1,Ymax+1)  

; Glider test
;------------------------------------------
 world(1,1)=1 : world(1,2)=0 : world(1,3)=0
 world(2,1)=0 : world(2,2)=1 : world(2,3)=1
 world(3,1)=1 : world(3,2)=1 : world(3,3)=0
;------------------------------------------
 
OpenConsole()
EnableGraphicalConsole(1)
ClearConsole()
Print("Press any key to interrupt")
Repeat
  ConsoleLocate(0,2)
  PrintN(LSet("", Xmax+2, "-"))
 ;---------- endless world ---------
  For y = 1 To Ymax
    world(0,y)=world(Xmax,y)
    world(Xmax+1,y)=world(1,y)  
  Next
  For x = 1 To Xmax
    world(x,0)=world(x,Ymax)
    world(x,Ymax+1)=world(x,1)
  Next
  world(0     ,0     )=world(Xmax,Ymax)
  world(Xmax+1,Ymax+1)=world(1   ,1   )
  world(Xmax+1,0     )=world(1   ,Ymax)
  world(     0,Ymax+1)=world(Xmax,1   )
 ;---------- endless world ---------
  For y = 1 To Ymax
    Print("|") 
    For x = 1 To Xmax
      Print(Chr(32+world(x,y)*3))
      N = world(x-1,y-1)+world(x-1,y)+world(x-1,y+1)+world(x,y-1)
      N + world(x,y+1)+world(x+1,y-1)+world(x+1,y)+world(x+1,y+1)
      If (world(x,y) And (N = 2 Or N = 3))Or (world(x,y)=0 And N = 3)
        Nextworld(x,y)=1      
      Else
        Nextworld(x,y)=0
      EndIf
    Next
    PrintN("|")
  Next
  PrintN(LSet("", Xmax+2, "-"))
  Delay(100) 
  ;Swap world() , Nextworld()    ;PB  <4.50
  CopyArray(Nextworld(), world());PB =>4.50
  Dim Nextworld.i(Xmax+1,Ymax+1) 
Until Inkey() <> ""
 
PrintN("Press any key to exit"): Repeat: Until Inkey() <> ""

Sample output:


QBasic

El código es de Ben Wagner (bwgames.org)
The code is from Ben Wagner (bwgames.org)
Yo solo lo transcrito y comento al español.
I just transcribed it and comment it in Spanish.

SCREEN 9, 0, 0, 1

RANDOMIZE TIMER

WINDOW (0, 0)-(80, 80)

'La matrizA es la actual, la matrizB es la siguiente iteración
'ArrayA is current, arrayB is next iteration
DIM matrizA(-1 TO 81, -1 TO 81)
DIM matrizB(-1 TO 81, -1 TO 81)

'Aleatorizar las celdas de matrizA, 
'Randomize cells in arrayA,
'y establecer las de matrizB a 0
'and set those of matrixB to 0
y = 0
DO
	x = 0  
	DO
		x = x + 1
		matrizA(x, y) = INT(RND + .5)
        matrizB(x, y) = 0
    LOOP UNTIL x > 80
    
    y = y + 1
LOOP UNTIL y > 80

''--- Bucle Principal ---
'' --- Main Loop ---
DO
    CLS   
    'Dibuja la matriz 
    'Draw the matrix
    y = 0
    DO
        x = 0			 
        DO
            IF matrizA(x, y) = 1 THEN LINE (x, y)-(x + 1, y + 1), 1, BF
            x = x + 1
        LOOP UNTIL x > 80
        
        y = y + 1
    LOOP UNTIL y > 80
    
    'Cuenta el recuento de la celda circundante
    'Counts the count of the surrounding cell
     'Luego aplica la operación a la celda
     'Then apply the operation to the cell
    y = 0
    DO
        x = 0
        DO
            'Cuenta las células circundantes
            'Count the surrounding cells
            cuenta = 0
            
            IF matrizA(x - 1, y + 1) = 1 THEN cuenta = cuenta + 1
            IF matrizA(x, y + 1) = 1 THEN cuenta = cuenta + 1
            IF matrizA(x + 1, y + 1) = 1 THEN cuenta = cuenta + 1
            IF matrizA(x - 1, y) = 1 THEN cuenta = cuenta + 1
            IF matrizA(x + 1, y) = 1 THEN cuenta = cuenta + 1
            IF matrizA(x - 1, y - 1) = 1 THEN cuenta = cuenta + 1
            IF matrizA(x, y - 1) = 1 THEN cuenta = cuenta + 1
            IF matrizA(x + 1, y - 1) = 1 THEN cuenta = cuenta + 1
            
            'Aplica las operaciones
            'Apply the operations
            'Muerte
            'Death
            IF matrizA(x, y) = 1 THEN
                IF cuenta = 2 OR cuenta = 3 THEN matrizB(x, y) = 1 ELSE matrizB(x, y) = 0
            END IF
            
            'Nacimiento
            'Birth
            IF matrizA(x, y) = 0 THEN
                IF cuenta = 3 THEN matrizB(x, y) = 1 ELSE matrizB(x, y) = 0
            END IF
            x = x + 1
        LOOP UNTIL x > 80
        
        y = y + 1
    LOOP UNTIL y > 80
    
    'Actualiza la matriz con la nueva matriz que hemos calculado.
    'Update the matrix with the new matrix that we have calculated.
    y = 0
    DO
        x = 0
        DO
            x = x + 1
            matrizA(x, y) = matrizB(x, y)
        LOOP UNTIL x > 80
        y = y + 1
        
    LOOP UNTIL y > 80
    PCOPY 0, 1
LOOP WHILE INKEY$ = ""

Sinclair ZX81 BASIC

Requires at least 2k of RAM. Expects to find a square array of "0" and "1" characters, L$(), giving the initial configuration. You can build this up by issuing commands in immediate mode and then run the program by entering GOTO 1000, but it's probably easier—assuming you can spare some RAM—to write the setup into the program using line numbers below 1000.

The graphics character in lines 1030 to 1060 can be obtained by typing SHIFT9 then SHIFTH, and the one in line 1130 by typing SHIFT9 then SPACE.

1000 LET M=LEN L$(1)
1010 DIM N$(M,M)
1020 FOR I=0 TO M+1
1030 PRINT AT I,0;"▩"
1040 PRINT AT I,M+1;"▩"
1050 PRINT AT 0,I;"▩"
1060 PRINT AT M+1,I;"▩"
1070 NEXT I
1080 LET G=0
1090 PRINT AT 1,M+3;G
1100 FOR I=1 TO M
1110 FOR J=1 TO M
1120 IF L$(I,J)="0" THEN GOTO 1150
1130 PRINT AT I,J;"■"
1140 GOTO 1160
1150 PRINT AT I,J;" "
1160 NEXT J
1170 NEXT I
1180 FOR I=1 TO M
1190 FOR J=1 TO M
1200 LET N=0
1210 FOR K=I-1 TO I+1
1220 FOR L=J-1 TO J+1
1230 IF K=0 OR K>M OR L=0 OR L>M OR (K=I AND L=J) THEN GOTO 1250
1240 LET N=N+VAL L$(K,L)
1250 NEXT L
1260 NEXT K
1270 LET N$(I,J)=L$(I,J)
1280 IF N<=1 OR N>=4 THEN LET N$(I,J)="0"
1290 IF N=3 THEN LET N$(I,J)="1"
1300 NEXT J
1310 NEXT I
1320 FOR I=1 TO M
1330 LET L$(I)=N$(I)
1340 NEXT I
1350 LET G=G+1
1360 GOTO 1090

To run the blinker, add this code:

10 DIM L$(3,3)
20 LET L$(1)="000"
30 LET L$(2)="111"
40 LET L$(3)="000"

A screenshot of it running can be found here.

To try a random starting configuration on a 16x16 grid, use this:

10 DIM L$(16,16)
20 FOR I=1 TO 16
30 FOR J=1 TO 16
40 LET L$(I,J)="0"
50 IF RND>=.7 THEN LET L$(I,J)="1"
60 NEXT J
70 NEXT I

A screenshot is here.

TI-83 BASIC

This implementation is loosely based on the Processing Version. It uses the home screen and draws cells as "X"s. It is extremely slow, and limited to a bounding box of 16 by 8. In order for it to work, you need to initialize arrays [A] and [B] to be 18x10.

 PROGRAM:CONWAY
:While 1
:For(X,2,9,1)
:For(Y,2,17,1)
:If [A](Y,X)
:Then
:Output(X-1,Y-1,"X")
:Else
:Output(X-1,Y-1," ")
:End
:[A](Y-1,X-1)+[A](Y,X-1)+[A](Y+1,X-1)+[A](Y-1,X)+[A](Y+1,X)+[A](Y-1,X+1)+[A](Y,X+1)+[A](Y+1,X+1)→N
:If ([A](Y,X) and (N=2 or N=3)) or (not([A](Y,X)) and N=3)
:Then
:1→[B](Y,X)
:Else
:0→[B](Y,X)
:End
:End
:End
:[B]→[A]
:End

Here is an additional, very simple program to input the top corner of the GRAPH screen into the starting array. Make sure to draw on pixels in the rectangle (1,1) to (8,16).

PROGRAM:PIC2LIFE
:For(I,0,17,1)
:For(J,0,9,1)
:pxl-Test(J,I)→[A](I+1,J+1)
:End
:End

TI-89 BASIC

This program draws its cells as 2x2 blocks on the graph screen. In order to avoid needing external storage for the previous generation, it uses the upper-left corner of each block to mark the next generation's state in all cells, then updates each cell to match its corner pixel.

A further improvement would be to have an option to start with the existing picture rather than clearing, and stop at a point where the picture has clean 2x2 blocks.

Define life(pattern) = Prgm
  Local x,y,nt,count,save,xl,yl,xh,yh
  Define nt(y,x) = when(pxlTest(y,x), 1, 0)
  
  {}→save
  setGraph("Axes", "Off")→save[1]
  setGraph("Grid", "Off")→save[2]
  setGraph("Labels", "Off")→save[3]
  FnOff
  PlotOff
  ClrDraw

  If pattern = "blinker" Then
    36→yl
    40→yh
    78→xl
    82→xh
    PxlOn  36,80
    PxlOn  38,80
    PxlOn  40,80
  ElseIf pattern = "glider" Then
    30→yl
    40→yh
    76→xl
    88→xh
    PxlOn  38,76
    PxlOn  36,78
    PxlOn  36,80
    PxlOn  38,80
    PxlOn  40,80
  ElseIf pattern = "r" Then
    38-5*2→yl
    38+5*2→yh
    80-5*2→xl
    80+5*2→xh
    PxlOn  38,78
    PxlOn  36,82
    PxlOn  36,80
    PxlOn  38,80
    PxlOn  40,80
  EndIf

  While getKey() = 0
    © Expand upper-left corner to whole cell
    For y,yl,yh,2
      For x,xl,xh,2
        If pxlTest(y,x) Then
          PxlOn y+1,x
          PxlOn y+1,x+1
          PxlOn y,  x+1
        Else
          PxlOff y+1,x
          PxlOff y+1,x+1
          PxlOff y,  x+1
        EndIf
      EndFor
    EndFor

    © Compute next generation
    For y,yl,yh,2
      For x,xl,xh,2
        nt(y-1,x-1) + nt(y-1,x) + nt(y-1,x+2) + nt(y,x-1) + nt(y+1,x+2) + nt(y+2,x-1) + nt(y+2,x+1) + nt(y+2,x+2) → count
        If count = 3 Then
          PxlOn y,x
        ElseIf count ≠ 2 Then
          PxlOff y,x
        EndIf
      EndFor
    EndFor
  EndWhile

  © Restore changed options
  setGraph("Axes", save[1])
  setGraph("Grid", save[2])
  setGraph("Labels", save[3])
EndPrgm

Batch File

This code takes three parameters: m chance iterations Where,
m - The length and width of the array of cells
chance - The percent chance of any cell within the set array initially being alive. Full numbers only.
iterations - The amount of iterations of evolution the array goes through to display.

If no parameters are parsed, it defaults to 5 iterations of the blinking example.

@echo off
setlocal enabledelayedexpansion

if "%1"=="" (
  call:_blinkerArray
) else (
  call:_randomArray %*
)

for /l %%i in (1,1,%iterations%) do (
  call:_setStatus
  call:_display
  
  for /l %%m in (1,1,%m%) do (
    for /l %%n in (1,1,%m%) do (
      call:_evolution %%m %%n
    )
  )
)
  
:_blinkerArray
for /l %%m in (0,1,4) do (
  for /l %%n in (0,1,4) do (
    set cell[%%m][%%n]=0
  )
)
set cell[2][1]=1
set cell[2][2]=1
set cell[2][3]=1
set iterations=5
set m=3
set cellsaddone=4

exit /b

:_randomArray
set cellsaddone=%1+1
for /l %%m in (0,1,%cellsaddone%) do for /l %%n in (0,1,%cellsaddone%) do set cell[%%m][%%n]=0
for /l %%m in (1,1,%1) do (
  for /l %%n in (1,1,%1) do (
    set /a cellrandom=!random! %% 101
    set cell[%%m][%%n]=0
    if !cellrandom! leq %2 set cell[%%m][%%n]=1
  )
)
set iterations=%3
set m=%1

exit /b

:_setStatus
for /l %%m in (0,1,%cellsaddone%) do (
  for /l %%n in (0,1,%cellsaddone%) do (
    if !cell[%%m][%%n]!==1 set cellstatus[%%m][%%n]=alive
    if !cell[%%m][%%n]!==0 set cellstatus[%%m][%%n]=dead
  )
)
exit /b


:_evolution
set /a lowerm=%1-1
set /a upperm=%1+1
set /a lowern=%2-1
set /a uppern=%2+1
set numm=%1
set numn=%2
set sum=0
for /l %%m in (%lowerm%,1,%upperm%) do (
  for /l %%n in (%lowern%,1,%uppern%) do (
    if %%m==%numm% (
      if %%n==%numn% (
        set /a sum=!sum!
      ) else (
        if !cellstatus[%%m][%%n]!==alive set /a sum+=1
      )
    ) else (
      if !cellstatus[%%m][%%n]!==alive set /a sum+=1
    )
  )
)
goto:!cell[%numm%][%numn%]!

exit /b

:0
set alive=3
set death=0 1 2 4 5 6 7 8 
for %%i in (%alive%) do if %sum%==%%i set cell[%numm%][%numn%]=1
for %%i in (%death%) do if %sum%==%%i set cell[%numm%][%numn%]=0
exit /b

:1
set alive=2 3
set death=0 1 4 5 6 7 8
for %%i in (%alive%) do if %sum%==%%i set cell[%1][%2]=1
for %%i in (%death%) do if %sum%==%%i set cell[%1][%2]=0
exit /b

:_display
echo.
for /l %%m in (1,1,%m%) do (
  set m%%m= 
  for /l %%n in (1,1,%m%) do set m%%m=!m%%m! !cell[%%m][%%n]!
  echo !m%%m!
)

exit /b
Output:

Blinking example:

0 0 0
1 1 1
0 0 0

0 1 0
0 1 0
0 1 0

0 0 0
1 1 1
0 0 0

0 1 0
0 1 0
0 1 0

0 0 0
1 1 1
0 0 0
Input:
10 35 5
Output:
1 1 0 0 0 0 1 1 0 0
1 1 0 0 1 1 0 1 1 0
1 0 1 1 0 0 0 1 0 0
0 1 0 1 0 1 0 1 0 1
1 0 0 0 1 0 0 1 0 1
0 0 0 1 0 0 0 0 0 0
0 0 0 0 0 0 1 1 0 0
0 0 1 0 0 0 0 0 0 0
1 0 1 0 0 0 0 0 1 1
1 1 0 0 1 0 0 1 1 0

1 1 0 0 0 1 1 1 1 0
0 0 0 1 1 1 0 0 1 0
1 0 0 1 0 1 0 1 0 0
1 1 0 1 0 0 0 1 0 0
0 0 1 1 1 0 1 0 0 0
0 0 0 0 0 0 1 1 1 0
0 0 0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 1 1 0
1 0 1 1 0 0 0 1 1 1
1 1 0 0 0 0 0 1 1 1

0 0 0 0 0 1 1 1 1 0
1 1 1 1 0 0 0 0 1 0
1 1 0 1 0 1 0 1 1 0
1 1 0 0 0 1 0 1 0 0
0 1 1 1 1 1 1 0 1 0
0 0 0 1 0 1 1 1 0 0
0 0 0 0 0 0 1 0 0 0
0 1 1 0 0 0 0 1 0 1
1 0 1 0 0 0 1 0 0 0
1 1 1 0 0 0 0 1 0 1

0 1 1 0 0 0 1 1 1 0
1 0 0 1 0 1 0 0 0 1
0 0 0 1 0 0 0 1 1 0
0 0 0 0 0 0 0 0 0 0
1 1 0 1 0 0 0 0 1 0
0 0 0 1 0 0 0 0 0 0
0 0 1 0 0 1 0 0 1 0
0 1 1 0 0 0 1 1 0 0
1 0 0 1 0 0 1 1 0 0
1 0 1 0 0 0 0 0 0 0

0 1 1 0 0 0 1 1 1 0
0 1 0 1 1 0 0 0 0 1
0 0 0 0 1 0 0 0 1 0
0 0 1 0 0 0 0 1 1 0
0 0 1 0 0 0 0 0 0 0
0 1 0 1 1 0 0 0 0 0
0 1 1 1 0 0 1 1 0 0
0 1 1 1 0 1 0 0 1 0
1 0 0 1 0 0 1 1 0 0
0 1 0 0 0 0 0 0 0 0

Befunge

Takes as input the width and height of the universe, followed by the pattern (which is terminated by the end of file). If your interpreter can't easily redirect the input from a file, or doesn't handle end-of-file detection, you can also type in the pattern manually and mark the end of input with a ~ character.

The pattern format itself is fairly lenient in what it accepts. You can use either space or . for dead cells, and o, O, * or # for live cells. This should make it fairly easy to cut and paste a number of existing formats, including the Life 1.05 format and the Plaintext .cells format used on the LifeWiki website (comments aren't supported though, so make sure to copy just the pattern itself).

In Befunge-93, the maximum value for the width and height of the universe is 127, but there is an additional constraint of 4080 cells in total, so the largest universe would really be something like 120x34 or 68x60. Befunge-98 has no real limit on the size, although in practice a much larger universe will probably be unbearably slow.

00p10p20p30p&>40p&>50p60p>$#v~>:55+-vv+`1:%3:+*g04p03< >3/"P"%\56v>p\56*8*/8+:v
v5\`\"~"::-*3p06!:!-+67:_^#!<*<!g06!<>1+70g*\:3/"P"%v^ ^::+*g04%<*0v`1:%3\gp08<
>6*`*#v_55+-#v_p10g1+10p>^pg08g07+gp08:+8/*8*65\p07:<^ >/10g-50g^87>+1+:01p/8/v
>%#74#<-!!70p 00g::1+00p:20g\-:0`*+20p10g::30g\-:0`*+^ ^2+2+g03*<*:v+g06p09:%2<
.v,:*93"[2J"0<>"H["39*,,,50g0v!:-1,+55$_:40g3*20g+2+2/\-40g%50g3^/%\ >:3-\3-90v
O>"l52?[">:#,_^v/3+2:*g05g04$_>:10p40g0^!:-1,g+4\0%2/+1+`1:%3\g+8<^: $v10!*-g<<
g+70g80gp:#v_$^>1-:::"P"%\"P"/8+:10v  >/10g+1-50g+50g%40g*+::3/"P"^>!|>g*70g80g
:p00%g04:-1<<$_^#!:pg01%"P"\*8%8gp<<  ^3\%g04+g04-1+g00%3:%9+4:-1p06\<90p01/g04
Input:

Here's an example of what the input could look like for the Blinker pattern in a 5x5 universe:

5
5
OOO

And for a more complicated example, this is the Queen bee pattern in a 50x30 universe:

50
30
...*
..*.*
.*...*
..***
**...**
Output:

In order to produce an animated view of the universe evolving, we use a few basic ANSI escape sequences to reset the cursor position between frames. Without ANSI support, you'll just see the individual frames scrolling past with a bit of junk inbetween. The output shown below is just an extract of the first three generations of the Blinker in a 5x5 universe.

.....   .....   .....
.....   ..O..   .....
.OOO.   ..O..   .OOO.
.....   ..O..   .....
.....   .....   .....

Brainf***

A life-program written in Brainf***

With Example-Output.

Brat

width = 3
height = 3
rounds = 3

universe = [[0 1 0]
            [0 1 0]
            [0 1 0]]

next = height.of({width.of(0)})

cell = { x, y |
  true? x < width && { x >= 0 && { y >= 0 && { y < height }}}
  {
    universe[y][x]
  }
  { 0 }
}

neighbors = { x, y |
  cell(x - 1, y - 1) +
  cell(x, y - 1) +
  cell(x + 1, y - 1) +
  cell(x + 1, y) +
  cell(x + 1, y + 1) +
  cell(x, y + 1) +
  cell(x - 1, y + 1) +
  cell(x - 1, y)
}

set_next = { x, y, v |
  next[y][x] = v
}

step = {
  universe.each_with_index { row, y |
    row.each_with_index { c, x |
      n = neighbors(x, y)

      when { n < 2 } { set_next x,y, 0 }
           { n > 3 } { set_next x, y, 0 }
           { n == 3 } { set_next x, y, 1 }
           { true } { set_next x, y, c }
    }
  }

  u2 = universe
  universe = next
  next = u2
}

display = {
  p universe.map({ r |
    r.map({ n | true? n == 0, '-', "O" }).join
  }).join("\n")
}

rounds.times {
  display
  p
  step
}
Output:
-O-
-O-
-O-

---
OOO
---

-O-
-O-
-O-

BQN

Life{
   r¯1(1)¯1(2+≢𝕩)𝕩
   s´ (1∾<r)  34 = <+´ ¯101 (1) ¯101  <r
   1(1) ¯1(1) 1 ¯1s
}

blinker>000,111,000
(<".#") ¨˜  Life(3) blinker
Output:
┌─                         
· ┌─      ┌─      ┌─       
  ╵"...   ╵".#.   ╵"...    
    ###     .#.     ###    
    ..."    .#."    ..."   
        ┘       ┘       ┘  
                          ┘

C

Play game of life on your console: gcc -std=c99 -Wall game.c; ./a.out [width] [height]

#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>

#define for_x for (int x = 0; x < w; x++)
#define for_y for (int y = 0; y < h; y++)
#define for_xy for_x for_y
void show(void *u, int w, int h)
{
	int (*univ)[w] = u;
	printf("\033[H");
	for_y {
		for_x printf(univ[y][x] ? "\033[07m  \033[m" : "  ");
		printf("\033[E");
	}
	fflush(stdout);
}

void evolve(void *u, int w, int h)
{
	unsigned (*univ)[w] = u;
	unsigned new[h][w];

	for_y for_x {
		int n = 0;
		for (int y1 = y - 1; y1 <= y + 1; y1++)
			for (int x1 = x - 1; x1 <= x + 1; x1++)
				if (univ[(y1 + h) % h][(x1 + w) % w])
					n++;

		if (univ[y][x]) n--;
		new[y][x] = (n == 3 || (n == 2 && univ[y][x]));
	}
	for_y for_x univ[y][x] = new[y][x];
}

void game(int w, int h)
{
	unsigned univ[h][w];
	for_xy univ[y][x] = rand() < RAND_MAX / 10 ? 1 : 0;
	while (1) {
		show(univ, w, h);
		evolve(univ, w, h);
		usleep(200000);
	}
}

int main(int c, char **v)
{
	int w = 0, h = 0;
	if (c > 1) w = atoi(v[1]);
	if (c > 2) h = atoi(v[2]);
	if (w <= 0) w = 30;
	if (h <= 0) h = 30;
	game(w, h);
}

Also see Conway's Game of Life/C

C for Arduino

Play game of life on your arduino (using FastLED) - based on the C example.

#include <FastLED.h>

#define LED_PIN     3
#define LED_TYPE    WS2812B
#define WIDTH       20
#define HEIGHT      15
#define NUM_LEDS    (WIDTH*HEIGHT)
#define BRIGHTNESS  100
#define COLOR_ORDER GRB
#define SERPENTINE  1
#define FRAMERATE   1
#define SCALE       1

CRGB leds[NUM_LEDS];

#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>

#define for_x for (int x = 0; x < w; x++)
#define for_y for (int y = 0; y < h; y++)
#define for_xy for_x for_y

const int w = WIDTH, h = HEIGHT;
unsigned univ[h][w];

int getLEDpos(int x, int y){ // for a serpentine raster
    return (y%2 || !SERPENTINE) ? y*WIDTH + x : y*WIDTH + (WIDTH - 1 - x);
}

void show(void *u, int w, int h)
{
    int (*univ)[w] = u;
    for_xy {
        leds[getLEDpos(x, y)] = univ[y][x] ? CRGB::White: CRGB::Black;
    }
    FastLED.show();
}

void evolve(void *u, int w, int h)
{
    unsigned (*univ)[w] = u;
    unsigned newU[h][w];

    for_y for_x {
        int n = 0;
        for (int y1 = y - 1; y1 <= y + 1; y1++)
            for (int x1 = x - 1; x1 <= x + 1; x1++)
                if (univ[(y1 + h) % h][(x1 + w) % w])
                    n++;

        if (univ[y][x]) n--;
        newU[y][x] = (n == 3 || (n == 2 && univ[y][x]));
    }
    for_y for_x univ[y][x] = newU[y][x];
}

void setup(){
    //Initialize leds after safety period
    FastLED.delay(500);
    FastLED.addLeds<LED_TYPE, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip );
    FastLED.setBrightness(  BRIGHTNESS );
    
    //Seed random with analog noise
    randomSeed(analogRead(0));

    for_xy univ[y][x] = random() %10 <= 1 ? 1 : 0;
}

void loop(){
    show(univ, w, h);
    evolve(univ, w, h);
    FastLED.delay(1000/FRAMERATE);
}

C for Arduino

Play game of life on your arduino (using two MAX7219 led 'screens') - based on the C example.

#include <MaxMatrix.h>

int DIN = 11;   // DIN pin of MAX7219 module
int CS = 12;    // CS pin of MAX7219 module
int CLK = 13;   // CLK pin of MAX7219 module
int DIN2 = 8;   // DIN pin of MAX7219 module
int CS2 = 9;    // CS pin of MAX7219 module
int CLK2 = 10;   // CLK pin of MAX7219 module
int maxInUse = 1;

//setup two screens
MaxMatrix m(DIN, CS, CLK, maxInUse); 
MaxMatrix m2(DIN2, CS2, CLK2, maxInUse); 

void setup() {
  randomSeed(analogRead(0));
  m.init(); // MAX7219 initialization
  m.setIntensity(0); // initial led matrix intensity, 0-15
  m.clear(); // Clears the display
  m2.init(); // MAX7219 initialization
  m2.setIntensity(0); // initial led matrix intensity, 0-15
  m2.clear(); // Clears the display
}

void loop() {
  game(16,8);//w,h
}

void setDot(int x,int y,bool isOn){
  if(x<8){
    m.setDot(x,y,isOn); 
  }else{
    m2.setDot(x-8,y,isOn); 
  }
}

void show(void *u, int w, int h){
  int (*univ)[w] = u;
  for (int y = 0; y < h; y++){
    for (int x = 0; x < w; x++){
      bool sh=(univ[y][x]==1);
      setDot(x,y,sh); 
    }
  }    
}
 
void evolve(void *u, int w, int h){
  unsigned (*univ)[w] = u;
  unsigned newar[h][w];
 
  for (int y = 0; y < h; y++){
    for (int x = 0; x < w; x++){
      int n = 0;
      for (int y1 = y - 1; y1 <= y + 1; y1++)
        for (int x1 = x - 1; x1 <= x + 1; x1++)
          if (univ[(y1 + h) % h][(x1 + w) % w])
            n++;
   
      if (univ[y][x]) n--;
      newar[y][x] = (n == 3 || (n == 2 && univ[y][x]));
     
    }
  } 
 
  for (int y = 0; y < h; y++){
    for (int x = 0; x < w; x++){
      univ[y][x] = newar[y][x];
    }
  }
}
 
void game(int w, int h) {
  unsigned univ[h][w];
  for (int x = 0; x < w; x++){
    for (int y = 0; y < h; y++){
      univ[y][x] = random(0, 100)>65 ? 1 : 0;
    }
  }
  int sc=0;
  while (1) {
    show(univ, w, h);
    evolve(univ, w, h);
    delay(150);
    sc++;if(sc>150)break;
  }
}

C#

using System;
using System.Text;
using System.Threading;
 
namespace ConwaysGameOfLife
{
    // Plays Conway's Game of Life on the console with a random initial state.
    class Program
    {
        // The delay in milliseconds between board updates.
        private const int DELAY = 50;
 
        // The cell colors.
        private const ConsoleColor DEAD_COLOR = ConsoleColor.White;
        private const ConsoleColor LIVE_COLOR = ConsoleColor.Black;
 
        // The color of the cells that are off of the board.
        private const ConsoleColor EXTRA_COLOR = ConsoleColor.Gray;
 
        private const char EMPTY_BLOCK_CHAR = ' ';
        private const char FULL_BLOCK_CHAR = '\u2588';
 
        // Holds the current state of the board.
        private static bool[,] board;
 
        // The dimensions of the board in cells.
        private static int width = 32;
        private static int height = 32;
 
        // True if cell rules can loop around edges.
        private static bool loopEdges = true;
 
 
        static void Main(string[] args)
        {
            // Use initializeRandomBoard for a larger, random board.
            initializeDemoBoard();
 
            initializeConsole();
 
            // Run the game until the Escape key is pressed.
            while (!Console.KeyAvailable || Console.ReadKey(true).Key != ConsoleKey.Escape) {
                Program.drawBoard();
                Program.updateBoard();
 
                // Wait for a bit between updates.
                Thread.Sleep(DELAY);
            }
        }
 
        // Sets up the Console.
        private static void initializeConsole()
        {
            Console.BackgroundColor = EXTRA_COLOR;
            Console.Clear();
 
            Console.CursorVisible = false;
 
            // Each cell is two characters wide.
            // Using an extra row on the bottom to prevent scrolling when drawing the board.
            int width = Math.Max(Program.width, 8) * 2 + 1;
            int height = Math.Max(Program.height, 8) + 1;
            Console.SetWindowSize(width, height);
            Console.SetBufferSize(width, height);
 
            Console.BackgroundColor = DEAD_COLOR;
            Console.ForegroundColor = LIVE_COLOR;
        }
 
        // Creates the initial board with a random state.
        private static void initializeRandomBoard()
        {
            var random = new Random();
 
            Program.board = new bool[Program.width, Program.height];
            for (var y = 0; y < Program.height; y++) {
                for (var x = 0; x < Program.width; x++) {
                    // Equal probability of being true or false.
                    Program.board[x, y] = random.Next(2) == 0;
                }
            }
        }
 
        // Creates a 3x3 board with a blinker.
        private static void initializeDemoBoard()
        {
            Program.width = 3;
            Program.height = 3;
 
            Program.loopEdges = false;
 
            Program.board = new bool[3, 3];
            Program.board[1, 0] = true;
            Program.board[1, 1] = true;
            Program.board[1, 2] = true;
        }
 
        // Draws the board to the console.
        private static void drawBoard()
        {
            // One Console.Write call is much faster than writing each cell individually.
            var builder = new StringBuilder();
 
            for (var y = 0; y < Program.height; y++) {
                for (var x = 0; x < Program.width; x++) {
                    char c = Program.board[x, y] ? FULL_BLOCK_CHAR : EMPTY_BLOCK_CHAR;
 
                    // Each cell is two characters wide.
                    builder.Append(c);
                    builder.Append(c);
                }
                builder.Append('\n');
            }
 
            // Write the string to the console.
            Console.SetCursorPosition(0, 0);
            Console.Write (builder.ToString());
        }
 
        // Moves the board to the next state based on Conway's rules.
        private static void updateBoard()
        {
            // A temp variable to hold the next state while it's being calculated.
            bool[,] newBoard = new bool[Program.width, Program.height];
 
            for (var y = 0; y < Program.height; y++) {
                for (var x = 0; x < Program.width; x++) {
                    var n = countLiveNeighbors(x, y);
                    var c = Program.board[x, y];
 
                    // A live cell dies unless it has exactly 2 or 3 live neighbors.
                    // A dead cell remains dead unless it has exactly 3 live neighbors.
                    newBoard[x, y] = c && (n == 2 || n == 3) || !c && n == 3;
                }
            }
 
            // Set the board to its new state.
            Program.board = newBoard;
        }
 
        // Returns the number of live neighbors around the cell at position (x,y).
        private static int countLiveNeighbors(int x, int y)
        {
            // The number of live neighbors.
            int value = 0;
 
            // This nested loop enumerates the 9 cells in the specified cells neighborhood.
            for (var j = -1; j <= 1; j++) {
                // If loopEdges is set to false and y+j is off the board, continue.
                if (!Program.loopEdges && y + j < 0 || y + j >= Program.height) {
                    continue;
                }
 
                // Loop around the edges if y+j is off the board.
                int k = (y + j + Program.height) % Program.height;
 
                for (var i = -1; i <= 1; i++) {
                    // If loopEdges is set to false and x+i is off the board, continue.
                    if (!Program.loopEdges && x + i < 0 || x + i >= Program.width) {
                        continue;
                    }
 
                    // Loop around the edges if x+i is off the board.
                    int h = (x + i + Program.width) % Program.width;
 
                    // Count the neighbor cell at (h,k) if it is alive.
                    value += Program.board[h, k] ? 1 : 0;
                }
            }
 
            // Subtract 1 if (x,y) is alive since we counted it as a neighbor.
            return value - (Program.board[x, y] ? 1 : 0);
        }
    }
}

Output:

Frame 1:    Frame 2:    Frame 3:
              ██              
██████        ██        ██████
              ██

C++

Because Nobody else included a version with Graphics, Here is a simple implementation using SFML for graphic rendering

#include <iostream>
#include <vector>
#include <SFML/Graphics.hpp>
#include <thread>
#include <chrono>
using namespace std;

class Life {
    private:
        int ticks;
        bool pass;
        int height;
        int width;
        bool **board;
        bool **buffer;
        vector<pair<float,float>> liveCoords;
        void init();
        void lives(int x, int y);
        void dies(int x, int y);
        bool isAlive(bool **curr, int x, int y);
        int checkNeighbors(bool **curr, int x, int y);
        void evaluatePosition(bool** curr, int x, int y);
    public:
        Life(int w = 100, int h = 50, int seed = 1337);
        Life(const Life& life);
        ~Life();
        vector<pair<float,float>> doTick();
        Life& operator=(const Life& life);
};
void Life::init() {
    board = new bool*[height];
    buffer = new bool*[height];
    for (int y = 0; y < height; y++) {
        board[y] = new bool[width];
        buffer[y] = new bool[width];
        for (int x = 0; x < width; x++) {
            board[y][x] = false;
            buffer[y][x] = false;
        }
    }
}

Life::Life(int w, int h, int seed) {
    width = w;
    height = h;
    init();
    for (int i = 0; i < seed; i++) {
        board[rand() % height][rand() % width] = true;
    }
    pass = true;
}

Life::Life(const Life& life) {
    width = life.width;
    height = life.height;
    init();
    for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x++) {
            board[y][x] = life.board[y][x];
            buffer[y][x] = life.buffer[y][x];
        }
    }
}

Life& Life::operator=(const Life& life) {
    width = life.width;
    height = life.height;
    init();
    for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x++) {
            board[y][x] = life.board[y][x];
            buffer[y][x] = life.buffer[y][x];
        }
    }
    return *this;
}

Life::~Life() {
    for (int i = 0; i < height; i++) {
        delete [] board[i];
        delete [] buffer[i];
    }
    delete [] board;
    delete [] buffer;
}

vector<pair<float,float>> Life::doTick() {
    liveCoords.clear();
    bool **currentGeneration = pass ? board:buffer;
    for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x++) {
            evaluatePosition(currentGeneration, x, y);
        }
    }
    pass = !pass;
    ticks++;
    return liveCoords;
}


bool Life::isAlive(bool **curr, int x, int y) {
    return curr[y][x];
}
int Life::checkNeighbors(bool **curr, int x, int y) {
    int lc = 0;
    int dx[8] = {-1, 0, 1,1,1,-1, 0,-1};
    int dy[8] = {-1,-1,-1,0,1, 1, 1, 0};
    for (int i = 0; i < 8; i++) {
        int nx = ((dx[i]+x)+width) % width;
        int ny = ((dy[i]+y)+height) % height;
        lc += isAlive(curr, nx, ny);
    }
    return lc;
}
void Life::lives(int x, int y) {
    if (!pass) {
        board[y][x] = true;
    } else {
        buffer[y][x] = true;
    }
    liveCoords.push_back(make_pair((float)x,(float)y));
}
void Life::dies(int x, int y) {
    if (!pass) {
        board[y][x] = false;
    } else {
        buffer[y][x] = false;
    }
}
void Life::evaluatePosition(bool** generation, int x, int y) {
    int lc = checkNeighbors(generation, x, y);
    if (isAlive(generation, x, y)) {
        if (lc == 2 || lc == 3) {
            lives(x, y);
        } else {
            dies(x, y);
        }
    } else {
        if (lc == 3) {
            lives(x, y);
        } else {
            dies(x, y);
        }
    }
}

class App {
    private:
        void sleep();
        void drawLiveCells();
        void render();
        void handleEvent(sf::Event& event);
        void saveDisplay();
        int width;
        int height;
        Life life;
        bool isRecording;
        int tick;
        sf::RenderWindow* window;
        sf::RenderTexture* texture;
    public:
        App(int w = 100, int h = 50);
        void start();
};

App::App(int w, int h) {
    height = h;
    width = w;
    life = Life(width, height);
    isRecording = false;
    tick = 0;
}

void App::start() {
    sf::Event event;
    window = new sf::RenderWindow(sf::VideoMode(width*10, height*10), "The Game of Life");
    texture = new sf::RenderTexture();
    texture->create(width*10, height*10);
    window->setFramerateLimit(60);
    while (window->isOpen()) {
        while (window->pollEvent(event)) {
            handleEvent(event);
        }
        render();
        tick++;
    }
    delete window;
    delete texture;
}

void App::handleEvent(sf::Event& event) {
    if (event.type == sf::Event::Closed) {
        window->close();
    }
    if (event.type == sf::Event::KeyPressed) {
        switch (event.key.code) {
            case sf::Keyboard::R:
                life = Life(width, height);
                break;
            case sf::Keyboard::S:
                isRecording = !isRecording;
                break;
            case sf::Keyboard::Q:
            case sf::Keyboard::Escape:
                window->close();
                break;
            default:
                break;
        }
    }
}

void App::sleep() {
    std::this_thread::sleep_for(350ms);
}

void App::drawLiveCells() {
    
    float XSCALE = 10.0, YSCALE = 10.0;
    sf::RectangleShape rect;
    rect.setSize(sf::Vector2f(XSCALE, YSCALE));
    rect.setFillColor(sf::Color::Green);
    auto coords = life.doTick();
    texture->clear(sf::Color::Black);
    for (auto m : coords) {
        rect.setPosition(m.first*XSCALE, m.second*YSCALE);
        texture->draw(rect);
    }
    texture->display();
}

void App::render() {
    drawLiveCells();
    window->clear();
    sf::Sprite sprite(texture->getTexture());
    window->draw(sprite);
    window->display();
    if (isRecording) saveDisplay();
    sleep();
}

void App::saveDisplay() {
    string name = "tick" + to_string(tick) + ".png";
    sf::Image image = texture->getTexture().copyToImage();
    image.saveToFile(name);
}

int main(int argc, char* argv[]) {
    srand(time(0));
    App app;
    app.start();
    return 0;
}

And the output of the above program:

Life


Considering that the simplest implementation in C++ would lack any use of the object-oriented paradigm, this code was specifically written to demonstrate the various object-oriented features of C++. Thus, while it is somewhat verbose, it fully simulates Conway's Game of Life and is relatively simple to expand to feature different starting shapes.

#include <iostream>
#define HEIGHT 4
#define WIDTH 4

struct Shape {
public:
    char xCoord;
    char yCoord;
    char height;
    char width;
    char **figure;
};

struct Glider : public Shape {
    static const char GLIDER_SIZE = 3;
    Glider( char x , char y );
    ~Glider();
};

struct Blinker : public Shape {
    static const char BLINKER_HEIGHT = 3;
    static const char BLINKER_WIDTH = 1;
    Blinker( char x , char y );
    ~Blinker();
};

class GameOfLife {
public:
    GameOfLife( Shape sh );
    void print();
    void update();
    char getState( char state , char xCoord , char yCoord , bool toggle);
    void iterate(unsigned int iterations);
private:
    char world[HEIGHT][WIDTH];
    char otherWorld[HEIGHT][WIDTH];
    bool toggle;
    Shape shape;
};

GameOfLife::GameOfLife( Shape sh ) :
    shape(sh) ,
    toggle(true) 
{
    for ( char i = 0; i < HEIGHT; i++ ) {
        for ( char j = 0; j < WIDTH; j++ ) {
            world[i][j] = '.';
        }
    }
    for ( char i = shape.yCoord; i - shape.yCoord < shape.height; i++ ) {
        for ( char j = shape.xCoord; j - shape.xCoord < shape.width; j++ ) {
            if ( i < HEIGHT && j < WIDTH ) {
                world[i][j] = 
                    shape.figure[ i - shape.yCoord ][j - shape.xCoord ];
            }
        }
    }
}

void GameOfLife::print() {
    if ( toggle ) {
        for ( char i = 0; i < HEIGHT; i++ ) {
            for ( char j = 0; j < WIDTH; j++ ) {
                std::cout << world[i][j];
            }
            std::cout << std::endl;
        }
    } else {
        for ( char i = 0; i < HEIGHT; i++ ) {
            for ( char j = 0; j < WIDTH; j++ ) {
                std::cout << otherWorld[i][j];
            }
            std::cout << std::endl;
        }
    }
    for ( char i = 0; i < WIDTH; i++ ) {
        std::cout << '=';
    }
    std::cout << std::endl;
}

void GameOfLife::update() {
    if (toggle) {
        for ( char i = 0; i < HEIGHT; i++ ) {
            for ( char j = 0; j < WIDTH; j++ ) {
                otherWorld[i][j] = 
                    GameOfLife::getState(world[i][j] , i , j , toggle);
            }
        }
        toggle = !toggle;
    } else {
        for ( char i = 0; i < HEIGHT; i++ ) {
            for ( char j = 0; j < WIDTH; j++ ) {
                world[i][j] = 
                    GameOfLife::getState(otherWorld[i][j] , i , j , toggle);
            }
        }
        toggle = !toggle;
    }
}

char GameOfLife::getState( char state, char yCoord, char xCoord, bool toggle ) {
    char neighbors = 0;
    if ( toggle ) {
        for ( char i = yCoord - 1; i <= yCoord + 1; i++ ) {
            for ( char j = xCoord - 1; j <= xCoord + 1; j++ ) {
                if ( i == yCoord && j == xCoord ) {
                    continue;
                }
                if ( i > -1 && i < HEIGHT && j > -1 && j < WIDTH ) {
                    if ( world[i][j] == 'X' ) {
                        neighbors++;
                    }
                }
            }
        }
    } else {
        for ( char i = yCoord - 1; i <= yCoord + 1; i++ ) {
            for ( char j = xCoord - 1; j <= xCoord + 1; j++ ) {
                if ( i == yCoord && j == xCoord ) {
                    continue;
                }
                if ( i > -1 && i < HEIGHT && j > -1 && j < WIDTH ) {
                    if ( otherWorld[i][j] == 'X' ) {
                        neighbors++;
                    }
                }
            }
        }
    }
    if (state == 'X') {
        return ( neighbors > 1 && neighbors < 4 ) ? 'X' : '.';
    }
    else {
        return ( neighbors == 3 ) ? 'X' : '.';
    }
}

void GameOfLife::iterate( unsigned int iterations ) {
    for ( int i = 0; i < iterations; i++ ) {
        print();
        update();
    }
}

Glider::Glider( char x , char y ) {
    xCoord = x;
    yCoord = y;
    height = GLIDER_SIZE;
    width = GLIDER_SIZE;
    figure = new char*[GLIDER_SIZE];
    for ( char i = 0; i < GLIDER_SIZE; i++ ) {
        figure[i] = new char[GLIDER_SIZE];
    }
    for ( char i = 0; i < GLIDER_SIZE; i++ ) {
        for ( char j = 0; j < GLIDER_SIZE; j++ ) {
            figure[i][j] = '.';
        }
    }
    figure[0][1] = 'X';
    figure[1][2] = 'X';
    figure[2][0] = 'X';
    figure[2][1] = 'X';
    figure[2][2] = 'X';
}

Glider::~Glider() {
    for ( char i = 0; i < GLIDER_SIZE; i++ ) {
        delete[] figure[i];
    }
    delete[] figure;
}

Blinker::Blinker( char x , char y ) {
    xCoord = x;
    yCoord = y;
    height = BLINKER_HEIGHT;
    width = BLINKER_WIDTH;
    figure = new char*[BLINKER_HEIGHT];
    for ( char i = 0; i < BLINKER_HEIGHT; i++ ) {
        figure[i] = new char[BLINKER_WIDTH];
    }
    for ( char i = 0; i < BLINKER_HEIGHT; i++ ) {
        for ( char j = 0; j < BLINKER_WIDTH; j++ ) {
            figure[i][j] = 'X';
        }
    }
}

Blinker::~Blinker() {
    for ( char i = 0; i < BLINKER_HEIGHT; i++ ) {
        delete[] figure[i];
    }
    delete[] figure;
}

int main() {
    Glider glider(0,0);
    GameOfLife gol(glider);
    gol.iterate(5);
    Blinker blinker(1,0);
    GameOfLife gol2(blinker);
    gol2.iterate(4);
}
Output:

first a glider, then a blinker, over a few iterations

(reformatted for convenience).

.X.. .... .... .... ....
..X. X.X. ..X. .X.. ..X.
XXX. .XX. X.X. ..XX ...X
.... .X.. .XX. .XX. .XXX
==== ==== ==== ==== ====

.X.. .... .X.. 
.X.. XXX. .X..
.X.. .... .X..
.... .... ....
==== ==== ====

Alternate version

Another aproach - a pretty simple one.
This version allows you to start the automata with different set of rules. Just for the fun of it.

#include <algorithm>
#include <vector>
#include <iostream>
#include <string>

typedef unsigned char byte; 

class world {
public:
    world( int x, int y ) : _wid( x ), _hei( y ) {
        int s = _wid * _hei * sizeof( byte );
        _cells = new byte[s];
        memset( _cells, 0, s );
    }
    ~world() {
        delete [] _cells;
    }
    int wid() const {
        return _wid;
    }
    int hei() const {
        return _hei;
    }
    byte at( int x, int y ) const {
        return _cells[x + y * _wid];
    }
    void set( int x, int y, byte c ) {
        _cells[x + y * _wid] = c;
    }
    void swap( world* w ) {
        memcpy( _cells, w->_cells, _wid * _hei * sizeof( byte ) );
    }
private:
    int _wid, _hei;
    byte* _cells;
};
class rule {
public:
    rule( world* w ) : wrd( w ) {
        wid = wrd->wid();
        hei = wrd->hei();
        wrdT = new world( wid, hei );
    }
    ~rule() {
        if( wrdT ) delete wrdT;
    }
    bool hasLivingCells() {
        for( int y = 0; y < hei; y++ )
            for( int x = 0; x < wid; x++ )
                if( wrd->at( x, y ) ) return true;
        std::cout << "*** All cells are dead!!! ***\n\n";
        return false;
    }
    void swapWrds() {
        wrd->swap( wrdT );
    }
    void setRuleB( std::vector<int>& birth ) {
        _birth = birth;
    }
    void setRuleS( std::vector<int>& stay ) {
        _stay = stay;
    }
    void applyRules() {
        int n;
        for( int y = 0; y < hei; y++ ) {
            for( int x = 0; x < wid; x++ ) {
                n = neighbours( x, y );
                if( wrd->at( x, y ) ) {
                    wrdT->set( x, y, inStay( n ) ? 1 : 0 );
                } else {
                    wrdT->set( x, y, inBirth( n ) ? 1 : 0 );
                }
            }
        }
    }
private:
    int neighbours( int xx, int yy ) {
        int n = 0, nx, ny;
        for( int y = -1; y < 2; y++ ) {
            for( int x = -1; x < 2; x++ ) {
                if( !x && !y ) continue;
                nx = ( wid + xx + x ) % wid;
                ny = ( hei + yy + y ) % hei;
                n += wrd->at( nx, ny ) > 0 ? 1 : 0;
            }
        }
        return n;
    }
    bool inStay( int n ) {
        return( _stay.end() != find( _stay.begin(), _stay.end(), n ) );
    }
    bool inBirth( int n ) {
        return( _birth.end() != find( _birth.begin(), _birth.end(), n ) );
    }
    int wid, hei;
    world *wrd, *wrdT;
    std::vector<int> _stay, _birth;
};
class cellular {
public:
    cellular( int w, int h ) : rl( 0 ) {
        wrd = new world( w, h );
    }
    ~cellular() {
        if( rl ) delete rl;
        delete wrd;
    }
    void start( int r ) {
        rl = new rule( wrd );
        gen = 1;
        std::vector<int> t;
        switch( r ) {
            case 1: // conway
                t.push_back( 2 ); t.push_back( 3 ); rl->setRuleS( t );
                t.clear(); t.push_back( 3 ); rl->setRuleB( t );
                break;
            case 2: // amoeba
                t.push_back( 1 ); t.push_back( 3 ); t.push_back( 5 ); t.push_back( 8 ); rl->setRuleS( t );
                t.clear(); t.push_back( 3 ); t.push_back( 5 ); t.push_back( 7 ); rl->setRuleB( t );
                break;
            case 3: // life34
                t.push_back( 3 ); t.push_back( 4 ); rl->setRuleS( t );
                rl->setRuleB( t );
                break;
            case 4: // maze
                t.push_back( 1 ); t.push_back( 2 ); t.push_back( 3 ); t.push_back( 4 ); t.push_back( 5 ); rl->setRuleS( t );
                t.clear(); t.push_back( 3 ); rl->setRuleB( t );
                break;
        }

        /* just for test - shoud read from a file */
        /* GLIDER */
        wrd->set( 6, 1, 1 ); wrd->set( 7, 2, 1 );
        wrd->set( 5, 3, 1 ); wrd->set( 6, 3, 1 );
        wrd->set( 7, 3, 1 );
        /* BLINKER */
        wrd->set( 1, 3, 1 ); wrd->set( 2, 3, 1 );
        wrd->set( 3, 3, 1 );
        /******************************************/
        generation();
    }
private:
    void display() {
        system( "cls" );
        int wid = wrd->wid(),
            hei = wrd->hei();
        std::cout << "+" << std::string( wid, '-' ) << "+\n";
        for( int y = 0; y < hei; y++ ) {
            std::cout << "|";
            for( int x = 0; x < wid; x++ ) {
                if( wrd->at( x, y ) ) std::cout << "#";
                else std::cout << ".";
            }
            std::cout << "|\n";
        }
        std::cout << "+" << std::string( wid, '-' ) << "+\n";
        std::cout << "Generation: " << gen << "\n\nPress [RETURN] for the next generation...";
        std::cin.get();
    }
    void generation() {
        do {
            display();
            rl->applyRules();
            rl->swapWrds();
            gen++;
        }
        while ( rl->hasLivingCells() );
    }
    rule* rl;
    world* wrd;
    int gen; 
};

int main( int argc, char* argv[] ) {
    cellular c( 20, 12 );
    std::cout << "\n\t*** CELLULAR AUTOMATA ***" << "\n\n Which one you want to run?\n\n\n";
    std::cout << " [1]\tConway's Life\n [2]\tAmoeba\n [3]\tLife 34\n [4]\tMaze\n\n > ";
    int o; 
    do {
        std::cin >> o;
    } 
    while( o < 1 || o > 4 );
    std::cin.ignore();
    c.start( o );
    return system( "pause" );
}
Output:

+--------------------+ +--------------------+ +--------------------+ +--------------------+ |....................| |....................| |....................| |....................| |......#.............| |....................| |....................| |....................| |.......#............| |..#..#.#............| |.......#............| |..#...#.............| |.###.###............| |..#...##............| |.###.#.#............| |..#....##...........| |....................| |..#...#.............| |......##............| |..#...##............| |....................| |....................| |....................| |....................| |....................| |....................| |....................| |....................| |....................| |....................| |....................| |....................| +--------------------+ +--------------------+ +--------------------+ +--------------------+ Generation: 1 Generation: 2 Generation: 3 Generation: 4

Simple Without Classes

Shows a glider over 20 generations Board edges wrap around to simulate infinite board

#include <iostream>
#include <vector>
#include <numeric>

// ----------------------------------------------------------------------------

using Row   = std::vector<int>;
using Cells = std::vector<Row>;

// ----------------------------------------------------------------------------

Cells board = {
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
};

int numRows = 10;
int numCols = 20;

// ----------------------------------------------------------------------------

int getNeighbor(int row, int col, Cells& board) {
    // use modulus to get wrapping effect at board edges
    return board.at((row + numRows) % numRows).at((col + numCols) % numCols);
}

int getCount(int row, int col, Cells& board) {
    int count = 0;
    std::vector<int> deltas {-1, 0, 1};
    for (int dc : deltas) {
        for (int dr : deltas) {
            if (dr || dc) {
                count += getNeighbor(row + dr, col + dc, board);
            }
        }
    }
    return count;
}

void showCell(int cell) {
    std::cout << (cell ? "*" : " ");
}

void showRow(const Row& row) {
    std::cout << "|";
    for (int cell : row) {showCell(cell);}
    std::cout << "|\n";
}

void showCells(Cells board) {
    for (const Row& row : board) { showRow(row); }
}

int tick(Cells& board, int row, int col) {
    int count = getCount(row, col, board);
    bool birth = !board.at(row).at(col) && count == 3;
    bool survive = board.at(row).at(col) && (count == 2 || count == 3);
    return birth || survive;
}

void updateCells(Cells& board) {
    Cells original = board;
    for (int row = 0; row < numRows; row++) {
        for (int col = 0; col < numCols; col++) {
            board.at(row).at(col) = tick(original, row, col);
        }
    }
}

int main () {
    for (int gen = 0; gen < 20; gen++) {
        std::cout << "\ngeneration " << gen << ":\n";
        showCells(board);
        updateCells(board);
    }
}
Output:

generation 0: | | | * | | * | | *** | | | | | | | | | | | | |

generation 1: | | | | | * * | | ** | | * | | | | | | | | | | |

generation 2: | | | | | * | | * * | | ** | | | | | | | | | | |

generation 3: | | | | | * | | ** | | ** | | | | | | | | | | | ...

Chapel

Compile and run with chpl gol.chpl; ./gol --gridWidth [x] --gridHeight [y].

config const gridHeight : int = 3;
config const gridWidth  : int = 3;

enum state { dead = 0, alive = 1 };

class ConwaysGameofLife 
{
	var gridDomain : domain(2, int);
	var computeDomain : subdomain(gridDomain);
	var grid : [gridDomain] state;

	proc init(height : int, width : int) 
	{
		this.gridDomain = {0..#height+2, 0..#width+2};
		this.computeDomain = this.gridDomain.expand(-1);
	}


	proc step() : void
	{
		var tempGrid: [this.computeDomain] state;

		forall (i,j) in this.computeDomain 
		{
			var isAlive = this.grid[i,j] == state.alive;
			var numAlive = (+ reduce this.grid[i-1..i+1, j-1..j+1]:int) - if isAlive then 1 else 0;      
			tempGrid[i,j] = if ( (2 == numAlive && isAlive) || numAlive == 3 ) then state.alive else state.dead ;
		}

		this.grid[this.computeDomain] = tempGrid;
	}

	
	proc this(i : int, j : int) ref : state 
	{
		return this.grid[i,j];
	}


	proc prettyPrint() : string 
	{
		var str : string;
		for i in this.gridDomain.dim(0) 
		{
			if i == 0 || i == gridDomain.dim(0).last 
			{
				for j in this.gridDomain.dim(1) 
				{
					str += "-";
				}
			} 
			else 
			{
				for j in this.gridDomain.dim(1) 
				{
					if j == 0 || j == this.gridDomain.dim(1).last 
					{
						str += "|";
					} 
					else 
					{
						str += if this.grid[i,j] == state.alive then "#" else " ";
					}
				}
			}
		
			str += "\n";
		}

		return str;
	}


}


proc main() 
{
	var game = new ConwaysGameofLife(gridHeight, gridWidth);

	game[gridHeight/2 + 1, gridWidth/2     ] = state.alive;
	game[gridHeight/2 + 1, gridWidth/2 + 1 ] = state.alive;
	game[gridHeight/2 + 1, gridWidth/2 + 2 ] = state.alive;

	for i in 1..3 
	{
		writeln(game.prettyPrint());
		game.step();
	}
}

Output:

-----
|   |
|###|
|   |
-----

-----
| # |
| # |
| # |
-----

-----
|   |
|###|
|   |
-----

Clojure

Based on the implementation by Christophe Grand here: http://clj-me.cgrand.net/2011/08/19/conways-game-of-life/ This implementation models the live cells as a set of coordinates.

(defn moore-neighborhood [[x y]]
  (for [dx [-1 0 1]
        dy [-1 0 1]
        :when (not (= [dx dy] [0 0]))]
    [(+ x dx) (+ y dy)]))

(defn step [set-of-cells]
  (set (for [[cell count] (frequencies (mapcat moore-neighborhood set-of-cells))
             :when (or (= 3 count)
                       (and (= 2 count) (contains? set-of-cells cell)))]
         cell)))

(defn print-world 
  ([set-of-cells] (print-world set-of-cells 10))
  ([set-of-cells world-size]
     (let [r (range 0 (+ 1 world-size))]
       (pprint (for [y r] (apply str (for [x r] (if (set-of-cells [x y]) \# \.))))))))

(defn run-life [world-size num-steps set-of-cells]
  (loop [s num-steps 
         cells set-of-cells]
    (print-world cells world-size)
    (when (< 0 s) 
      (recur (- s 1) (step cells)))))

(def *blinker* #{[1 2] [2 2] [3 2]})
(def *glider* #{[1 0] [2 1] [0 2] [1 2] [2 2]})

COBOL

identification division.
program-id. game-of-life-program.

data division.
working-storage section.
01  grid.
    05 cell-table.
        10 row occurs 5 times.
            15 cell pic x value space occurs 5 times.
    05 next-gen-cell-table.
        10 next-gen-row occurs 5 times.
            15 next-gen-cell pic x occurs 5 times.
01  counters.
    05 generation pic 9.
    05 current-row pic 9.
    05 current-cell pic 9.
    05 living-neighbours pic 9.
    05 neighbour-row pic 9.
    05 neighbour-cell pic 9.
    05 check-row pic s9.
    05 check-cell pic s9.

procedure division.
control-paragraph.
    perform blinker-paragraph varying current-cell from 2 by 1
    until current-cell is greater than 4.
    perform show-grid-paragraph through life-paragraph
    varying generation from 0 by 1
    until generation is greater than 2.
    stop run.
blinker-paragraph.
    move '#' to cell(3,current-cell).
show-grid-paragraph.
    display 'GENERATION ' generation ':'.
    display '   +---+'.
    perform show-row-paragraph varying current-row from 2 by 1
    until current-row is greater than 4.
    display '   +---+'.
    display ''.
life-paragraph.
    perform update-row-paragraph varying current-row from 2 by 1
    until current-row is greater than 4.
    move next-gen-cell-table to cell-table.
show-row-paragraph.
    display '   |' with no advancing.
    perform show-cell-paragraph varying current-cell from 2 by 1
    until current-cell is greater than 4.
    display '|'.
show-cell-paragraph.
    display cell(current-row,current-cell) with no advancing.
update-row-paragraph.
    perform update-cell-paragraph varying current-cell from 2 by 1
    until current-cell is greater than 4.
update-cell-paragraph.
    move 0 to living-neighbours.
    perform check-row-paragraph varying check-row from -1 by 1
    until check-row is greater than 1.
    evaluate living-neighbours,
        when 2 move cell(current-row,current-cell) to next-gen-cell(current-row,current-cell),
        when 3 move '#' to next-gen-cell(current-row,current-cell),
        when other move space to next-gen-cell(current-row,current-cell),
    end-evaluate.
check-row-paragraph.
    add check-row to current-row giving neighbour-row.
    perform check-cell-paragraph varying check-cell from -1 by 1
    until check-cell is greater than 1.
check-cell-paragraph.
    add check-cell to current-cell giving neighbour-cell.
    if cell(neighbour-row,neighbour-cell) is equal to '#',
    and check-cell is not equal to zero or check-row is not equal to zero,
    then add 1 to living-neighbours.

end program game-of-life-program.
Output:
GENERATION 0:
   +---+
   |   |
   |###|
   |   |
   +---+

GENERATION 1:
   +---+
   | # |
   | # |
   | # |
   +---+

GENERATION 2:
   +---+
   |   |
   |###|
   |   |
   +---+

Common Lisp

(defun next-life (array &optional results)
  (let* ((dimensions (array-dimensions array))
         (results (or results (make-array dimensions :element-type 'bit))))
    (destructuring-bind (rows columns) dimensions
      (labels ((entry (row col)
                 "Return array(row,col) for valid (row,col) else 0."
                 (if (or (not (< -1 row rows))
                         (not (< -1 col columns)))
                   0
                   (aref array row col)))
               (neighbor-count (row col &aux (count 0))
                 "Return the sum of the neighbors of (row,col)."
                 (dolist (r (list (1- row) row (1+ row)) count)
                   (dolist (c (list (1- col) col (1+ col)))
                     (unless (and (eql r row) (eql c col))
                       (incf count (entry r c))))))
               (live-or-die? (current-state neighbor-count)
                 (if (or (and (eql current-state 1)
                              (<=  2 neighbor-count 3))
                         (and (eql current-state 0)
                              (eql neighbor-count 3)))
                   1
                   0)))
        (dotimes (row rows results)
          (dotimes (column columns)
            (setf (aref results row column)
                  (live-or-die? (aref array row column)
                                (neighbor-count row column)))))))))

(defun print-grid (grid &optional (out *standard-output*))
  (destructuring-bind (rows columns) (array-dimensions grid)
    (dotimes (r rows grid)
      (dotimes (c columns (terpri out))
        (write-char (if (zerop (aref grid r c)) #\+ #\#) out)))))

(defun run-life (&optional world (iterations 10) (out *standard-output*))
  (let* ((world (or world (make-array '(10 10) :element-type 'bit)))
         (result (make-array (array-dimensions world) :element-type 'bit)))
    (do ((i 0 (1+ i))) ((eql i iterations) world)
      (terpri out) (print-grid world out)
      (psetq world (next-life world result)
             result world))))
(run-life (make-array '(3 3) 
                      :element-type 'bit
                      :initial-contents '((0 0 0) 
                                          (1 1 1)
                                          (0 0 0)))
          3)

produces

+++
###
+++

+#+
+#+
+#+

+++
###
+++

A version using a sparse list of living cells rather than an explicit board.

(defun moore-neighborhood (cell)
  (let ((r '(-1 0 1)))
    (mapcan
	 (lambda (delta-x)
	   (loop for delta-y in r
	      unless (and (= delta-x 0) (= delta-y 0))
	      collect (cons (+ (car cell) delta-x) (+ (cdr cell) delta-y))))
	 r)))

(defun frequencies (cells)
  (let ((h (make-hash-table :test #'equal)))
    (loop for c in cells
       if (gethash c h)
         do (incf (gethash c h))
       else
       do (setf (gethash c h) 1))
    h))

(defun life-step (cells)
  (let ((f (frequencies (mapcan #'moore-neighborhood cells))))
    (loop for k being the hash-keys in f
       when (or 
	     (= (gethash k f) 3) 
	     (and (= (gethash k f) 2) (member k cells :test #'equal)))
	 collect k)))

(defun print-world (live-cells &optional (world-size 10))
  (dotimes (y world-size)
    (dotimes (x world-size)
      (if (member (cons x y) live-cells :test #'equal)
	  (format t "X")
	  (format t ".")))
    (format t "~%")))

(defun run-life (world-size steps cells)
  (print-world cells world-size)
  (format t "~%")
  (when (< 0 steps)
    (run-life world-size (- steps 1) (life-step cells))))

(defparameter *blinker* '((1 . 2) (2 . 2) (3 . 2)))
(defparameter *glider* '((1 . 0) (2 . 1) (0 . 2) (1 . 2) (2 . 2)))

D

import std.stdio, std.string, std.algorithm, std.array, std.conv;

struct GameOfLife {
  enum Cell : char { dead = ' ', alive = '#' }
  Cell[][] grid, newGrid;

  this(in int x, in int y) pure nothrow @safe {
    grid = new typeof(grid)(y + 2, x + 2);
    newGrid = new typeof(grid)(y + 2, x + 2);
  }

  void opIndexAssign(in string[] v, in size_t y, in size_t x)
  pure /*nothrow*/ @safe /*@nogc*/ {
    foreach (immutable nr, row; v)
      foreach (immutable nc, state; row)
        grid[y + nr][x + nc] = state.to!Cell;
  }

  void iteration() pure nothrow @safe @nogc {
    newGrid[0][] = Cell.dead;
    newGrid[$ - 1][] = Cell.dead;
    foreach (row; newGrid)
      row[0] = row[$ - 1] = Cell.dead;

    foreach (immutable r; 1 .. grid.length - 1)
      foreach (immutable c; 1 .. grid[0].length - 1) {
        uint count = 0;
        foreach (immutable i; -1 .. 2)
          foreach (immutable j; -1 .. 2)
            if (i != 0 || j != 0)
              count += grid[r + i][c + j] == Cell.alive;
        immutable a = count == 3 ||
                      (count == 2 && grid[r][c] == Cell.alive);
        newGrid[r][c] = a ? Cell.alive : Cell.dead;
      }

    grid.swap(newGrid);
  }

  string toString() const pure /*nothrow @safe*/ {
    auto ret = "-".replicate(grid[0].length - 1) ~ "\n";
    foreach (const row; grid[1 .. $ - 1])
      ret ~= "|%(%c%)|\n".format(row[1 .. $ - 1]);
    return ret ~ "-".replicate(grid[0].length - 1);
  }
}

void main() /*@safe*/ {
  immutable glider1 = ["  #", "# #", " ##"];
  immutable glider2 = ["#  ", "# #", "## "];

  auto uni = GameOfLife(60, 20);
  uni[3,  2] = glider1;
  uni[3, 15] = glider2;
  uni[3, 19] = glider1;
  uni[3, 32] = glider2;
  uni[5, 50] = [" #  #", "#  ", "#   #", "#### "];
  uni.writeln;

  foreach (immutable _; 0 .. 20) {
    uni.iteration;
    uni.writeln;
  }
}
Output, first iteration:
-------------------------------------------------------------
|                                                            |
|                                                            |
|   #          #     #          #                            |
| # #          # # # #          # #                          |
|  ##          ##   ##          ##                 #  #      |
|                                                 #          |
|                                                 #   #      |
|                                                 ####       |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
|                                                            |
-------------------------------------------------------------

Faster Version

Same output.

import std.stdio, std.string, std.algorithm, std.typetuple,
       std.array, std.conv;

struct GameOfLife {
  enum Cell : char { dead = ' ', alive = '#' }
  Cell[] grid, newGrid;
  immutable size_t nCols;

  this(in int nx, in int ny) pure nothrow @safe {
    nCols = nx + 2;
    grid = new typeof(grid)(nCols * (ny + 2));
    newGrid = new typeof(grid)(grid.length);
  }

  void opIndexAssign(in string[] v, in size_t y, in size_t x)
  pure /*nothrow*/ @safe /*@nogc*/ {
    foreach (immutable nr, const row; v)
      foreach (immutable nc, immutable state; row)
        grid[(y + nr) * nCols + x + nc] = state.to!Cell;
  }

  void iteration() pure nothrow @safe @nogc {
    newGrid[0 .. nCols] = Cell.dead;
    newGrid[$ - nCols .. $] = Cell.dead;
    foreach (immutable nr; 1 .. (newGrid.length / nCols) - 1) {
      newGrid[nr * nCols + 0] = Cell.dead;
      newGrid[nr * nCols + nCols - 1] = Cell.dead;
    }

    foreach (immutable nr; 1 .. (grid.length / nCols) - 1) {
      size_t nr_nCols = nr * nCols;
      foreach (immutable nc; 1 .. nCols - 1) {
        uint count = 0;
        /*static*/ foreach (immutable i; TypeTuple!(-1, 0, 1))
          /*static*/ foreach (immutable j; TypeTuple!(-1, 0, 1))
            static if (i != 0 || j != 0)
              count += (grid[nr_nCols + i * nCols + nc + j] == Cell.alive);
        immutable a = count == 3 ||
                      (count == 2 && grid[nr_nCols + nc] == Cell.alive);
        newGrid[nr_nCols + nc] = a ? Cell.alive : Cell.dead;
      }
    }

    swap(grid, newGrid);
  }

  string toString() const pure /*nothrow @safe*/ {
    string ret = "-".replicate(nCols - 1) ~ "\n";
    foreach (immutable nr; 1 .. (grid.length / nCols) - 1)
      ret ~= "|%(%c%)|\n".format(grid[nr * nCols + 1 .. nr * nCols + nCols - 1]);
    return ret ~ "-".replicate(nCols - 1);
  }
}

void main() {
  immutable glider1 = ["  #", "# #", " ##"];
  immutable glider2 = ["#  ", "# #", "## "];

  auto uni = GameOfLife(60, 20);
  uni[3,  2] = glider1;
  uni[3, 15] = glider2;
  uni[3, 19] = glider1;
  uni[3, 32] = glider2;
  uni[5, 50] = [" #  #", "#  ", "#   #", "#### "];
  uni.writeln;

  foreach (immutable _; 0 .. 20) {
    uni.iteration;
    uni.writeln;
  }
}

Dart

/**
* States of a cell. A cell is either [ALIVE] or [DEAD].
* The state contains its [symbol] for printing.
*/
class State {
  const State(this.symbol);

  static final ALIVE = const State('#');
  static final DEAD = const State(' ');

  final String symbol;
}

/**
* The "business rule" of the game. Depending on the count of neighbours,
* the [cellState] changes.
*/
class Rule {
  Rule(this.cellState);

  reactToNeighbours(int neighbours) {
    if (neighbours == 3) {
      cellState = State.ALIVE;
    } else if (neighbours != 2) {
      cellState = State.DEAD;
    }
  }

  var cellState;
}

/**
* A coordinate on the [Grid].
*/
class Point {
  const Point(this.x, this.y);

  operator +(other) => new Point(x + other.x, y + other.y);

  final int x;
  final int y;
}

/**
* List of the relative indices of the 8 cells around a cell.
*/
class Neighbourhood {
  List<Point> points() {
    return [
      new Point(LEFT, UP), new Point(MIDDLE, UP), new Point(RIGHT, UP),
      new Point(LEFT, SAME), new Point(RIGHT, SAME),
      new Point(LEFT, DOWN), new Point(MIDDLE, DOWN), new Point(RIGHT, DOWN)
    ];
  }

  static final LEFT = -1;
  static final MIDDLE = 0;
  static final RIGHT = 1;
  static final UP = -1;
  static final SAME = 0;
  static final DOWN = 1;
}

/**
* The grid is an endless, two-dimensional [field] of cell [State]s.
*/
class Grid {
  Grid(this.xCount, this.yCount) {
    _field = new Map();
    _neighbours = new Neighbourhood().points();
  }

  set(point, state) {
    _field[_pos(point)] = state;
  }

  State get(point) {
    var state = _field[_pos(point)];
    return state != null ? state : State.DEAD;
  }

  int countLiveNeighbours(point) =>
    _neighbours.filter((offset) => get(point + offset) == State.ALIVE).length;

  _pos(point) => '${(point.x + xCount) % xCount}:${(point.y + yCount) % yCount}';

  print() {
    var sb = new StringBuffer();
    iterate((point) { sb.add(get(point).symbol); }, (x) { sb.add("\n"); });
    return sb.toString();
  }

  iterate(eachCell, [finishedRow]) {
    for (var x = 0; x < xCount; x++) {
      for (var y = 0; y < yCount; y++) {
         eachCell(new Point(x, y));
      }
      if(finishedRow != null) {
        finishedRow(x);
      }
    }
  }

  final xCount, yCount;
  List<Point> _neighbours;
  Map<String, State> _field;
}

/**
* The game updates the [grid] in each step using the [Rule].
*/
class Game {
  Game(this.grid);

  tick() {
    var newGrid = createNewGrid();

    grid.iterate((point) {
      var rule = new Rule(grid.get(point));
      rule.reactToNeighbours(grid.countLiveNeighbours(point));
      newGrid.set(point, rule.cellState);
    });

    grid = newGrid;
  }

  createNewGrid() => new Grid(grid.xCount, grid.yCount);

  printGrid() => print(grid.print());

  Grid grid;
}

main() {
  // Run the GoL with a blinker.
  runBlinker();
}

runBlinker() {
  var game = new Game(createBlinkerGrid());

  for(int i = 0; i < 3; i++) {
    game.printGrid();
    game.tick();
  }
  game.printGrid();
}

createBlinkerGrid() {
  var grid = new Grid(4, 4);
  loadBlinker(grid);
  return grid;
}

loadBlinker(grid) => blinkerPoints().forEach((point) => grid.set(point, State.ALIVE));

blinkerPoints() => [new Point(0, 1), new Point(1, 1), new Point(2, 1)];

Test cases driving the design of this code:

#import('<path to sdk>/lib/unittest/unittest.dart');

main() {
  group('rules', () {
    test('should let living but lonely cell die', () {
      var rule = new Rule(State.ALIVE);
      rule.reactToNeighbours(1);
      expect(rule.cellState, State.DEAD);
    });
    test('should let proper cell live on', () {
      var rule = new Rule(State.ALIVE);
      rule.reactToNeighbours(2);
      expect(rule.cellState, State.ALIVE);
    });
    test('should let dead cell with three neighbours be reborn', () {
      var rule = new Rule(State.DEAD);
      rule.reactToNeighbours(3);
      expect(rule.cellState, State.ALIVE);
    });
    test('should let living cell with too many neighbours die', () {
      var rule = new Rule(State.ALIVE);
      rule.reactToNeighbours(4);
      expect(rule.cellState, State.DEAD);
    });
  });

  group('grid', () {
    var origin = new Point(0, 0);
    test('should have state', () {
      var grid = new Grid(1, 1);
      expect(grid.get(origin), State.DEAD);
      grid.set(origin, State.ALIVE);
      expect(grid.get(origin), State.ALIVE);
    });
    test('should have dimension', () {
      var grid = new Grid(2, 3);
      expect(grid.get(origin), State.DEAD);
      grid.set(origin, State.ALIVE);
      expect(grid.get(origin), State.ALIVE);
      expect(grid.get(new Point(1, 2)), State.DEAD);
      grid.set(new Point(1, 2), State.ALIVE);
      expect(grid.get(new Point(1, 2)), State.ALIVE);
    });
    test('should be endless', () {
      var grid = new Grid(2, 4);
      grid.set(new Point(2, 4), State.ALIVE);
      expect(grid.get(origin), State.ALIVE);
      grid.set(new Point(-1, -1), State.ALIVE);
      expect(grid.get(new Point(1, 3)), State.ALIVE);
    });
    test('should print itself', () {
      var grid = new Grid(1, 2);
      grid.set(new Point(0, 1), State.ALIVE);
      expect(grid.print(), " #\n");
    });
  });

  group('game', () {
    test('should exists', () {
     var game = new Game(null);
     expect(game, isNotNull);
    });
    test('should create a new grid when ticked', () {
      var grid = new Grid(1, 1);
      var game = new Game(grid);
      game.tick();
      expect(game.grid !== grid);
    });
    test('should have a grid with the same dimension after tick', (){
      var game = new Game(new Grid(2, 3));
      game.tick();
      expect(game.grid.xCount, 2);
      expect(game.grid.yCount, 3);
    });
    test('should apply rules to middle cell', (){
      var grid = new Grid(3, 3);
      grid.set(new Point(1, 1), State.ALIVE);
      var game = new Game(grid);
      game.tick();
      expect(game.grid.get(new Point(1, 1)), State.DEAD);

      grid.set(new Point(0, 0), State.ALIVE);
      grid.set(new Point(1, 0), State.ALIVE);
      game = new Game(grid);
      game.tick();
      expect(game.grid.get(new Point(1, 1)), State.ALIVE);
    });
    test('should apply rules to all cells', (){
      var grid = new Grid(3, 3);
      grid.set(new Point(0, 1), State.ALIVE);
      grid.set(new Point(1, 0), State.ALIVE);
      grid.set(new Point(1, 1), State.ALIVE);
      var game = new Game(grid);
      game.tick();
      expect(game.grid.get(new Point(0, 0)), State.ALIVE);
    });
  });
}
Output:
 #
 #
 #



###



 #
 #
 #



###


Delphi

Translation of: Go

Thanks Rudy Velthuis for the Velthuis.Console library.

program game_of_life;

{$APPTYPE CONSOLE}



uses
  System.SysUtils,
  Velthuis.Console; // CrlScr

type
  TBoolMatrix = TArray<TArray<Boolean>>;

  TField = record
    s: TBoolMatrix;
    w, h: Integer;
    procedure SetValue(x, y: Integer; b: boolean);
    function Next(x, y: Integer): boolean;
    function State(x, y: Integer): boolean;
    class function NewField(w1, h1: Integer): TField; static;
  end;

  TLife = record
    a, b: TField;
    w, h: Integer;
    class function NewLife(w1, h1: Integer): TLife; static;
    procedure Step;
    function ToString: string;
  end;

{ TField }

class function TField.NewField(w1, h1: Integer): TField;
var
  s1: TBoolMatrix;
begin
  SetLength(s1, h1);
  for var i := 0 to High(s1) do
    SetLength(s1[i], w1);
  with Result do
  begin
    s := s1;
    w := w1;
    h := h1;
  end;
end;

function TField.Next(x, y: Integer): boolean;
var
  _on: Integer;
begin
  _on := 0;
  for var i := -1 to 1 do
    for var j := -1 to 1 do
      if self.State(x + i, y + j) and not ((j = 0) and (i = 0)) then
        inc(_on);
  Result := (_on = 3) or (_on = 2) and self.State(x, y);
end;

procedure TField.SetValue(x, y: Integer; b: boolean);
begin
  self.s[y, x] := b;
end;

function TField.State(x, y: Integer): boolean;
begin
  while y < 0 do
    inc(y, self.h);
  while x < 0 do
    inc(x, self.w);
  result := self.s[y mod self.h, x mod self.w]
end;

{ TLife }

class function TLife.NewLife(w1, h1: Integer): TLife;
var
  a1: TField;
begin
  a1 := TField.NewField(w1, h1);
  for var i := 0 to (w1 * h1 div 2) do
    a1.SetValue(Random(w1), Random(h1), True);
  with Result do
  begin
    a := a1;
    b := TField.NewField(w1, h1);
    w := w1;
    h := h1;
  end;
end;

procedure TLife.Step;
var
  tmp: TField;
begin
  for var y := 0 to self.h - 1 do
    for var x := 0 to self.w - 1 do
      self.b.SetValue(x, y, self.a.Next(x, y));
  tmp := self.a;
  self.a := self.b;
  self.b := tmp;
end;

function TLife.ToString: string;
begin
  result := '';
  for var y := 0 to self.h - 1 do
  begin
    for var x := 0 to self.w - 1 do
    begin
      var b: char := ' ';
      if self.a.State(x, y) then