Um es einfach auszudrücken: Wenn ich mein Game of Life Programm starte, beginnt es mit einem leeren Brett voller toter Zellen. Wenn ich die Simulation für einen einzigen Zyklus durchführe, sollte sie leer bleiben, da es keine lebenden Zellen gibt, mit denen sie umgehen kann. Wenn ich jedoch mein Programm starte, werden ein paar kleine tote Zellen in der unteren rechten Ecke "lebendig". Ich bin mir nicht sicher, warum das so ist, aber ich glaube, es liegt entweder an meiner Art, nach lebenden Zellnachbarn zu suchen, oder daran, wie ich die Zellen zeige. Hier ist ein Bild von dem, was ich meine:Conways Spiel des Lebens: Fremdzellen werden gedruckt, wenn das Programm nur mit leeren/toten Zellen läuft (C/SDL2)
#include <SDL.h>
#include <stdio.h>
#include <stdbool.h>
#define CELL_SIZE 10
#define GRID_WIDTH 100
#define GRID_HEIGHT 100
#define SCREEN_WIDTH (GRID_WIDTH * CELL_SIZE)
#define SCREEN_HEIGHT (GRID_HEIGHT * CELL_SIZE)
typedef enum {ALIVE, DEAD} State;
typedef struct{
int x;
int y;
State state;
} Cell;
// SDL related functions
SDL_Window *createWindow(char *title);
SDL_Renderer *createRenderer(SDL_Window *window);
void drawGrid(SDL_Renderer *r);
void drawCells(SDL_Renderer *r, int a[][GRID_WIDTH]);
// Game of Life functions
void updateCells(int a[][GRID_WIDTH]); // takes cells array as input
int countLivingNeighbours(int a[][GRID_WIDTH], int x, int y);
int main(int argc, char *argv[]){
// Initialise SDL
SDL_Init(SDL_INIT_VIDEO);
// Create window and renderer
SDL_Window *window = createWindow("Game of Life");
SDL_Renderer *renderer = createRenderer(window);
// Setup event handling + mouse co-ordinate handling
SDL_Event event;
int mouseX, mouseY;
bool mouse_left_down = false;
bool mouse_right_down = false;
// Set all cells to initial state of dead
int cells[GRID_HEIGHT][GRID_WIDTH];
int cx, cy;
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
cells[cy][cx] = DEAD;
}
}
// MAIN LOOP //
while(1){
// Handle events/input
while(SDL_PollEvent(&event) != 0){
switch(event.type){
case SDL_QUIT: // Check if user has quit
return 1;
// Check if user is HOLDING left or right mouse button
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP:
switch(event.button.button){
case SDL_BUTTON_LEFT: mouse_left_down = !mouse_left_down; break;
case SDL_BUTTON_RIGHT: mouse_right_down = !mouse_right_down; break;
}
// If user presses space, simulate a single change
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_SPACE)
updateCells(cells);
}
}
// Get user mouse button input - left click gives life to cell at current co-ords, right click kills
SDL_GetMouseState(&mouseX, &mouseY);
if(mouse_left_down == true)
cells[mouseY/CELL_SIZE][mouseX/CELL_SIZE] = ALIVE;
else if(mouse_right_down == true)
cells[mouseY/CELL_SIZE][mouseX/CELL_SIZE] = DEAD;
// Set screen colour to white
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
// Render white to screen (clear screen)
SDL_RenderClear(renderer);
// Draw the grid and living cells
drawGrid(renderer);
drawCells(renderer, cells);
// Update screen
SDL_RenderPresent(renderer);
}
// Exit SDL and SDL_image
SDL_Quit();
return 0;
}
/*
1. Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.
2. Any live cell with two or three live neighbours lives on to the next generation.
3. Any live cell with more than three live neighbours dies, as if by overpopulation.
4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
*/
void updateCells(int a[][GRID_WIDTH]){
int new[GRID_HEIGHT][GRID_WIDTH];
int cy, cx; // vertical count, horizontal count
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
// Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.
if(a[cy][cx] == ALIVE && countLivingNeighbours(a, cx, cy) < 2)
new[cy][cx] = DEAD;
// Any live cell with two or three live neighbours lives on to the next generation.
else if(a[cy][cx] == ALIVE && (countLivingNeighbours(a, cx, cy) == 2 || countLivingNeighbours(a, cx, cy) == 3))
new[cy][cx] = ALIVE;
// Any live cell with more than three live neighbours dies, as if by overpopulation.
else if(a[cy][cx] == ALIVE && countLivingNeighbours(a, cx, cy) > 3)
new[cy][cx] = DEAD;
// Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
else if(a[cy][cx] == DEAD && countLivingNeighbours(a, cx, cy) == 3)
new[cy][cx] = ALIVE;
else
new[cy][cx] = DEAD;
}
}
// Update all cells into new states
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
a[cy][cx] = new[cy][cx];
}
}
}
// THERE'S NO ERROR CHECKING HERE WHICH IS BAD
// Should ideally check if a cell even exists before checking its state
int countLivingNeighbours(int a[][GRID_WIDTH], int x, int y){
int count = 0, cx, cy;
for(cy = y - 1; cy <= y + 1; cy++){
for(cx = x - 1; cx <= x + 1; cx++){
// Ensure neighbouring cell is not out of bounds
if(!(cy < 0 || cx < 0 || cy > GRID_HEIGHT || cx > GRID_WIDTH)){
// If there is a living neighbouring cell, add to count
if(a[cy][cx] == ALIVE)
count++;
// disregard current cell as it is not a neighbour
if(a[cy][cx] == ALIVE && cx == x && cy == y)
count--;
}
}
}
return count;
}
void drawGrid(SDL_Renderer *r){
// Draw vertical grid lines
for(int v = CELL_SIZE; v < SCREEN_WIDTH; v += CELL_SIZE){
// Set draw colour to grey
SDL_SetRenderDrawColor(r, 110, 110, 110, 110);
// Draw vertical line
SDL_RenderDrawLine(r, v, 0, v, SCREEN_HEIGHT);
}
// Draw horizontal grid lines
for(int h = CELL_SIZE; h < SCREEN_HEIGHT; h += CELL_SIZE){
// Set draw colour to grey
SDL_SetRenderDrawColor(r, 110, 110, 110, 110);
// Draw horizontal line
SDL_RenderDrawLine(r, 0, h, SCREEN_WIDTH, h);
}
}
void drawCells(SDL_Renderer *r, int a[][GRID_WIDTH]){
// Define cell width/height
SDL_Rect cellRect;
cellRect.w = CELL_SIZE + 1; // Same size as one cell +1 so it covers the grid line fully
cellRect.h = CELL_SIZE + 1; // Same size as one cell +1 so it covers the grid line fully
// Draw living cells
int cx, cy;
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
if(a[cy][cx] == ALIVE){
// Set cell x/y pos
cellRect.x = cx * CELL_SIZE;
cellRect.y = cy * CELL_SIZE;
SDL_SetRenderDrawColor(r, 0, 0, 0, 0);
SDL_RenderFillRect(r, &cellRect);
}
}
}
}
SDL_Window *createWindow(char *title){
SDL_Window *window = SDL_CreateWindow(
title, // Title
SDL_WINDOWPOS_CENTERED, // Initial window x position
SDL_WINDOWPOS_CENTERED, // Initial window y position
SCREEN_WIDTH, // Window Width
SCREEN_HEIGHT, // Window Height
0 // Flags
);
if(window == NULL){
printf("Failed to create window. %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
return window;
}
SDL_Renderer *createRenderer(SDL_Window *window){
SDL_Renderer *renderer = SDL_CreateRenderer(
window, // Window
-1, // Monitor index (-1 for first available)
SDL_RENDERER_ACCELERATED // Flags
);
if(renderer == NULL){
printf("Failed to create renderer. %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
return renderer;
}
Merkwürdigerweise scheint dies nur zu geschehen, wenn GRID_WIDTH und GRID_HEIGHT auf höhere Werte eingestellt sind. Es passiert, wenn beide 100 sind, und das Programm hängt/stürzt ab, wenn GRID_WIDTH auf 150 gesetzt wird, aber beide auf einen niedrigeren Wert gesetzt werden (ich habe mit 30 getestet) und alles funktioniert reibungslos.
Jede Hilfe sehr geschätzt :)
Haben Sie überhaupt eine Debugging getan? Verwenden Sie einen Debugger dafür. Zumindest wird es Ihnen sagen, wo Ihr Programm abstürzt oder was es tut, wenn es "hängt". Wenn Sie das bereits getan haben, teilen Sie das, was Sie gefunden haben. – kaylum
'cells' ist ein lokal definiertes Array. Es könnte zu groß sein, um in den Stapel zu passen. –
Ich habe von Ihrer [vorherigen Frage] (http://stackoverflow.com/questions/42955950/conways-game-of-life-cell-changes-becalculated-incorrectly- nach dem Ändern) auf diesem Thema bemerkt, Sie nie Überprüfen Sie, ob plus oder minus eins die Array-Grenze durchbricht. Ohne erneut auf die Nachbarzählungsfunktion zu achten, müssen Sie acht explizite Tests für jeden Nachbarn durchführen, keine Schleife. –