One-dimensional cellular automata: Difference between revisions

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equilibrium achieved
</pre>
 
=={{header|Delphi}}==
{{works with|Delphi|6.0}}
{{libheader|SysUtils,StdCtrls}}
 
 
<syntaxhighlight lang="Delphi">
type TGame = string[20];
type TPattern = string[3];
 
function GetSubPattern(Game: TGame; Inx: integer): TPattern;
{Get the pattern of three cells adjacent to Inx}
var I: integer;
begin
Result:='';
{Cells off the ends of the array are consider empty}
for I:=Inx-1 to Inx+1 do
if (I<1) or (I>Length(Game)) then Result:=Result+' '
else Result:=Result+Game[I];
end;
 
function GetNewValue(P: TPattern): char;
{Calculate the new value for a cell based}
{the pattern of neighboring cells}
begin
if P=' ' then Result:=' ' { No change}
else if P=' #' then Result:=' ' { No change}
else if P=' # ' then Result:=' ' { Dies without enough neighbours}
else if P=' ##' then Result:='#' { Needs one neighbour to survive}
else if P='# ' then Result:=' ' { No change}
else if P='# #' then Result:='#' { Two neighbours giving birth}
else if P='## ' then Result:='#' { Needs one neighbour to survive}
else if P='###' then Result:=' '; { Starved to death.}
end;
 
 
procedure CellularlAutoGame(Memo: TMemo);
{Iterate through steps of evolution of cellular automaton}
var GameArray,NextArray: TGame;
var P: string [3];
var I,G: integer;
begin
{Start arrangement}
GameArray:=' ### ## # # # # # ';
for G:=1 to 10 do
begin
{Display current game situation}
Memo.Lines.Add(GameArray);
{Evolve each cell in the array}
for I:=1 to Length(GameArray) do
begin
P:=GetSubPattern(GameArray,I);
NextArray[I]:=GetNewValue(P);
end;
GameArray:=NextArray;
end;
end;
 
 
</syntaxhighlight>
{{out}}
<pre>
### ## # # # # #
# ##### # # #
## ## # #
## ### #
## # ##
## ###
## # #
## #
##
##
Elapsed Time: 43.544 Sec.
</pre>
 
 
=={{header|Common Lisp}}==
465

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