The "Automaton" (contains program and data-file)

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Henko
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The "Automaton" (contains program and data-file)

Post by Henko » Fri May 10, 2013 10:45 am

'  "Automaton"
'  The "automaton" is a very simple digital machine, 
'  extensively described in the  december 1986 edition of the Byte 
'  magazine. It consists of a one-dimensional array of elements
'  that can each have 1 out of 4 statusses.
'  By assigning a color to each of the statusses, the array can
'  be put on the screen as a multicolored line.
'  For the next step, the status of each element is recalculated
'  as the sum of his former status and those of its neighbours (points).
'  This sum can be anything between 0 and 9. that sum is reduced
'  to a value between 0 and 3 by a "rule". an example of such rule:
'       sum:   0  1  2  3  4  5  6  7  8  9
'       rule:  0  2  3  0  1  1  0  2  2  1
'  the new line is drawn, and the proces is repeated a number
'  of times to produce a pattern.
'  Dependent on the starting values of the points and the rule
'  that is applied, interesting patterns may emerge.
'  In general, all patterns converge to a stable pattern,
'  some quickly, others only after a considerable number of steps.
'
'  The screen has a display window in which the pattern enrolls,
'  an edit window containing the current rule, a listbox 
'  containing all saved rules that produce an interesting pattern,
'  and some buttons. 
'  Tapping the display square while rendering will stop the rendering.
'  In most cases, a part of the rendering will give enough idea whether
'  the rule is an interesting one.
'
'  Buttons:
'  Tapping the "new random rule" button places a new rule in the edit
'  window and starts rendering that rule.
'  The "new start" button will use the same rule in the edit window
'  for rendering, but generates a new random starting line.
'  The "partial start" button uses a small starting line in the middle
'  of the rendering square. 
'  "thumb nail size" is a toggle switch. Thumb nail size is handy to
'  have a quick look at the different random rule patterns. 
'  "continue" button continues the rendering with the same rule and
'  using the last generated line as starting line.
'
'  Rules:
'  In the edit window the rule may be modified. Spaces are inserted
'  for readability, but they need not be retained. Just take care,
'  that 10 numbers remain in the window after editing. 
'  An rule in the edit window can be added to the rules table with
'  the "Add" button.
'  The rules table can be displayed in a scrollable listbox. you may
'  select a rule by touching the little number button aside of it.
'  After selection the listbox must be closed.
'  a selected rule may be deleted from the table using the "del"
'  button, or be placed in the edit window using the "load" button.

'  The rules in the listbox are kept in a file, which is loaded and
'  updated automatically.
'
'  ATTENTION
'  In the present version of Smart Basic it is not possible to test
'  for the existance of a file. For this reason, a data file is
'  appended at the end of the program. That file must be moved 
'  (using cut and paste) to the same directory where the program
'  is saved under the filename "auto_rules". that file contains
'  interesting rules.
'  The program will not run otherwise.
'
'
option base 1
dim p1(201),p2(201),r(10),rr(10),rules$(100)
gosub init_prog ! goto starting
loop1:
for i=1 to 10 ! rr(i)=r(i) ! next i   ' if user makes a mess of it
if button_pressed("random") then
  ran_rule(r,t$)
  for i=1 to 200 ! p1(i)=rnd(4) ! next i
  goto starting
  end if
if button_pressed("begin") then
  for i=1 to 200 ! p1(i)=rnd(4) ! next i
  goto starting
  end if
if button_pressed("part") then
  for i=1 to 200
    if i>90 and i<110 then p1(i)=rnd(4) else p1(i)=0
    next i
  goto starting
  end if
if button_pressed("thumb") then
  if mat=200 then
    mat=50
    button "thumb" title "full size" at 80,820 size 240,50
    fill color .8,.8,.8
    fill rect 80,20 to 684,624
    else
    mat=200
    button "thumb" title "thumb nail size" at 80,820 size 240,50
    end if
  goto starting
  end if
if button_pressed("sele") then
  button "sele" delete
  selected=sel_box("Rules",rules$,nrules,5,400,760,280)
  button "sele" title "open the rules table" at 400,760 size 280,50
  end if
if button_pressed("load") and selected then
  t$="  "
  for i=1 to 10 ! t$=t$ & "   " & substr$(rules$(selected),i,i) ! next i
  field "rule" text t$ at 400,640 size 280,50
  aton(t$,r)
  goto starting
  end if
if button_pressed("dele") and selected then
  if selected<nrules then
    for i=selected to nrules-1 ! rul$(i)=rules$(i+1) ! next i
    end if
  nrules=nrules-1
  save_table(rules$,nrules)
  end if
if button_pressed("save") and nrules<100 then
  t$=field_text$("rule") ! tcon$=""
  for i=1 to len(t$)
    c$=substr$(t$,i,i) ! if c$<>" " then tcon$=tcon$ & c$
    next i
  nrules=nrules+1 ! rules$(nrules)=tcon$ ! 
  save_table(rules$,nrules)
  end if
if field_changed("rule") then
  t$=field_text$("rule")
  if aton(t$,r)<>10 then
    for i=1 to 10 ! r(i)=rr(i) ! next i
    end if
  goto starting
  end if

if button_pressed("cont") then starting
goto loop1

starting:
y=20 ! disp(p1,y,mat)
for k=1 to mat/2
  p2(1)=+p1(1)+p1(2) ! p2(1)=r(p2(1)+1)
  for i=2 to mat
    p2(i)=p1(i-1)+p1(i)+p1(i+1) ! p2(i)=r(p2(i)+1)
    next i
  y=y+3 ! disp(p2,y,mat)
  p1(1)=p2(1)+p2(2) ! p1(1)=r(p1(1)+1)
  for i=2 to mat
    p1(i)=p2(i-1)+p2(i)+p2(i+1) ! p1(i)=r(p1(i)+1)
    next i
  y=y+3 ! disp(p1,y,mat)
  xt=touch_x(0)
  if xt>=0 then
    yt=touch_y(0)
    if xt>80 and xt<680 and yt>20 and yt<620 then loop1
    end if
  next k
goto loop1
end

def disp(p(),y,mat)
graphics lock
xp=80
for i=1 to mat
  x=p(i)
  if x=0 then
    fill color 0,0,0
    else 
    if x=1 then 
      fill color 1,0,0
      else
      if x=2 then
        fill color 0,1,0
        else 
        fill color 0,0,1
        end if
      end if
    end if
  xp=xp+3
  fill rect xp,y to xp+3,y+3
  next i
graphics unlock
end def

def ntoa$(r())
t$="  "
for i=1 to 10 ! t$=t$ & "   " & r(i) ! next i
ntoa$=t$
end def

def aton(t$,r())
k=0
for i=1 to len(t$)
  c$=substr$(t$,i,i) 
  if c$<>" " then
    k=k+1 ! r(k)=c$
    end if
  next i
aton=k
end def

def ran_rule(r(),t$)
for i=1 to 10 !  r(i)=rnd(4) ! next i
tt$=ntoa$(r)
field "rule" text tt$ at 400,640 size 280,50
end def

def sel_box (titel$,name$(),max,nr,xtop,ytop,breed)
dh=25 ! selected=0
if breed=0 then
  for i=1 to max
    l=len(name$(i)) ! if breed<l then breed=l
    next i
  breed=12*breed+104
  end if
xbot=xtop+breed ! ybot=ytop+(nr+1)*dh+40
w_open (titel$,xtop,ytop,xbot,ybot)
button "ok" title "klaar?" at xbot-130,ybot-35 size 120,30
xs=xtop+50 ! ys=ytop ! top=1
goto sel3
sel1:
graphics lock
fill rect xs,ys+30 to xs+breed-55,ybot-5
for j=top to bot
  k=j-top+1
  b$="s" & j
  button b$ title "" & j at xbot-50,ys+25*k size 40,20
  if j=selected then draw color .8,0,0 else draw color 0,0,0
  draw text name$(j) at xs,ys+25*k
next j
graphics unlock
sel2:
for j=top to bot
  b$="s" & j
  if button_pressed(b$) then
    if selected=j then flag=1 else flag=0
    sel_oud=selected ! selected=j
    draw color .8,0,0
    draw text name$(j) at xs,ys+25*(j-top+1)
    draw color 0,0,0
    if sel_oud>0 then 
      k=sel_oud-top+1
      if k>0 and k<=nr then draw text name$(sel_oud) at xs,ys+25*k
    end if
  end if
next j
if button_pressed("down")=1 then
  bot=bot+nr
  if bot>=max then
    bot=max ! button "down" delete
  end if
  top=bot-nr+1
  if top<=1 then
    top=1 ! button "up" delete
  else
    button "up" title "^" at xs-40,ys+40 size 30,60
  end if
  goto sel1
end if
if button_pressed("up")=1 then
  top=top-nr
  if top<=1 then
    top=1 ! button "up" delete
  end if
sel3:
  bot=top+nr-1
  if bot>=max then
    bot=max ! button "down" delete
  else
    button "down" title "v" at xs-40,ybot-90 size 30,60
  end if
  goto sel1
end if
if button_pressed("ok")=1 then
  button "ok" delete ! button "up" delete ! button "down" delete
  for j=1 to max
    b$="s" & j ! button b$ delete
  next j
  fill rect xtop-2,ytop-2 to xbot+2,ybot+2
  if flag=1 then selected=0
  sel_box=selected
  return
endif
goto sel2
end def

def w_open (title$,xtop,ytop,xbot,ybot)
r=10 ! draw color 0,0,0 ! fill color .8,.8,.8 ! draw size 4
draw circle xtop,ytop to xtop+20,ytop+20
draw circle xbot-20,ytop to xbot,ytop+20
draw circle xtop,ybot-20 to xtop+20,ybot
draw circle xbot-20,ybot-20 to xbot,ybot
draw line xtop+r,ytop to xbot-r,ytop
draw line xtop+r,ybot to xbot-r,ybot
draw line xtop,ytop+r to xtop,ybot-r
draw line xbot,ytop+r to xbot,ybot-r
fill rect xtop+r,ytop+2 to xbot-r,ybot-2
fill rect xtop+2,ytop+r to xbot-2,ybot-r
if title$<>"" then
  l=(xbot-xtop-12*len(title$))/2
  draw line xtop,ytop+24 to xbot,ytop+24
  draw color 0,0,1
  draw text title$ at xtop+l,ytop-2
  draw color 0,0,0
end if
end def

def load_table(rul$())
file "auto_rules" input nrules
if nrules>0 then
  for i=1 to nrules ! file "auto_rules" input rul$(i) ! next i
  end if
load_table=nrules
end def

def save_table(rul$(),nrules)
file "auto_rules" delete
file "auto_rules" print nrules
if nrules then
  for i=1 to nrules
    rr$="""" & rul$(i) & """"
    file "auto_rules" print rr$
    next i
  end if
end def

init_prog:
randomize
graphics
graphics clear .8,.8,.8
draw color 0,0,0
ran_rule(r,t$)
mat=200 ! nrules=0
nrules=load_table(rules$)
for i=1 to 200 ! p1(i)=rnd(4) ! next i
button "random" title "new random rule ==>>" at 80,640 size 240,50
button "begin" title "new start" at 80,700 size 240,50
button "part" title "partial start" at 80,760 size 240,50
button "thumb" title "thumb nail size" at 80,820 size 240,50
button "cont" title "continue" at 80,880 size 240,50
button "load" title "use ^" at 400,700 size 80,50
button "dele" title "del x" at 500,700 size 80,50
button "save" title "add v" at 600,700 size 80,50
button "sele" title "open the rules table" at 400,760 size 280,50
return

def test (in$,in)
fill rect 30,900 to 400,940
a$="test " & in$ & in
draw text a$ at 30,900
button "cont" title "doorgaan ?" at 440,890
loopje:
if button_pressed("cont")=0 then goto loopje
button "cont" delete
fill rect 30,900 to 400,940
end def
'
'
'Hereafter the datafile that has to be moved into the same directory as 'the program with the name "auto_rules".

 30 
"0212011010"
"2200201010"
"0132232122"
"2111213302"
"0232231201"
"1200130123"
"1023030223"
"0133000101"
"1310122303"
"1031202132"
"1202313310"
"3232102033"
"0202213130"
"1323122301"
"2312201001"
"2112201010"
"2320302012"
"0011320122"
"1113010320"
"1122010103"
"0012030213"
"3220113310"
"3220113310"
"0033013023"
"1323323121"
"0230001303"
"2100010003"
"0103302300"
"0103202300"
"3323100320"

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