Langton's ant: Difference between revisions
Added Wren |
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5: ; Print a newline and jump back to the counter check. |
5: ; Print a newline and jump back to the counter check. |
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push 10 ochr jump 4</lang> |
push 10 ochr jump 4</lang> |
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=={{header|Wren}}== |
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{{trans|D}} |
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The textual version only. |
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<lang ecmascript>var width = 75 |
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var height = 52 |
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var maxSteps = 12000 |
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var up = 0 |
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var right = 1 |
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var down = 2 |
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var left = 3 |
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var direction = [up, right, down, left] |
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var white = 0 |
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var black = 1 |
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var x = (width/2).floor |
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var y = (height/2).floor |
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var m = List.filled(height, null) |
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for (i in 0...height) m[i] = List.filled(width, 0) |
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var dir = up |
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var i = 0 |
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while (i < maxSteps && 0 <= x && x < width && 0 <= y && y < height) { |
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var turn = (m[y][x] == black) |
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var index = (dir + (turn ? 1 : -1)) & 3 |
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dir = direction[index] |
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m[y][x] = (m[y][x] == black) ? white : black |
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if (dir == up) { |
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y = y - 1 |
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} else if (dir == right) { |
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x = x - 1 |
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} else if (dir == down) { |
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y = y + 1 |
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} else { |
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x = x + 1 |
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} |
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i = i + 1 |
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} |
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for (j in 0...height) { |
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for (k in 0...width) System.write((m[j][k] == white) ? "." : "#") |
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System.print() |
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}</lang> |
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{{out}} |
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<pre> |
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Same as D entry. |
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</pre> |
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=={{header|XPL0}}== |
=={{header|XPL0}}== |
Revision as of 15:49, 30 December 2020
You are encouraged to solve this task according to the task description, using any language you may know.
Langton's ant is a cellular automaton that models an ant sitting on a plane of cells, all of which are white initially, the ant facing in one of four directions.
Each cell can either be black or white.
The ant moves according to the color of the cell it is currently sitting in, with the following rules:
- If the cell is black, it changes to white and the ant turns left;
- If the cell is white, it changes to black and the ant turns right;
- The ant then moves forward to the next cell, and repeat from step 1.
This rather simple ruleset leads to an initially chaotic movement pattern, and after about 10000 steps, a cycle appears where the ant moves steadily away from the starting location in a diagonal corridor about 10 cells wide.
Conceptually the ant can then walk infinitely far away.
- Task
Start the ant near the center of a 100x100 field of cells, which is about big enough to contain the initial chaotic part of the movement.
Follow the movement rules for the ant, terminate when it moves out of the region, and show the cell colors it leaves behind.
The problem has received some analysis; for more details, please take a look at the Wikipedia article (a link is below)..
- See also
- Wikipedia: Langton's ant.
- Related task
- Rosetta Code: Conway's Game of Life.
Ada
<lang Ada>with Ada.Text_IO;
procedure Langtons_Ant is
Size: constant Positive := 100; -- change this to extend the playground
subtype Step is Integer range -1 .. +1;
procedure Right(N, W: in out Step) is Tmp: Step := W; begin W := - N; N := Tmp; end Right;
procedure Left(N, W: in out Step) is begin for I in 1 .. 3 loop Right(N, W); end loop; end Left;
Color_Character: array(Boolean) of Character := (False => ' ', True => '#');
Is_Black: array (1 .. Size, 1 .. Size) of Boolean := (others => (others => False)); -- initially, the world is white;
Ant_X, Ant_Y: Natural := Size/2; -- Position of Ant; Ant_North: Step := 1; Ant_West: Step := 0; -- initially, Ant looks northward
Iteration: Positive := 1;
begin
loop -- iterate the loop until an exception is raised if Is_Black(Ant_X, Ant_Y) then Left(Ant_North, Ant_West); else Right(Ant_North, Ant_West); end if; Is_Black(Ant_X, Ant_Y) := not Is_Black(Ant_X, Ant_Y); Ant_X := Ant_X - Ant_North; -- this may raise an exception Ant_Y := Ant_Y - Ant_West; -- this may raise an exception Iteration := Iteration + 1; end loop;
exception
when Constraint_Error => -- Ant has left its playground ... now output for X in 1 .. Size loop for Y in 1 .. Size loop Ada.Text_IO.Put(Color_Character(Is_Black(X, Y))); end loop; Ada.Text_IO.New_Line; end loop; Ada.Text_IO.Put_Line("# Iteration:" & Integer'Image(Iteration));
end Langtons_Ant; </lang> Ouptut (to save space, I have removed the all-blank lines):
## ############ ## # #### # ## ### ## ## # # # # # # # ## ## # # ### # ### # # # # ## ## ### # # ### ## #### ## # # # ## ## # ### ## # ## ### # # ### ### # # ##### # # #### # ### # # # ### ## # #### ## ## ###### # ### # # # ### # ## # # ## ## ## # ##### ### ## # # # ## ### # # # #### # ## # # ## ## # ## ## # ## ### # # ## ### # ## # ### ## ## # # ### ## ## ## ### # # ## #### # ### # # # # # #### ## # ## ### # # # ### # ## # # ### # ### ## # # ## ### # # ## # ## ## ##### #### #### ## # # ### # # # # ### # # ## ## # # # # # ### # ## ### ## # ## #### #### # # # ### # # # ## ########### # #### # # # ### # ## # #### ## ######### # ## # ## # ### # # ## # ## ## ## ### ### # # ## #### # ### # ## # # ###### ## # ## # # ### ### ## # # ### # # # ##### # ##### # # ## # ## # ### # ## # # ## ##### ## # # # # ## # # # # ### # # # # #### # ##### ## ########## ## ### # ## # ## ## # # #### # ## #### ## # ### # # ##### # ## ## # # # # # # # # ### # ## ## ## # # # ## ## # # ## # ## ## # ### # # # # # ######## # # ## #### # ### # ## # # # ## ## # # ## # # ### # # # # # # ## ## ## #### ### # ## ## # ## ## # # ### # ### # # # ## #### #### ### #### ### # ## ## #### ## # ## # # # # ### # # ## ## ## ### ## ##### ### # ## # ## # #### # ### # # ## ## ## ### # ## ## # ### # # # ## #### # ### # ## # # ### ### # ### # # # ## # # # ### # ## ## ## ## # # ## ## # ## # # # # #### ## # ## # #### ## # Iteration: 11656
Aime
<lang aime>void ant(integer x, y, d, list map) {
while (-1 < x && x < 100 && -1 < y && y < 100) { integer e, p, w; data b;
b = map[y]; w = b[x >> 3]; p = 1 << (7 - (x & 7)); b[x >> 3] = w ^ p;
d += w & p ? 1 : 3;
e = d & 1; set(e, $e + ((d & 2) - 1) * (2 * e - 1)); }
}
integer main(void) {
file f; list l;
call_n(100, lb_p_data, l, data().run(13, 0)); ant(50, 50, 2, l);
f.create("ant.pbm", 00644).text("P4\n100 100\n"); l.ucall(f_data, 1, f);
0;
}</lang>
ALGOL 68
<lang algol68>BEGIN
# size of board for Langton's ant # INT max board = 100; [ 1 : max board, 1 : max board ]CHAR board; # start with the board all white # CHAR white = " ", black = "#"; FOR r TO 1 UPB board DO FOR c TO 2 UPB board DO board[ r, c ] := white OD OD; # possible ant directions # INT head left = 0, head up = 1, head right = 2, head down = 3; # returns the new direction if we turn left from curr direction # OP LEFT = ( INT curr direction )INT: IF curr direction = head left THEN head down ELIF curr direction = head down THEN head right ELIF curr direction = head right THEN head up ELSE head left FI ; # LEFT # # returns the new direction if we turn right from curr direction # OP RIGHT = ( INT curr direction )INT: IF curr direction = head left THEN head up ELIF curr direction = head up THEN head right ELIF curr direction = head right THEN head down ELSE head left FI ; # RIGHT # # move the ant until it leaves the board # INT ant row := max board OVER 2; INT ant col := max board OVER 2; INT ant direction := head up; INT max row := 1; INT max col := 1; INT min row := max board; INT min col := max board; INT moves := 0; WHILE ant row >= 1 LWB board AND ant row <= 1 UPB board AND ant col >= 2 LWB board AND ant col <= 2 UPB board DO moves +:= 1; IF ant row > max row THEN max row := ant row FI; IF ant col > max col THEN max col := ant col FI; IF ant row < min row THEN min row := ant row FI; IF ant col < min col THEN min col := ant col FI; IF board[ ant row, ant col ] = white THEN # ant turns right on a white square # ant direction := RIGHT ant direction; board[ ant row, ant col ] := black ELSE # ant turns left on a black square # ant direction := LEFT ant direction; board[ ant row, ant col ] := white FI; # move the ant # IF ant direction = head up THEN ant row -:= 1 ELIF ant direction = head down THEN ant row +:= 1 ELIF ant direction = head left THEN ant col -:= 1 ELSE # ant direction = head right # ant col +:= 1 FI OD; # show resultant position # print( ( "After ", whole( moves, 0 ), " moves." , " Showing rows ", whole( min row,0 ), " to ", whole( max row, 0 ) , " columns ", whole( min col,0 ), " to ", whole( max col, 0 ) , newline ) ); FOR r FROM min row TO max row DO print( ( board[ r, min col : max col ], newline ) ) OD
END</lang>
- Output:
After 11655 moves. Showing rows 28 to 78 columns 1 to 79 ## ############ ## # #### # ## ### ## ## # # # # # # # ## ## # # ### # ### # # # # ## ## ### # # ### ## #### ## # # # ## ## # ### ## # ## ### # # ### ### # # ##### # # #### # ### # # # ### ## # #### ## ## ###### # ### # # # ### # ## # # ## ## ## # ##### ### ## # # # ## ### # # # #### # ## # # ## ## # ## ## # ## ### # # ## ### # ## # ### ## ## # # ### ## ## ## ### # # ## #### # ### # # # # # #### ## # ## ### # # # ### # ## # # ### # ### ## # # ## ### # # ## # ## ## ##### #### #### ## # # ### # # # # ### # # ## ## # # # # # ### # ## ### ## # ## #### #### # # # ### # # # ## ########### # #### # # # ### # ## # #### ## ######### # ## # ## # ### # # ## # ## ## ## ### ### # # ## #### # ### # ## # # ###### ## # ## # # ### ### ## # # ### # # # ##### # ##### # # ## # ## # ### # ## # # ## ##### ## # # # # ## # # # # ### # # # # #### # ##### ## ########## ## ### # ## # ## ## # # #### # ## #### ## # ### # # ##### # ## ## # # # # # # # # ### # ## ## ## # # # ## ## # # ## # ## ## # ### # # # # # ######## # # ## #### # ### # ## # # # ## ## # # ## # # ### # # # # # # ## ## ## #### ### # ## ## # ## ## # # ### # ### # # # ## #### #### ### #### ### # ## ## #### ## # ## # # # # ### # # ## ## ## ### ## ##### ### # ## # ## # #### # ### # # ## ## ## ### # ## ## # ### # # # ## #### # ### # ## # # ### ### # ### # # # ## # # # ### # ## ## ## ## # # ## ## # ## # # # # #### ## # ## # #### ##
AutoHotkey
ahk forum: discussion
(Fixed by just me)
<lang AutoHotkey>#NoEnv SetBatchLines, -1
- Directions
Directions := {0: "North", 1: "East", 2: "South", 3: "West"}
- Initialize the plane (set all cells to white)
White := 0xFFFFFF Plane := [] PW := PH := 100 loop, % PH {
I := A_Index loop, % PW Plane[I, A_Index] := White
}
- Let it run
DI := D := 0 ; initial direction X := Y := 50 ; initial coordinates while (X > 0) && (X <= PW) && (Y > 0) && (Y <= PH) {
D := (D + ((Plane[X, Y] ^= White) ? 1 : 3)) & 3 if (D & 1) X += -(D = 3) + (D = 1) else Y += -(D = 0) + (D = 2)
}
- Show the result
HBM := CreateDIB(Plane, PW, PH, 400, 400, 0) Gui, Margin, 0, 0 Gui, Add, Text, x0 y0 w20 h440 Center 0x200, W Gui, Add, Text, x20 y0 w400 h20 Center 0x200, N Gui, Add, Picture, x20 y20 w400 h400 0x4E hwndHPIC ; SS_REALSIZECONTROL = 0x40 | SS_BITMAP = 0xE DllCall("User32.dll\SendMessage", "Ptr", HPIC, "UInt", 0x172, "Ptr", 0, "Ptr", HBM) ; STM_SETIMAGE = 0x172 Gui, Add, Text, xp+5 yp h20 0x200 BackgroundTrans, % "Initial direction: " . Directions[DI] Gui, Add, Text, x20 y420 w400 h20 Center 0x200, S Gui, Add, Text, x420 y0 w20 h440 Center 0x200, E Gui, Show, , Langton's ant (%PW%x%PH%) Return
GuiClose: ExitApp
CreateDIB(PixelArray, PAW, PAH, BMW := 0, BMH := 0, Gradient := 1) { ; SKAN, 01-Apr-2014 / array version by just me
SLL := (PAW * 3) + (PAW & 1) VarSetCapacity(BMBITS, SLL * PAH, 0) P := &BMBITS loop, % PAH { R := A_Index loop, % PAW P := Numput(PixelArray[R, A_Index], P + 0, "UInt") - 1 P += (PAW & 1) } HBM := DllCall("Gdi32.dll\CreateBitmap", "Int", PAW, "Int", PAH, "UInt", 1, "UInt", 24, "Ptr", 0, "UPtr") HBM := DllCall("User32.dll\CopyImage", "Ptr", HBM, "UInt", 0, "Int", 0, "Int", 0, "UInt", 0x2008, "UPtr") DllCall( "Gdi32.dll\SetBitmapBits", "Ptr", HBM, "UInt", SLL * PAH, "Ptr", &BMBITS) if (!Gradient) HBM := DllCall("User32.dll\CopyImage", "Ptr", HBM, "UInt", 0, "Int", 0, "Int", 0, "Int", 8, "UPtr") return DllCall("User32.dll\CopyImage", "Ptr", HBM, "UInt", 0, "Int", BMW, "Int", BMH, "UInt", 0x200C, "UPtr")
} ; http://ahkscript.org/boards/viewtopic.php?f=6&t=3203</lang>
AutoIt
<lang AutoIt> Global $iCountMax = 100000 Global $aFields[100][100][2] Global $iDelayStep = 10 ; stop between steps in msec
Global $aDirection[4][4] = [ _ ; [ direction 0-3 ][ left change x, y, right change x, y ] [-1, 0, +1, 0], _ ; == direction 0 [ 0, -1, 0, +1], _ ; == direction 1 [+1, 0, -1, 0], _ ; == direction 2 [ 0, +1, 0, -1]] ; == direction 3
Global $hGui = GUICreate("Langton's ant", 100*8, 100*8) GUISetBkColor(0xFFFFFF)
For $i = 0 To 99 For $j = 0 To 99 $aFields[$i][$j][0] = GUICtrlCreateLabel(, $j*8, $i*8) GUICtrlSetColor(-1, 0xFF0000) $aFields[$i][$j][1] = 0 Next Next
GUISetState()
GUICtrlSetData($aFields[49][49][0], '#')
Do Sleep($iDelayStep) Until Not _SetAnt()
Do Until GUIGetMsg() = -3
Func _SetAnt()
Local Static $iRowLast = 49, $iColLast = 49, $iCount = 0
Local Static $aCol[2] = [0xFFFFFF,0x000000], $iDirection = 0
Local $iRow, $iCol, $fRight = False
If $iCount = $iCountMax Then Return 0
; == get current color Local $iLastColor = $aFields[$iRowLast][$iColLast][1]
; == go to left/right If $iLastColor = 0 Then $fRight = True
; == set the ant to the next field Local $indexX = 0, $indexY = 1 If $fRight Then $indexX = 2 $indexY = 3 EndIf $iRow = $iRowLast + ($aDirection[$iDirection][$indexX]) $iCol = $iColLast + ($aDirection[$iDirection][$indexY]) If $iRow < 0 Or $iRow > 99 Or $iCol < 0 Or $iCol > 99 Then Return 0 GUICtrlSetData($aFields[$iRowLast][$iColLast][0], ) GUICtrlSetData($aFields[$iRow][$iCol][0], '#')
; == direction for next step If $fRight Then $iDirection += 1 If $iDirection = 4 Then $iDirection = 0 Else $iDirection -= 1 If $iDirection = -1 Then $iDirection = 3 EndIf
; == change the color of the current field GUICtrlSetBkColor($aFields[$iRowLast][$iColLast][0], $aCol[(Not $iLastColor)*1]) $aFields[$iRowLast][$iColLast][1] = (Not $iLastColor)*1
$iRowLast = $iRow $iColLast = $iCol $iCount += 1 WinSetTitle($hGui, , "Langton's ant [ step: " & StringFormat('%06d', $iCount) & " ]") Return 1 EndFunc ;==>_SetAnt </lang> To see the GUI output, click here. --BugFix (talk) 14:48, 16 November 2013 (UTC)
AWK
<lang awk>
- usage: awk -v debug=0 -f langton.awk
- Simulates the cellular automaton "Langton's ant",
- see http://en.wikipedia.org/wiki/Langton%27s_ant
function turnRight() { dir++ if( dir>4 ) { dir=1 } } function turnLeft() { dir-- if( dir<1 ) { dir=4 } } function move() { if (dir==1) { y--; z="^" } if (dir==3) { y++; z="v" }
if (dir==2) { x++; z=">" } if (dir==4) { x--; z="<" } }
function ant() { if( debug ) AntStat() ##
if( grid[x,y]==0 ) { turnLeft() } else { turnRight() } if( grid[x,y]==0 ) { color=1 } else { color=0 }
if( debug ) print( "# action", color, dir, z ) ##
grid[x,y] = color move() }
function AntStat() { printf( "Move# %d : Ant @ x=%d y=%d dir=%d %s color=%d\n", moveNr, x,y, dir,z, grid[x,y] ) } function dumpGrid() { AntStat()
printf( "Grid:" ) for(xx=1; xx<=limit/10; xx++) { printf( "....+....%s", xx ) } printf "\n"
cSum=0 for(yy=1; yy <= limit; yy++) { printf( "%4d:",yy ) for(xx=1; xx <= limit; xx++) { c = grid[xx,yy] if( c ) cSum++ c1++ c2+=grid[xx,yy] if( (xx==x)&&(yy==y) ) { c=z } # Ant printf( c ) } printf( "\n" ) } printf( "Cells: %d 'black' cells: %d Moves: %d\n\n", limit*limit, cSum, moveNr ) }
BEGIN { print( "Langton's ant\n" )
limit = 72 for(x=1; x <= limit; x++) { for(y=1; y <= limit; y++) { grid[x,y] = 0 } }
moveNr = 0 x = 36 y = 28 dir = 1 # 1=up/north 2=right/east 3=down/south 4=left/west z = "!"
while( moveNr < 11200 ) { moveNr++
ant()
if(x<0 || x>limit) break if(y<0 || y>limit) break
# Snapshots: if (moveNr==163 || moveNr==1297 || moveNr==10095 ) dumpGrid() if (y<=5 ) break } dumpGrid() } END { print("END.") } </lang>
BBC BASIC
<lang BBC BASIC>
REM Implementation of Langton's ant for Rosetta Code fieldsize%=100 REM Being pedantic, this will actually result in a field of 101 square, REM since arrays start at 0, and my implementation allows them to use it DIM field&(fieldsize%,fieldsize%) : REM variables with an & suffix are byte variables x%=fieldsize%/2 y%=fieldsize%/2 d%=0 REPEAT IF field&(x%,y%)=0 THEN field&(x%,y%)=1:d%-=1 ELSE field&(x%,y%)=0:d%+=1 GCOL 15*field&(x%,y%) PLOT 69,x%*2,y%*2 :REM for historical reasons there are two "plot points" per pixel d%=(d%+4) MOD 4 :REM ensure direction is always between 0 and 3 CASE d% OF WHEN 0:y%+=1 WHEN 1:x%+=1 WHEN 2:y%-=1 WHEN 3:x%-=1 ENDCASE UNTIL x%>fieldsize% OR x%<0 OR y%>fieldsize% OR y%<0 END
</lang>
bc
The output function o
prints the resulting image (as a PBM image) to stdout
. One can either store it into a file or pipe it through an image viewer (e.g. bc langton.bc | display
).
<lang bc>define o() {
auto i, j "P1 " w h for (j = 0; j < h; j++) { for (i = 0; i < w; i++) { a[j * w + i] } }
}
define l(w, h, x, y) {
auto a[], d, i, x[], y[]
/* d represents one of the four possible directions: * 0 * ⇑ * 3⇐ ⇒1 * ⇓ * 2 * The arrays x[] and y[] contain the changes to the x and y direction for * each value of d. */ x[1] = 1 x[3] = -1 y[0] = -1 y[2] = 1
while (1) { i = y * w + x if (a[i] == 0) d += 1 /* turn right if white */ if (a[i] == 1) d -= 1 /* turn left if black */ if (d < 0) d = 3 if (d > 3) d = 0 x += x[d] y += y[d] a[i] = 1 - a[i] /* toggle cell colour */ if (x < 0) break if (x == w) break if (y < 0) break if (y == h) break }
o()
}
l(100, 100, 50, 50) quit</lang>
Befunge
<lang befunge>"22222 -"*>>>1-:0\:"P"%\v>\7%1g48*-/2%3*48*+,1+:20g`!v1g01+55p03:_$$$>@ !"$(0@`vp00_^#!:p+7/"P"<<^g+7/*5"p"\%"P"/7::+g03*"d":_$,1+>:40g`!^1g03< _::10g\v>00g+4%:00p::3\`\1-*50g+50p:2\-\0`*+::0\`\"c"`+50g:0\`\"c"`++#^ -*84g1<v^+1*2g09pg08g07-*g06-1*2p09:%2/g06:gp08:+7/*5"p"\p07:%"P"/7:p06 0p+:7%^>>-:0`!*+10p::20g\-:0`*+20p:"d"*50g::30g\-:0`!*+30p::40g\-:0`*+4</lang>
- Output:
## ############ ## # #### # ## ### ## ## # # # # # # # ## ## # # ### # ### # # # # ## ## ### # # ### ## #### ## # # # ## ## # ### ## # ## ### # # ### ### # # ##### # # #### # ### # # # ### ## # #### ## ## ###### # ### # # # ### # ## # # ## ## ## # ##### ### ## # # # ## ### # # # #### # ## # # ## ## # ## ## # ## ### # # ## ### # ## # ### ## ## # # ### ## ## ## ### # # ## #### # ### # # # # # #### ## # ## ### # # # ### # ## # # ### # ### ## # # ## ### # # ## # ## ## ##### #### #### ## # # ### # # # # ### # # ## ## # # # # # ### # ## ### ## # ## #### #### # # # ### # # # ## ########### # #### # # # ### # ## # #### ## ######### # ## # ## # ### # # ## # ## ## ## ### ### # # ## #### # ### # ## # # ###### ## # ## # # ### ### ## # # ### # # # ##### # ##### # # ## # ## # ### # ## # # ## ##### ## # # # # ## # # # # ### # # # # #### # ##### ## ########## ## ### # ## # ## ## # # #### # ## #### ## # ### # # ##### # ## ## # # # # # # # # ### # ## ## ## # # # ## ## # # ## # ## ## # ### # # # # # ######## # # ## #### # ### # ## # # # ## ## # # ## # # ### # # # # # # ## ## ## #### ### # ## ## # ## ## # # ### # ### # # # ## #### #### ### #### ### # ## ## #### ## # ## # # # # ### # # ## ## ## ### ## ##### ### # ## # ## # #### # ### # # ## ## ## ### # ## ## # ### # # # ## #### # ### # ## # # ### ### # ### # # # ## # # # ### # ## ## ## # ### # # ## ### # ## # # # # # #### ## # ## # #### ##
C
Requires ANSI terminal. <lang c>#include <stdio.h>
- include <stdlib.h>
- include <string.h>
- include <unistd.h>
int w = 0, h = 0; unsigned char *pix;
void refresh(int x, int y) { int i, j, k; printf("\033[H"); for (i = k = 0; i < h; putchar('\n'), i++) for (j = 0; j < w; j++, k++) putchar(pix[k] ? '#' : ' '); }
void walk() { int dx = 0, dy = 1, i, k; int x = w / 2, y = h / 2;
pix = calloc(1, w * h); printf("\033[H\033[J");
while (1) { i = (y * w + x); if (pix[i]) k = dx, dx = -dy, dy = k; else k = dy, dy = -dx, dx = k;
pix[i] = !pix[i]; printf("\033[%d;%dH%c", y + 1, x + 1, pix[i] ? '#' : ' ');
x += dx, y += dy;
k = 0; if (x < 0) { memmove(pix + 1, pix, w * h - 1); for (i = 0; i < w * h; i += w) pix[i] = 0; x++, k = 1; } else if (x >= w) { memmove(pix, pix + 1, w * h - 1); for (i = w-1; i < w * h; i += w) pix[i] = 0; x--, k = 1; }
if (y >= h) { memmove(pix, pix + w, w * (h - 1)); memset(pix + w * (h - 1), 0, w); y--, k = 1; } else if (y < 0) { memmove(pix + w, pix, w * (h - 1)); memset(pix, 0, w); y++, k = 1; } if (k) refresh(x, y); printf("\033[%d;%dH\033[31m@\033[m", y + 1, x + 1);
fflush(stdout); usleep(10000); } }
int main(int c, char **v) { if (c > 1) w = atoi(v[1]); if (c > 2) h = atoi(v[2]); if (w < 40) w = 40; if (h < 25) h = 25;
walk(); return 0; }</lang>
C#
<lang csharp>using System;
namespace LangtonAnt {
public struct Point { public int X; public int Y;
public Point(int x, int y) { X = x; Y = y; } }
enum Direction { North, East, West, South }
public class Langton { public readonly bool [,] IsBlack; private Point _origin; private Point _antPosition = new Point(0, 0); public bool OutOfBounds { get; set;}
// I don't see any mention of what direction the ant is supposed to start out in private Direction _antDirection = Direction.East;
private readonly Direction[] _leftTurn = new[] { Direction.West, Direction.North, Direction.South, Direction.East }; private readonly Direction[] _rightTurn = new[] { Direction.East, Direction.South, Direction.North, Direction.West }; private readonly int[] _xInc = new[] { 0, 1,-1, 0}; private readonly int[] _yInc = new[] {-1, 0, 0, 1};
public Langton(int width, int height, Point origin) { _origin = origin; IsBlack = new bool[width, height]; OutOfBounds = false; }
public Langton(int width, int height) : this(width, height, new Point(width / 2, height / 2)) {}
private void MoveAnt() { _antPosition.X += _xInc[(int)_antDirection]; _antPosition.Y += _yInc[(int)_antDirection]; }
public Point Step() { if (OutOfBounds) { throw new InvalidOperationException("Trying to step after ant is out of bounds"); } Point ptCur = new Point(_antPosition.X + _origin.X, _antPosition.Y + _origin.Y); bool leftTurn = IsBlack[ptCur.X, ptCur.Y]; int iDirection = (int) _antDirection; _antDirection = leftTurn ? _leftTurn[iDirection] : _rightTurn[iDirection]; IsBlack[ptCur.X, ptCur.Y] = !IsBlack[ptCur.X, ptCur.Y]; MoveAnt(); ptCur = new Point(_antPosition.X + _origin.X, _antPosition.Y + _origin.Y); OutOfBounds = ptCur.X < 0 || ptCur.X >= IsBlack.GetUpperBound(0) || ptCur.Y < 0 || ptCur.Y >= IsBlack.GetUpperBound(1); return _antPosition; } } class Program { static void Main() { Langton ant = new Langton(100, 100);
while (!ant.OutOfBounds) ant.Step();
for (int iRow = 0; iRow < 100; iRow++) { for (int iCol = 0; iCol < 100; iCol++) { Console.Write(ant.IsBlack[iCol, iRow] ? "#" : " "); } Console.WriteLine(); }
Console.ReadKey(); } }
} </lang> Output:
<Blank lines eliminated for efficiency> # # ## # # # ### ## #### ### # ##### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ## ### # ## ## # ## ## ## # #### ### # # ### # # # ## #### # ### # # # # ## # ### # ## # ## # ## # # ## # # ## # # # ##### # # # ##### ## ###### ### ## # ## # # # ## # ## ## # ####### # # ### ## # # # ###### ## # # ## # # # # # ## # ###### ####### # # #### ## # #### ## ## # ## # # #### # # ###### ## ### # # ## # ### # ## ## ### ####### # ## ## # # #### ## ## #### ## ## ## # # # # # ### ## ### # #### # ### ### # # ##### # # # # # ### #### ## # ## ### ## # ## ## #### #### # # # # # # ## ### ### ### # ## ## ### #### # ### ## # ## # #### # # # ## ### ## # #### ## ## #### # # # # ### # # ## ### # # ## # # # # # # # # # ## ## # # ### ## ## # # ##### # # # # # # ## # # ## ## # ### ### # # # # # # ### ## ## # ### # ##### ###### ### ####### # ## # # # ##### ## ##### ##### # ## # # # ## ### ### #### ##### ######### # # ## # # ### # # # ### ### # # #### ## ### ## ### ## ## ### # ## # ##### # # # ## ### # ##### # # ## ## # # # # ###### #### ## # # ## # # ## ## # ### ## #### # ### # # ##### # # ## # # # ## ### ####### # # ## # # ## ## # ## # # # #### ### ## # # ## ### ## ## ## ##
C++
If you want to see it running infinitely, set the const bool INFINIT_RUN = true <lang cpp>
- include <windows.h>
- include <string>
//-------------------------------------------------------------------------------------------------- using namespace std;
//-------------------------------------------------------------------------------------------------- const int BMP_SIZE = 600, CELL_SIZE = 4, GRID_SIZE = BMP_SIZE / CELL_SIZE; const bool INFINIT_RUN = false;
enum cellState { WHITE, BLACK, ANT }; enum facing { NOR, EAS, SOU, WES }; enum state { RUNNING, RESTING };
//-------------------------------------------------------------------------------------------------- class myBitmap { public:
myBitmap() : pen( NULL ) {} ~myBitmap() {
DeleteObject( pen ); DeleteDC( hdc ); DeleteObject( bmp );
}
bool create( int w, int h ) {
BITMAPINFO bi; ZeroMemory( &bi, sizeof( bi ) );
bi.bmiHeader.biSize = sizeof( bi.bmiHeader ); bi.bmiHeader.biBitCount = sizeof( DWORD ) * 8; bi.bmiHeader.biCompression = BI_RGB; bi.bmiHeader.biPlanes = 1; bi.bmiHeader.biWidth = w; bi.bmiHeader.biHeight = -h;
HDC dc = GetDC( GetConsoleWindow() ); bmp = CreateDIBSection( dc, &bi, DIB_RGB_COLORS, &pBits, NULL, 0 ); if( !bmp ) return false;
hdc = CreateCompatibleDC( dc ); SelectObject( hdc, bmp ); ReleaseDC( GetConsoleWindow(), dc );
width = w; height = h;
return true;
}
void clear() {
ZeroMemory( pBits, width * height * sizeof( DWORD ) );
}
void setPenColor( DWORD clr ) {
if( pen ) DeleteObject( pen ); pen = CreatePen( PS_SOLID, 1, clr ); SelectObject( hdc, pen );
}
void saveBitmap( string path ) {
BITMAPFILEHEADER fileheader; BITMAPINFO infoheader; BITMAP bitmap; DWORD wb;
GetObject( bmp, sizeof( bitmap ), &bitmap );
DWORD* dwpBits = new DWORD[bitmap.bmWidth * bitmap.bmHeight]; ZeroMemory( dwpBits, bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD ) ); ZeroMemory( &infoheader, sizeof( BITMAPINFO ) ); ZeroMemory( &fileheader, sizeof( BITMAPFILEHEADER ) );
infoheader.bmiHeader.biBitCount = sizeof( DWORD ) * 8; infoheader.bmiHeader.biCompression = BI_RGB; infoheader.bmiHeader.biPlanes = 1; infoheader.bmiHeader.biSize = sizeof( infoheader.bmiHeader ); infoheader.bmiHeader.biHeight = bitmap.bmHeight; infoheader.bmiHeader.biWidth = bitmap.bmWidth; infoheader.bmiHeader.biSizeImage = bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD );
fileheader.bfType = 0x4D42; fileheader.bfOffBits = sizeof( infoheader.bmiHeader ) + sizeof( BITMAPFILEHEADER ); fileheader.bfSize = fileheader.bfOffBits + infoheader.bmiHeader.biSizeImage;
GetDIBits( hdc, bmp, 0, height, ( LPVOID )dwpBits, &infoheader, DIB_RGB_COLORS );
HANDLE file = CreateFile( path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL ); WriteFile( file, &fileheader, sizeof( BITMAPFILEHEADER ), &wb, NULL ); WriteFile( file, &infoheader.bmiHeader, sizeof( infoheader.bmiHeader ), &wb, NULL ); WriteFile( file, dwpBits, bitmap.bmWidth * bitmap.bmHeight * 4, &wb, NULL ); CloseHandle( file );
delete [] dwpBits;
}
HDC getDC() const { return hdc; } int getWidth() const { return width; } int getHeight() const { return height; }
private:
HBITMAP bmp; HDC hdc; HPEN pen; void *pBits; int width, height;
}; //-------------------------------------------------------------------------------------------------- class Ant { public:
Ant() {
_bmp.create( BMP_SIZE, BMP_SIZE ); ZeroMemory( _grid, sizeof( _grid ) ); RED_BRUSH = CreateSolidBrush( 255 ); _antState = RUNNING;
}
~Ant() {
DeleteObject( RED_BRUSH );
}
void setPosition( int x, int y ) {
_sx = x; _sy = y; _facing = WES;
}
void mainLoop() {
switch( _antState ) { case RUNNING: simulate(); // fall thru case RESTING: display(); }
}
void setHWND( HWND hwnd ) { _hwnd = hwnd; }
private:
void simulate() {
switch( _grid[_sx][_sy] ) { case BLACK: _grid[_sx][_sy] = WHITE; if( --_facing < NOR ) _facing = WES; break; case WHITE: _grid[_sx][_sy] = BLACK; if( ++_facing > WES ) _facing = NOR; } switch( _facing ) { case NOR: if( --_sy < 0 ) { if( INFINIT_RUN ) _sy = GRID_SIZE - 1; else _antState = RESTING; } break; case EAS: if( ++_sx >= GRID_SIZE ) { if( INFINIT_RUN ) _sx = 0; else _antState = RESTING; } break; case SOU: if( ++_sy >= GRID_SIZE ) { if( INFINIT_RUN ) _sy = 0; else _antState = RESTING; } break; case WES: if( --_sx < 0 ) { if( INFINIT_RUN ) _sx = GRID_SIZE - 1; else _antState = RESTING; } }
}
void display() { _bmp.clear();
HBRUSH br; RECT rc; int xx, yy; HDC dc = _bmp.getDC();
for( int y = 0; y < GRID_SIZE; y++ )
for( int x = 0; x < GRID_SIZE; x++ ) { switch( _grid[x][y] ) { case BLACK: br = static_cast<HBRUSH>( GetStockObject( BLACK_BRUSH ) ); break; case WHITE: br = static_cast<HBRUSH>( GetStockObject( WHITE_BRUSH ) ); } if( x == _sx && y == _sy ) br = RED_BRUSH;
xx = x * CELL_SIZE; yy = y * CELL_SIZE; SetRect( &rc, xx, yy, xx + CELL_SIZE, yy + CELL_SIZE ); FillRect( dc, &rc, br ); }
HDC wdc = GetDC( _hwnd ); BitBlt( wdc, 0, 0, BMP_SIZE, BMP_SIZE, dc, 0, 0, SRCCOPY ); ReleaseDC( _hwnd, wdc ); }
myBitmap _bmp; HWND _hwnd; HBRUSH RED_BRUSH; BYTE _grid[GRID_SIZE][GRID_SIZE]; int _sx, _sy, _facing; state _antState;
}; //-------------------------------------------------------------------------------------------------- class wnd { public:
int wnd::Run( HINSTANCE hInst ) {
_hInst = hInst; _hwnd = InitAll();
_ant.setHWND( _hwnd ); _ant.setPosition( GRID_SIZE / 2, GRID_SIZE / 2 );
ShowWindow( _hwnd, SW_SHOW ); UpdateWindow( _hwnd );
MSG msg; ZeroMemory( &msg, sizeof( msg ) ); while( msg.message != WM_QUIT ) { if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) != 0 ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { _ant.mainLoop(); } } return UnregisterClass( "_LANGTONS_ANT_", _hInst );
}
private:
static int WINAPI wnd::WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) {
switch( msg ) { case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc( hWnd, msg, wParam, lParam ); } return 0;
}
HWND InitAll() {
WNDCLASSEX wcex; ZeroMemory( &wcex, sizeof( wcex ) ); wcex.cbSize = sizeof( WNDCLASSEX ); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = ( WNDPROC )WndProc; wcex.hInstance = _hInst; wcex.hCursor = LoadCursor( NULL, IDC_ARROW ); wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 ); wcex.lpszClassName = "_LANGTONS_ANT_";
RegisterClassEx( &wcex );
return CreateWindow( "_LANGTONS_ANT_", ".: Langton's Ant -- PJorente :.", WS_SYSMENU, CW_USEDEFAULT, 0, BMP_SIZE, BMP_SIZE, NULL, NULL, _hInst, NULL );
}
HINSTANCE _hInst; HWND _hwnd; Ant _ant;
}; //-------------------------------------------------------------------------------------------------- int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow ) {
wnd myWnd; return myWnd.Run( hInstance );
} //-------------------------------------------------------------------------------------------------- </lang>
Chapel
<lang chapel> config const gridHeight: int = 100; config const gridWidth: int = 100;
class PBMWriter {
var imgDomain: domain(2); var imgData: [imgDomain] int; proc PBMWriter( height: int, width: int ){ imgDomain = { 1..#height, 1..#width }; } proc this( i : int, j : int) ref : int{ return this.imgData[ i, j ]; }
proc writeImage( fileName: string ){ var file = open(fileName, iomode.cw); var writingChannel = file.writer(); writingChannel.write("P1\n", imgDomain.dim(1).size, " " ,imgDomain.dim(2).size,"\n"); for px in imgData { writingChannel.write( px, " " ); } writingChannel.write( "\n" ); writingChannel.flush(); writingChannel.close(); }
}
enum Color { white, black };
inline proc nextDirection( position: 2*int, turnLeft: bool ): 2*int {
return ( (if turnLeft then 1 else -1 ) * position[2], (if turnLeft then -1 else 1 ) * position[1] );
}
proc <( left: 2*int, right: 2*int ){
return left[1] < right[1] && left[2] < right[2];
}
proc <=( left: 2*int, right: 2*int ){
return left[1] <= right[1] && left[2] <= right[2];
}
proc main{
const gridDomain: domain(2) = {1..#gridHeight, 1..#gridWidth}; var grid: [gridDomain] Color; var antPos = ( gridHeight / 2, gridWidth / 2 ); var antDir = (1,0); // start up; while (0,0) < antPos && antPos <= (gridHeight, gridWidth ) { var currColor = grid[ antPos ]; grid[antPos] = if currColor == Color.white then Color.black else Color.white ; antDir = nextDirection( antDir, currColor == Color.black ); antPos = antPos + antDir; } var image = new PBMWriter( height = gridHeight, width = gridWidth ); for (i, j) in gridDomain { image[i,j] = if grid[gridHeight-j+1,gridHeight-i+1] == Color.black then 0 else 1; } image.writeImage( "output.png" );
} </lang>
Clojure
In keeping with the spirit of Clojure, this program eschews mutable state entirely. Instead, all computation occurs within a single recursive loop whose "variables" are "adjusted" at each iteration, a natural fit for this particular execution model. <lang Clojure>(let [bounds (set (range 100))
xs [1 0 -1 0] ys [0 -1 0 1]] (loop [dir 0 x 50 y 50 grid {[x y] false}] (if (and (bounds x) (bounds y)) (let [cur (not (grid [x y])) dir (mod (+ dir (if cur -1 1)) 4)] (recur dir (+ x (xs dir)) (+ y (ys dir)) (merge grid {[x y] cur}))) (doseq [col (range 100)] (println (apply str (map #(if (grid [% col]) \# \.) (range 100))))))))</lang>
COBOL
The following program displays the simulation in the console, and a very small font size (~4pt) will be needed to fit it into the window.
<lang cobol> IDENTIFICATION DIVISION.
PROGRAM-ID. langtons-ant.
DATA DIVISION. WORKING-STORAGE SECTION. 78 Grid-Size VALUE 100. 01 grid-area. 03 grid-x OCCURS Grid-Size TIMES. 05 grid-y OCCURS Grid-Size TIMES. 07 cell-colour PIC X VALUE "W". 88 black VALUE "B". 88 white VALUE "W".
01 ant-x PIC 999. 01 ant-y PIC 999.
01 ant-direction PIC 9. 88 upward VALUE 0. 88 rightward VALUE 1. 88 downward VALUE 2. 88 leftward VALUE 3.
78 Pause-Time-Ns VALUE 10000000.
01 display-y PIC 999.
78 Black-Background VALUE 0. 78 White-Background VALUE 7.
01 i PIC 999. 01 j PIC 999.
01 pause PIC X.
PROCEDURE DIVISION. main-line. DIVIDE Grid-Size BY 2 GIVING ant-x, ant-y
PERFORM display-initial-grid PERFORM UNTIL (ant-x = Grid-Size OR 0) OR (ant-y = Grid-Size OR 0) PERFORM step-simulation CALL "CBL_OC_NANOSLEEP" USING Pause-Time-Ns END-PERFORM
DISPLAY "Press enter to quit." AT LINE 1 COLUMN 1 ACCEPT pause
GOBACK . step-simulation. IF black (ant-x, ant-y) SET white (ant-x, ant-y) TO TRUE PERFORM display-ant-cell COMPUTE ant-direction = FUNCTION MOD(ant-direction + 1, 4) ELSE SET black (ant-x, ant-y) TO TRUE PERFORM display-ant-cell COMPUTE ant-direction = FUNCTION MOD(ant-direction - 1, 4) END-IF
EVALUATE TRUE WHEN upward ADD 1 TO ant-y WHEN rightward ADD 1 TO ant-x WHEN downward SUBTRACT 1 FROM ant-y WHEN leftward SUBTRACT 1 FROM ant-x END-EVALUATE . display-ant-cell. SUBTRACT ant-y FROM Grid-Size GIVING display-y IF black (ant-x, ant-y) DISPLAY SPACE AT LINE display-y COLUMN ant-x WITH BACKGROUND-COLOR Black-Background ELSE DISPLAY SPACE AT LINE display-y COLUMN ant-x WITH BACKGROUND-COLOR White-Background END-IF . display-initial-grid. PERFORM VARYING i FROM 1 BY 1 UNTIL i > Grid-Size AFTER j FROM 1 BY 1 UNTIL j > Grid-Size DISPLAY SPACE AT LINE i COLUMN j WITH BACKGROUND-COLOR White-Background END-PERFORM .</lang>
CoffeeScript
<lang coffeescript> class Ant
constructor: (@world) -> @location = [0, 0] @direction = 'E' move: => [x, y] = @location if @world.is_set x, y @world.unset x, y @direction = Directions.left @direction else @world.set x, y @direction = Directions.right @direction @location = Directions.forward(x, y, @direction)
- Model a theoretically infinite 2D world with a hash, allowing squares
- to be black or white (independent of any ants.)
class BlackWhiteWorld
constructor: -> @bits = {} set: (x, y) -> @bits["#{x},#{y}"] = true unset: (x, y) -> delete @bits["#{x},#{y}"] is_set: (x, y) -> @bits["#{x},#{y}"]
draw: -> # Most of this code just involves finding the extent of the world. # Always include the origin, even if it's not set. @min_x = @max_x = @min_y = @max_y = 0 for key of @bits [xx, yy] = (coord for coord in key.split ',') x = parseInt xx y = parseInt yy @min_x = x if x < @min_x @max_x = x if x > @max_x @min_y = y if y < @min_y @max_y = y if y > @max_y console.log "top left: #{@min_x}, #{@max_y}, bottom right: #{@max_x}, #{@min_y}" for y in [@max_y..@min_y] by -1 s = for x in [@min_x..@max_x] if @bits["#{x},#{y}"] s += '#' else s += '_' console.log s
- Simple code for directions, independent of ants.
Directions =
left: (dir) -> return 'W' if dir == 'N' return 'S' if dir == 'W' return 'E' if dir == 'S' 'N' right: (dir) -> return 'E' if dir == 'N' return 'S' if dir == 'E' return 'W' if dir == 'S' 'N' forward: (x, y, dir) -> return [x, y+1] if dir == 'N' return [x, y-1] if dir == 'S' return [x+1, y] if dir == 'E' return [x-1, y] if dir == 'W'
world = new BlackWhiteWorld()
ant = new Ant(world)
for i in [1..11500]
ant.move()
console.log "Ant is at #{ant.location}, direction #{ant.direction}" world.draw() </lang>
output
<lang> > coffee langstons_ant.coffee Ant is at -24,46, direction W top left: -25, 47, bottom right: 22, -29 _##__##_________________________________________
- _#####________________________________________
- ____##_#_______________________________________
____#_#_##______________________________________ _####_###_#_____________________________________ _#####_#__##____________________________________ __#___##_##_#___________________________________ ___###___#__##__________________________________ ____#___##_##_#_________________________________ _____###___#__##________________________________ ______#___##_##_#_______________________________ _______###___#__##______________________________ ________#___##_##_#_____________________________ _________###___#__##____________________________ __________#___##_##_#___________________________ ___________###___#__##__________________________ ____________#___##_##_#_________________________ _____________###___#__##________________________ ______________#___##_##_#_______________________ _______________###___#__##______________________ ________________#___##_##_#_____________________ _________________###___#__##____________________ __________________#___##_##_#___________________ ___________________###___#__##__________________ ____________________#___##_##_#_________________ _____________________###___#__##________________ ______________________#___##_##_#_______________ _______________________###___#__##______________ ________________________#___##_##_#__##_________ _________________________###___#__##__##________ __________________________#___##_##__##___#_____ ____________________####___###___#___#__###_____ ___________________#____#___#___##_####___#_____ __________________###____#___#_#______#_##_#____ __________________###____#_##_____#_##__#_##____ ___________________#____#___##_#_#_____##_______ ___________________#_#______#_#####__#___#______ __________________#___#####__________##_######__ __________________###__##__#_##_#_#_#___##_#_##_ ________________##__#_#######_#___#__###____##_# _______________#__#__######_##___#__#_##___#___# ______________#____#_#_##_#__######_#######___#_ ______________#_####_##_#_####____##__##_#_##_#_ _______________#____####___#__#_######_##____### __________________#___#_##_#_###_#__##__##___### _____________________#######____#__##_##_#_____# _____________####__##_##__####_##_##_##__#_____# ____________#____#_#___###_##_###____#_####____# ___________###_______###_#_#_#####____#_#______# ___________#_#___###_####_##_#___##_###_##_____# _________________##_##__####____####_#_#_#_____# ____________#____#__##___###__###_____###______# ____________##___##_###_####__#______###___##__# ____________##_#_####_____#___#__#_##_###_##___# ___________####_##___##_####__#_#__#__#__###___# ___________#_##_###__#_#_##_#_#_____#_#_____#_#_ _______________#_#__#____##_##__#_#__###_##_____ _______________##_#____#__#####_#____#____#__#_# ______________#_##_#__#____##_##_#__###______### ____________#_#___#__#__#__#__###___##__##____#_ ___________###_#_#####_######_###_#######_#_##__ ___________#_#_#____#####___##__#####_#####_____ _____________#__##___#______#__#_##__###_###____ __________####___#####_#########___#_#__________ _____##____#__#_____###_#_#___#_###__###________ ____#__#__####_##___###_##___###_##_____##______ ___###____#_##_#_#####___#____#__#__##_###______ ___#_#####_#_#___##__##_____#____#___#__#_______ _______######_####__##_#___#__##__#_#_##________ _____##______#_###_##__####___#___###___________ ______#__#_#####__#___#_##___#__#__#____________ ______##_###_#######_____#_____#_##_____________ _____#_#__##_##______#___##____#________________ ____#__#_####________###__##__#_________________ ____#_##_###____________##__##__________________ _____##_________________________________________ ______##________________________________________ </lang>
Common Lisp
<lang lisp>(defmacro toggle (gv) `(setf ,gv (not ,gv)))
(defun langtons-ant (width height start-x start-y start-dir)
(let ( (grid (make-array (list width height))) (x start-x) (y start-y) (dir start-dir) ) (loop while (and (< -1 x width) (< -1 y height)) do (if (toggle (aref grid x y)) (setq dir (mod (1+ dir) 4)) (setq dir (mod (1- dir) 4))) (case dir (0 (decf y)) (1 (incf x)) (2 (incf y)) (3 (decf x))) ) grid )
)
(defun show-grid (grid)
(destructuring-bind (width height) (array-dimensions grid) (dotimes (y height) (dotimes (x width) (princ (if (aref grid x y) "#" "."))) (princ #\Newline)) )
)
(setf *random-state* (make-random-state t)) (show-grid (langtons-ant 100 100 (+ 45 (random 10)) (+ 45 (random 10)) (random 4)))</lang>
D
Textual Version
<lang d>void main() @safe {
import std.stdio, std.traits;
enum width = 75, height = 52; enum maxSteps = 12_000; enum Direction { up, right, down, left } enum Color : char { white = '.', black = '#' } uint x = width / 2, y = height / 2; Color[width][height] M; auto dir = Direction.up;
with (Color) for (int i = 0; i < maxSteps && x < width && y < height; i++) { immutable turn = M[y][x] == black; dir = [EnumMembers!Direction][(dir + (turn ? 1 : -1)) & 3]; M[y][x] = (M[y][x] == black) ? white : black; final switch(dir) with (Direction) { case up: y--; break; case right: x--; break; case down: y++; break; case left: x++; break; } }
writefln("%(%-(%c%)\n%)", M);
}</lang>
- Output:
........................................................................... ........................................................................... ........................................................................... ........................................................................... .............................##..############..##.......................... ............................#..####..........#..##......................... ...........................###...##............##.#........................ ...........................#.#..#.........#..#....#........................ .......................##..##.#.#.........###.......#...................... ....................###.#..#...#.....#.....##.##..###...................... .....................#.#..###..##.####.##...#.#..#.##..##.................. .....................#.###.##..#.##..###.#.#.....###...###................. ...................#.....#...#####.#.#..####..#...###.#.#.#................ ..................###.##...#.####..##.##.######.#.###.#...#................ ..................#.###.#.##.#.#.##.##.##.#...#####.###.##................. ......................#.#...#.##.###...#...#.#..####....#.##............... ...................#..#.........##.##...#..##.....##.#.....##.............. ..................###...#.#.##.###..#..##.....#...###.##..##.#............. .................#..###..##...##.##...###..#....#..##.####...#............. ................###...#...#.#..#.#.####.##..#.##.###..#.....#.............. ...............#..###..#.##....#..#.###..#......###.##.#..#..##............ ..............###...#.....#.##.#.##..##..#####.####..####.##...#........... .............#..###..#.#.#..#.###.#.#.##......##...#.#.#....#...#.......... ............###...#..##.###..##.#...##.......####.####...#......#.......... ...........#..###..#.#..#...##..###########.#..####..#....#....#........... ..........###...#..##......#.####..##..#########..#..##....#..##........... .........#..###..#.#...##..#.##...##.##.###.###...#..#.##..####.#.......... ........###...#..##...#..#.######.##.#.##.#.#....###.###...##...#.......... .......#..###..#.#...#.....#####.#.#####.....#.#..##.#....##...#........... ......###...#..##....#.....#.##.#####.##..#.#...#..#..##.#..#..#........... .....#..###..#.#.....#....#...####.#..#####.##...##########...##........... ....###...#..##......#.##...##...#..#...####..#...##.####.##............... ...#..###..#.#........#####.#..##...##.#...#....#.#..#..#..#.#............. ..###...#..##..........##..##.#.#.#....##.##.#.#.##..#..##..##............. .#..###..#.#.................#..#....#.########.#.#.##..####.#............. ###...#..##..................#..#...#.......##.##...#..#..##.#............. ...##..#.#....................#..#..#......#..##..##...##.####............. ##..#..##......................##...#.......##..##....#...#.###............ .#.#.#.#............................#.##..####....####.###.####............ ####.##..............................##..####....##..#.##.#.#..#........... #.##.#................................##....##....##.###.##.#####.......... .####................................................#.##.#..####.......... ..##.....................................................##.##.##.......... .........................................................##................ .......................................................#.##..####.#........ ......................................................#..#.###..###........ ......................................................#.##.#..#..#......... .......................................................##......##.......... ........................................................##................. ........................................................................... ........................................................................... ...........................................................................
Image Version
This similar version requires the module from the Grayscale Image Task to generate and save a PGM image. <lang d>import std.stdio, std.algorithm, std.traits, grayscale_image;
void main() {
enum width = 100, height = 100; enum nSteps = 12_000; enum Direction { up, right, down, left } auto M = new Image!Gray(width, height); M.clear(Gray.white); uint x = width / 2, y = height / 2; auto dir = Direction.up;
for (int i = 0; i < nSteps && x < width && y < height; i++) { immutable turn = M[x, y] == Gray.black; dir = [EnumMembers!Direction][(dir + (turn ? 1 : -1)) & 3]; M[x, y] = (M[x, y] == Gray.black) ? Gray.white : Gray.black; final switch(dir) with (Direction) { case up: y--; break; case right: x--; break; case down: y++; break; case left: x++; break; } }
M.savePGM("langton_ant.pgm");
}</lang>
Dyalect
<lang dyalect>const xInc = [0, 1, -1, 0] const yInc = [-1, 0, 0, 1] const north = 0 const east = 1 const west = 2 const south = 3
const leftTurns = [ west, north, south, east ] const rightTurns = [ east, south, north, west ]
func move(ant) {
ant:position:x += xInc[ant:direction] ant:position:y += yInc[ant:direction]
}
func Array.step(ant) {
var ptCur = (x = ant:position:x + ant:origin:x, y = ant:position:y + ant:origin:y) var leftTurn = this[ptCur:x][ptCur:y] ant.direction = if leftTurn { leftTurns[ant:direction] } else { rightTurns[ant:direction] } this[ptCur:x][ptCur:y] = !this[ptCur:x][ptCur:y] move(ant) ptCur = (x = ant:position:x + ant:origin:x, y = ant:position:y + ant:origin:y) ant:outOfBounds = ptCur:x < 0 || ptCur:x >= ant:width || ptCur:y < 0 || ptCur:y >= ant:height ant:position
}
func newAnt(width, height) {
( position = (x = 0, y = 0), origin = (x = width / 2, y = height / 2), outOfBounds = false, isBlack = [], direction = east, width = width, height = height )
}
func run() {
const w = 100 const h = 100 const blacks = Array.empty(w, () => Array.empty(h, false)) const ant = newAnt(w, h) while !ant:outOfBounds { blacks.step(ant) } var iRow = 0; while iRow < w { var iCol = 0; var ln = "" while iCol < h { ln += if blacks[iCol][iRow] { "#" } else { " " } iCol += 1 } print(ln) iRow += 1 }
}
run()</lang>
- Output:
Empty lines are omitted.
# # ## # # # ### ## #### ### # ##### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ## ### # ## ## # ## ## ## # #### ### # # ### # # # ## #### # ### # # # # ## # ### # ## # ## # ## # # ## # # ## # # # ##### # # # ##### ## ###### ### ## # ## # # # ## # ## ## # ####### # # ### ## # # # ###### ## # # ## # # # # # ## # ###### ####### # # #### ## # #### ## ## # ## # # #### # # ###### ## ### # # ## # ### # ## ## ### ####### # ## ## # # #### ## ## #### ## ## ## # # # # # ### ## ### # #### # ### ### # # ##### # # # # # ### #### ## # ## ### ## # ## ## #### #### # # # # # # ## ### ### ### # ## ## ### #### # ### ## # ## # #### # # # ## ### ## # #### ## ## #### # # # # ### # # ## ### # # ## # # # # # # # # # ## ## # # ### ## ## # # ##### # # # # # # ## # # ## ## # ### ### # # # # # # ### ## ## # ### # ##### ###### ### ####### # ## # # # ##### ## ##### ##### # ## # # # ## ### ### #### ##### ######### # # ## # # ### # # # ### ### # # #### ## ### ## ### ## ## ### # ## # ##### # # # ## ### # ##### # # ## ## # # # # ###### #### ## # # ## # # ## ## # ### ## #### # ### # # ##### # # ## # # # ## ### ####### # # ## # # ## ## # ## # # # #### ### ## # # ## ### ## ## ## ##
EasyLang
<lang>len f[] 100 * 100 func show . .
for y range 100 for x range 100 if f[y * 100 + x] = 1 move_pen x y draw_rect 1 1 . . .
. func run x y dir . .
dx[] = [ 0 1 0 -1 ] dy[] = [ -1 0 1 0 ] while x >= 0 and x < 100 and y >= 0 and y < 100 v = f[y * 100 + x] f[y * 100 + x] = 1 - v dir = (dir + 1 + 2 * v) mod 4 x += dx[dir] y += dy[dir] .
. call run 70 40 0 call show</lang>
EchoLisp
We implement multi-colored ants, as depicted in the article. An ant is described using L(eft)R(ight) patterns. LR is the basic black and white ant, other are RRLLLRRL or RRLLLRLLLRRR. See results for s black-and-white or colored ants. <lang scheme> (lib 'plot) (lib 'types)
(define (move iter x dir constant: plane turns cmax width xmax (cidx 0)) (while (> iter 0) ;; get color index of current square (set! cidx (vector-ref plane x))
;; turn (if (vector-ref turns cidx) (set! dir (if (= dir 3) 0 (1+ dir))) ;; right is #t (set! dir (if (= dir 0) 3 (1- dir))))
;; rotate colors (set! cidx (if (= cidx cmax) 0 (1+ cidx))) (vector-set! plane x cidx)
;; move ;; x = v + h*width for a pixel at (h,v) (set! x (cond ((= dir 0) (1+ x)) ((= dir 1) (+ x width)) ((= dir 2) (1- x)) ((= dir 3) (- x width))))
(when (or (< x 0) (>= x xmax)) (set! iter -666)) ;; out of bounds (set! iter (1- iter))) iter)
- a color table of 16 colors
(define colors
(list 0 (rgb 1 1 1) (rgb 1 0 0) (rgb 0 1 0) (rgb 0 0 1) (rgb 1 1 0) (rgb 1 0 1) (rgb 0 1 1)))
(define colors (list->vector (append colors colors)))
- transform color index into rgb color, using colors table.
(define (colorize plane xmax) (for ((x xmax)) (vector-set! plane x (vector-ref colors (vector-ref plane x)))) (vector->pixels plane) xmax )
- ant's patterns
(define turns #(#t #t #f #f #f #t #f #f #f #t #t #t)) ;; RRLLLRLLLRRR
- (define turns #(#t #t #f #f #f #t #t #f)) ; RRLLLRRL
- (define turns #(#t #f)) ; RL
- basic ant
(define (ant (iter 100000)) (plot-clear) (define width (first (pixels-dim))) ;; plane dimensions (define height (rest (pixels-dim))) (define plane (pixels->uint32-vector)) (define x (+ (quotient width 2) (* width (quotient height 2)))) ;; middle of plane (define xmax (* width height))
(move iter x 0 plane turns (1- (vector-length turns)) width xmax) (colorize plane xmax))
(ant) ;; run </lang>
Ela
A straightforward implementation (assumes that we start with ant looking forward):
<lang ela>open list core generic
type Field = Field a type Color = White | Black type Direction = Lft | Fwd | Rgt | Bwd field s = Field [[White \\ _ <- [1..s]] \\ _ <- [1..s]]
isBlack Black = true isBlack _ = false
newfield xc yc (Field xs) = Field (newfield' 0 xs)
where newfield' _ [] = [] newfield' n (x::xs) | n == yc = row 0 x :: xs | else = x :: newfield' (n+1) xs where row _ [] = [] row n (x::xs) | n == xc = toggle x :: xs | else = x :: row (n+1) xs where toggle White = Black toggle Black = White
showPath (Field xs) = toString <| show' "" xs
where show' sb [] = sb +> "" show' sb (x::xs) = show' (showRow sb x +> "\r\n") xs where showRow sb [] = sb +> "" showRow sb (x::xs) = showRow (sb +> s) xs where s | isBlack x = "#" | else = "_"
move s xc yc = move' (Fwd,xc,yc) (field s)
where move' (pos,xc,yc)@coor fld | xc >= s || yc >= s || xc < 0 || yc < 0 = fld | else = fld |> newfield xc yc |> move' (matrix (dir fld) coor) where dir (Field xs) | `isBlack` (xs:yc):xc = Lft | else = Rgt matrix Lft (pos,x,y) = go (left pos,x,y) matrix Rgt (pos,x,y) = go (right pos,x,y) go (Lft,x,y) = (Lft,x - 1,y) go (Rgt,x,y) = (Rgt,x+1,y) go (Fwd,x,y) = (Fwd,x,y - 1) go (Bwd,x,y) = (Bwd,x,y+1) right Lft = Fwd right Fwd = Rgt right Rgt = Bwd right Bwd = Lft left Lft = Bwd left Bwd = Rgt left Rgt = Fwd left Fwd = Lft</lang>
This implementation is pure (doesn't produce side effects).
Testing:
<lang ela>showPath <| move 100 50 50</lang>
Output (empty lines are skipped to save space):
__________________________________________##__############__##______________________________________ _________________________________________#__####__________#__##_____________________________________ ________________________________________###___##____________##_#____________________________________ ________________________________________#_#__#_________#__#____#____________________________________ ____________________________________##__##_#_#_________###_______#__________________________________ _________________________________###_#__#___#_____#_____##_##__###__________________________________ __________________________________#_#__###__##_####_##___#_#__#_##__##______________________________ __________________________________#_###_##__#_##__###_#_#_____###___###_____________________________ ________________________________#_____#___#####_#_#__####__#___###_#_#_#____________________________ _______________________________###_##___#_####__##_##_######_#_###_#___#____________________________ _______________________________#_###_#_##_#_#_##_##_##_#___#####_###_##_____________________________ ___________________________________#_#___#_##_###___#___#_#__####____#_##___________________________ ________________________________#__#_________##_##___#__##_____##_#_____##__________________________ _______________________________###___#_#_##_###__#__##_____#___###_##__##_#_________________________ ______________________________#__###__##___##_##___###__#____#__##_####___#_________________________ _____________________________###___#___#_#__#_#_####_##__#_##_###__#_____#__________________________ ____________________________#__###__#_##____#__#_###__#______###_##_#__#__##________________________ ___________________________###___#_____#_##_#_##__##__#####_####__####_##___#_______________________ __________________________#__###__#_#_#__#_###_#_#_##______##___#_#_#____#___#______________________ _________________________###___#__##_###__##_#___##_______####_####___#______#______________________ ________________________#__###__#_#__#___##__###########_#__####__#____#____#_______________________ _______________________###___#__##______#_####__##__#########__#__##____#__##_______________________ ______________________#__###__#_#___##__#_##___##_##_###_###___#__#_##__####_#______________________ _____________________###___#__##___#__#_######_##_#_##_#_#____###_###___##___#______________________ ____________________#__###__#_#___#_____#####_#_#####_____#_#__##_#____##___#_______________________ ___________________###___#__##____#_____#_##_#####_##__#_#___#__#__##_#__#__#_______________________ __________________#__###__#_#_____#____#___####_#__#####_##___##########___##_______________________ _________________###___#__##______#_##___##___#__#___####__#___##_####_##___________________________ ________________#__###__#_#________#####_#__##___##_#___#____#_#__#__#__#_#_________________________ _______________###___#__##__________##__##_#_#_#____##_##_#_#_##__#__##__##_________________________ ______________#__###__#_#_________________#__#____#_########_#_#_##__####_#_________________________ _____________###___#__##__________________#__#___#_______##_##___#__#__##_#_________________________ ____________#__###__#_#____________________#__#__#______#__##__##___##_####_________________________ ___________###___#__##______________________##___#_______##__##____#___#_###________________________ __________#__###__#_#____________________________#_##__####____####_###_####________________________ _________###___#__##______________________________##__####____##__#_##_#_#__#_______________________ ________#__###__#_#________________________________##____##____##_###_##_#####______________________ _______###___#__##________________________________________________#_##_#__####______________________ ______#__###__#_#_____________________________________________________##_##_##______________________ _____###___#__##______________________________________________________##____________________________ ____#__###__#_#_____________________________________________________#_##__####_#____________________ ___###___#__##_____________________________________________________#__#_###__###____________________ __#__###__#_#______________________________________________________#_##_#__#__#_____________________ _###___#__##________________________________________________________##______##______________________ #__###__#_#__________________________________________________________##_____________________________ _###_#__##__________________________________________________________________________________________ #_#_#_#_#___________________________________________________________________________________________ _####_##____________________________________________________________________________________________ _#_##_#_____________________________________________________________________________________________ __####______________________________________________________________________________________________ ___##_______________________________________________________________________________________________
Elixir
<lang elixir>defmodule Langtons do
def ant(sizex, sizey) do {px, py} = {div(sizex,2), div(sizey,2)} # start position move(MapSet.new, sizex, sizey, px, py, {1,0}, 0) end defp move(plane, sx, sy, px, py, _, step) when px<0 or sx<px or py<0 or sy<py, do: print(plane, sx, sy, px, py, step) defp move(plane, sx, sy, px, py, dir, step) do {plane2, {dx,dy}} = if {px,py} in plane, do: {MapSet.delete(plane, {px,py}), turn_right(dir)}, else: {MapSet.put(plane, {px,py}), turn_left(dir)} move(plane2, sx, sy, px+dx, py+dy, {dx,dy}, step+1) end defp turn_right({dx, dy}), do: {dy, -dx} defp turn_left({dx, dy}), do: {-dy, dx} defp print(plane, sx, sy, px, py, step) do IO.puts "out of bounds after #{step} moves: (#{px}, #{py})" Enum.each(0..sy, fn j -> IO.puts Enum.map(0..sx, fn i -> if {i,j} in plane, do: "#", else: "." end) end) end
end
Langtons.ant(100, 100)</lang>
- Output:
out of bounds after 11669 moves: (26, -1) ..........................#.#........................................................................ ........................##.#.#....................................................................... .......................#.###.##...................................................................... ......................####.###.#..................................................................... ......................#####.#..##.................................................................... .......................#...##.##.#................................................................... ........................###...#..##.................................................................. .........................#...##.##.#................................................................. ..........................###...#..##................................................................ ...........................#...##.##.#............................................................... ............................###...#..##.............................................................. .............................#...##.##.#............................................................. ..............................###...#..##............................................................ ...............................#...##.##.#........................................................... ................................###...#..##.......................................................... .................................#...##.##.#......................................................... ..................................###...#..##........................................................ ...................................#...##.##.#....................................................... ....................................###...#..##...................................................... .....................................#...##.##.#..................................................... ......................................###...#..##.................................................... .......................................#...##.##.#................................................... ........................................###...#..##.................................................. .........................................#...##.##.#................................................. ..........................................###...#..##................................................ ...........................................#...##.##.#............................................... ............................................###...#..##.............................................. .............................................#...##.##.#............................................. ..............................................###...#..##............................................ ...............................................#...##.##.#........................................... ................................................###...#..##.......................................... .................................................#...##.##.#..##..................................... ..................................................###...#..##..##.................................... ...................................................#...##.##..##...#................................. .............................................####...###...#...#..###................................. ............................................#....#...#...##.####...#................................. ...........................................###....#...#.#......#.##.#................................ ...........................................###....#.##.....#.##..#.##................................ ............................................#....#...##.#.#.....##................................... ............................................#.#......#.#####..#...#.................................. ...........................................#...#####..........##.######.............................. ...........................................###..##..#.##.#.#.#...##.#.##............................. .........................................##..#.#######.#...#..###....##.#............................ ........................................#..#..######.##...#..#.##...#...#............................ .......................................#....#.#.##.#..######.#######...#............................. .......................................#.####.##.#.####....##..##.#.##.#............................. ........................................#....####...#..#.######.##....###............................ ...........................................#...#.##.#.###.#..##..##...###............................ ..............................................#######....#..##.##.#.....#............................ ......................................####..##.##..####.##.##.##..#.....#............................ .....................................#....#.#...###.##.###....#.####....#............................ ....................................###.......###.#.#.#####....#.#......#............................ ....................................#.#...###.####.##.#...##.###.##.....#............................ ..........................................##.##..####....####.#.#.#.....#............................ .....................................#....#..##...###..###.....###......#............................ .....................................##...##.###.####..#......###...##..#............................ .....................................##.#.####.....#...#..#.##.###.##...#............................ ....................................####.##...##.####..#.#..#..#..###...#............................ ....................................#.##.###..#.#.##.#.#.....#.#.....#.#............................. ........................................#.#..#....##.##..#.#..###.##................................. ........................................##.#....#..#####.#....#....#..#.#............................ .......................................#.##.#..#....##.##.#..###......###............................ .....................................#.#...#..#..#..#..###...##..##....#............................. ....................................###.#.#####.######.###.#######.#.##.............................. ....................................#.#.#....#####...##..#####.#####................................. ......................................#..##...#......#..#.##..###.###................................ ...................................####...#####.#########...#.#...................................... ..............................##....#..#.....###.#.#...#.###..###.................................... .............................#..#..####.##...###.##...###.##.....##.................................. ............................###....#.##.#.#####...#....#..#..##.###.................................. ............................#.#####.#.#...##..##.....#....#...#..#................................... ................................######.####..##.#...#..##..#.#.##.................................... ..............................##......#.###.##..####...#...###....................................... ...............................#..#.#####..#...#.##...#..#..#........................................ ...............................##.###.#######.....#.....#.##......................................... ..............................#.#..##.##......#...##....#............................................ .............................#..#.####........###..##..#............................................. .............................#.##.###............##..##.............................................. ..............................##..................................................................... ...............................##.................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... ..................................................................................................... .....................................................................................................
Elm
<lang elm>import Maybe as M import Matrix import Time exposing (Time, every, second) import List exposing (..) import String exposing (join) import Html exposing (div, h1, text) import Html.App exposing (program) import Svg import Svg.Attributes exposing (version, viewBox, cx, cy, r, x, y, x1, y1, x2, y2, fill,style, width, height, preserveAspectRatio)
w = 700 h = 700 dt = 0.0001
type Direction = North | West | South | East
type alias Model =
{ rows : Int , cols : Int , boxes : Matrix.Matrix Bool , location : Matrix.Location , direction : Direction }
initModel : Int -> Int -> Model initModel cols rows =
{ rows = rows , cols = cols , boxes = Matrix.matrix rows cols (\location -> False) , location = (rows//2,cols//2) , direction = North }
view model =
let borderLineStyle = style "stroke:black;stroke-width:0.3"
x1Min = x1 <| toString 0 y1Min = y1 <| toString 0 x1Max = x1 <| toString model.cols y1Max = y1 <| toString model.rows x2Min = x2 <| toString 0 y2Min = y2 <| toString 0 x2Max = x2 <| toString model.cols y2Max = y2 <| toString model.rows
borders = [ Svg.line [ x1Min, y1Min, x2Max, y2Min, borderLineStyle ] [] , Svg.line [ x1Max, y1Min, x2Max, y2Max, borderLineStyle ] [] , Svg.line [ x1Max, y1Max, x2Min, y2Max, borderLineStyle ] [] , Svg.line [ x1Min, y1Max, x2Min, y2Min, borderLineStyle ] [] ]
circleInBox (row,col) color = Svg.circle [ r "0.25" , fill (color) , cx (toString (toFloat col + 0.5)) , cy (toString (toFloat row + 0.5)) ] []
showUnvisited location box = if box then [circleInBox location "black" ] else []
unvisited = model.boxes |> Matrix.mapWithLocation showUnvisited |> Matrix.flatten |> concat
maze = [ Svg.g [] <| borders ++ unvisited ]
in div [] [ h1 [] [text "Langton's Ant"] , Svg.svg [ version "1.1" , width (toString w) , height (toString h) , viewBox (join " " [ 0 |> toString , 0 |> toString , model.cols |> toString , model.rows |> toString ]) ] maze ]
updateModel : Model -> Model updateModel model =
let current = model.location inBox = snd current >= 0 && snd current < model.cols && fst current >= 0 && fst current < model.rows in if not inBox then model else let currentValue = Matrix.get current model.boxes |> M.withDefault False
dir = case (model.direction, currentValue) of (North, True) -> East (East, True) -> South (South, True) -> West (West, True) -> North (North, False) -> West (East, False) -> North (South, False) -> East (West, False) -> South next = case dir of North -> (fst current+1, snd current) South -> (fst current-1, snd current) East -> (fst current, snd current+1) West -> (fst current, snd current-1) boxes = Matrix.set current (not currentValue) model.boxes in {model | boxes=boxes, location=next, direction=dir}
type Msg = Tick Time
subscriptions model = every (dt * second) Tick
main =
let update msg model = (updateModel model, Cmd.none) init = (initModel 100 100 , Cmd.none) in program { init = init , view = view , update = update , subscriptions = subscriptions }</lang>
Link to live demo: https://dc25.github.io/langtonsAntElm/
Erlang
Over-engineered sine I have summer vacation. Ex: Display function only display lines with black cells. <lang Erlang> -module( langtons_ant ).
-export( [task/0] ).
-record( neighbour, {north, south, east, west} ). -record( state, {colour=white, controller, max_x, max_y, neighbour, position} ).
task() ->
Controller = erlang:self(), Max_x = Max_y = 100, Pid_positions = plane_create( Controller, Max_x, Max_y ), Pids = [X || {X, _} <- Pid_positions], [X ! {pid_positions, Pid_positions} || X <- Pids], {Pid, _Position} = lists:keyfind( {Max_x div 2, Max_y div 2}, 2, Pid_positions ), Pid ! {ant_start, north, Controller}, receive {ant_arrives, _Pid} -> ok end, display( Controller, Max_x, Max_y, Pids ), [X ! {stop, Controller} || X <- Pids].
display( Controller, Max_x, Max_y, Pids ) ->
Positions_colours = display_positions_colours( Pids, Controller ), All_lines = [display_line( Max_x, Positions_colours, Y ) || Y <- lists:seq(Max_y, 1, -1)], Lines_with_black = [X || X <- All_lines, lists:member(black, X)], [io:fwrite( "~s~n", | X <- Lines ) || Lines <- Lines_with_black].
display_line( Max_x, Positions_colours, Y ) -> [proplists:get_value({X,Y}, Positions_colours, white) || X <- lists:seq(1, Max_x)].
display_on_screen( white ) -> $_; display_on_screen( black ) -> $#.
display_positions_colours( Pids, Controller ) ->
[X ! {position_colour, Controller} || X <- Pids], [display_positions_colours_receive() || _X <- Pids].
display_positions_colours_receive( ) ->
receive {position_colour, Position, Colour} -> {Position, Colour} end.
loop( State ) ->
receive {pid_positions, Pid_positions} -> {_My_position, Neighbour} = lists:foldl( fun loop_neighbour/2, {State#state.position, #neighbour{}}, Pid_positions ), erlang:garbage_collect(), % Shrink process after using large Pid_positions. For memory starved systems. loop( State#state{neighbour=Neighbour} ); {ant_start, Direction, Controller} when Controller =:= State#state.controller -> {Pid, New_state} = loop_ant_departs( Direction, State ), Pid ! {ant_arrives, erlang:self()}, loop( New_state ); {ant_arrives, From} -> {Direction, New_state} = loop_ant_arrives( From, State ), {To, Newest_state} = loop_ant_departs( Direction, New_state ), To ! {ant_arrives, erlang:self()}, loop( Newest_state ); {position_colour, Controller} when Controller =:= State#state.controller -> Controller ! {position_colour, State#state.position, State#state.colour}, loop( State ); {stop, Controller} when Controller =:= State#state.controller -> ok end.
loop_ant_arrives( Pid, State ) ->
Neighbour = State#state.neighbour, From = loop_ant_arrives_direction( Pid, Neighbour ), {loop_ant_arrives_new_direction(From, State), State}.
loop_ant_arrives_direction( Pid, #neighbour{north=Pid} ) -> north; loop_ant_arrives_direction( Pid, #neighbour{south=Pid} ) -> south; loop_ant_arrives_direction( Pid, #neighbour{east=Pid} ) -> east; loop_ant_arrives_direction( Pid, #neighbour{west=Pid} ) -> west.
loop_ant_arrives_new_direction( north, #state{colour=white} ) -> west; loop_ant_arrives_new_direction( north, #state{colour=black} ) -> east; loop_ant_arrives_new_direction( south, #state{colour=white} ) -> east; loop_ant_arrives_new_direction( south, #state{colour=black} ) -> west; loop_ant_arrives_new_direction( east, #state{colour=white} ) -> north; loop_ant_arrives_new_direction( east, #state{colour=black} ) -> south; loop_ant_arrives_new_direction( west, #state{colour=white} ) -> south; loop_ant_arrives_new_direction( west, #state{colour=black} ) -> north.
loop_ant_departs( north, #state{position={_X,Y}, max_y=Y}=State ) ->
{State#state.controller, State};
loop_ant_departs( south, #state{position={_X,1}}=State ) ->
{State#state.controller, State};
loop_ant_departs( east, #state{position={X,_Y}, max_x=X}=State ) ->
{State#state.controller, State};
loop_ant_departs( west, #state{position={1,_Y}}=State ) ->
{State#state.controller, State};
loop_ant_departs( Direction, State ) ->
Neighbour = State#state.neighbour, Pid = loop_ant_departs_pid( Direction, Neighbour ), {Pid, State#state{colour=other_colour(State)}}.
loop_ant_departs_pid( north, #neighbour{north=Pid} ) -> Pid; loop_ant_departs_pid( south, #neighbour{south=Pid} ) -> Pid; loop_ant_departs_pid( east, #neighbour{east=Pid} ) -> Pid; loop_ant_departs_pid( west, #neighbour{west=Pid} ) -> Pid.
loop_neighbour( {Pid, {X, Y}}, {{X, My_y}, Neighbour} ) when Y =:= My_y + 1 -> {{X, My_y}, Neighbour#neighbour{north=Pid}}; loop_neighbour( {Pid, {X, Y}}, {{X, My_y}, Neighbour} ) when Y =:= My_y - 1 -> {{X, My_y}, Neighbour#neighbour{south=Pid}}; loop_neighbour( {Pid, {X, Y}}, {{My_x, Y}, Neighbour} ) when X =:= My_x + 1 -> {{My_x, Y}, Neighbour#neighbour{east=Pid}}; loop_neighbour( {Pid, {X, Y}}, {{My_x, Y}, Neighbour} ) when X =:= My_x - 1 -> {{My_x, Y}, Neighbour#neighbour{west=Pid}}; loop_neighbour( _Pid_position, Acc ) -> Acc.
other_colour( #state{colour=white} ) -> black; other_colour( #state{colour=black} ) -> white.
plane_create( Controller, Max_x, Max_y ) -> [{plane_create_cell(Controller, Max_x, Max_y, {X, Y}), {X,Y}} || X <- lists:seq(1, Max_x), Y<- lists:seq(1, Max_y)]. plane_create_cell( Controller, Max_x, Max_y, Position ) -> erlang:spawn_link( fun() -> loop( #state{controller=Controller, max_x=Max_x, max_y=Max_y, position=Position} ) end ). </lang>
- Output:
___________________________________________________________________##_______________________________ ____________________________________________________________________##______________________________ _____________________________________________##__##____________###_##_#_____________________________ ____________________________________________#__##__###________####_#__#_____________________________ ___________________________________________#____##___#______##_##__#_#______________________________ ________________________________________##_#_____#_____#######_###_##_______________________________ _______________________________________#__#__#___##_#___#__#####_#__#_______________________________ ______________________________________###___#___####__##_###_#______##______________________________ ___________________________________##_#_#__##__#___#_##__####_######________________________________ __________________________________#__#___#____#_____##__##___#_#_#####_#____________________________ _________________________________###_##__#__#____#___#####_#_##_#____###____________________________ _________________________________##_____##_###___##_###___##_####__#__#_____________________________ ___________________________________###__###_#___#_#_###_____#__#____##______________________________ _____________________________________#_#___#########_#####___####___________________________________ _______________________________###_###__##_#__#______#___##__#______________________________________ ________________________________#####_#####__##___#####____#_#_#____________________________________ _____________________________##_#_#######_###_######_#####_#_###____________________________________ ____________________________#____##__##___###__#__#__#__#___#_#_____________________________________ ___________________________###______###__#_##_##____#__#_##_#_______________________________________ ___________________________#_#__#____#____#_#####__#____#_##________________________________________ ________________________________##_###__#_#__##_##____#__#_#________________________________________ ____________________________#_#_____#_#_____#_#_##_#_#__###_##_#____________________________________ ___________________________#___###__#__#__#_#__####_##___##_####____________________________________ ___________________________#___##_###_##_#__#___#_____####_#_##_____________________________________ ___________________________#__##___###______#__####_###_##___##_____________________________________ ___________________________#______###_____###__###___##__#____#_____________________________________ ___________________________#_____#_#_#_####____####__##_##__________________________________________ ___________________________#_____##_###_##___#_##_####_###___#_#____________________________________ ___________________________#______#_#____#####_#_#_###_______###____________________________________ ___________________________#____####_#____###_##_###___#_#____#_____________________________________ ___________________________#_____#__##_##_##_####__##_##__####______________________________________ ___________________________#_____#_##_##__#____#######______________________________________________ ___________________________###___##__##__#_###_#_##_#___#___________________________________________ ___________________________###____##_######_#__#___####____#________________________________________ ____________________________#_##_#_##__##____####_#_##_####_#_______________________________________ ____________________________#___#######_######__#_##_#_#____#_______________________________________ ___________________________#___#___##_#__#___##_######__#__#________________________________________ ___________________________#_##____###__#___#_#######_#__##_________________________________________ ____________________________##_#_##___#_#_#_##_#__##__###___________________________________________ _____________________________######_##__________#####___#___________________________________________ _________________________________#___#__#####_#______#_#____________________________________________ __________________________________##_____#_#_##___#____#____________________________________________ _______________________________##_#__##_#_____##_#____###___________________________________________ _______________________________#_##_#______#_#___#____###___________________________________________ ________________________________#___####_##___#___#____#____________________________________________ ________________________________###__#___#___###___####_____________________________________________ ________________________________#___##__##_##___#___________________________________________________ ___________________________________##__##__#___###__________________________________________________ ____________________________________##__#_##_##___#_________________________________________________ _________________________________________##__#___###________________________________________________ __________________________________________#_##_##___#_______________________________________________ ___________________________________________##__#___###______________________________________________ ____________________________________________#_##_##___#_____________________________________________ _____________________________________________##__#___###____________________________________________ 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Euphoria
<lang euphoria>include std\console.e include std\graphics.e
sequence grid = repeat(repeat(1,100),100) --fill 100 by 100 grid with white (1) sequence antData = {48, 53, 360} --ant x coordinate, y coordinate, facing angle integer iterations = 0
--while ant isn't out of bounds of the 100 by 100 area.. while antData[1] > 0 and antData[1] < 100 and antData[2] > 0 and antData[2] < 100 do
switch grid[antData[1]][antData[2]] do case 1 then--cell is already white grid[antData[1]][antData[2]] = 0 --cell turns black, ant turns right antData[3] += 90 break case 0 then--cell is already black grid[antData[1]][antData[2]] = 1 --cell turns white, ant turns left antData[3] -= 90 break end switch --wrap ant directions if > 360 or < 90 (by 90) switch antData[3] do case 450 then antData[3] = 90 break case 0 then antData[3] = 360 break end switch --move ant based on its new facing, one square --first north, then south, east, west switch antData[3] do case 360 then antData[2] -= 1 break case 180 then antData[2] += 1 break case 90 then antData[1] += 1 break case 270 then antData[1] -= 1 break end switch
iterations += 1 end while
wrap(0) --don't wrap text output, the grid wouldnt display as a square
for y=1 to 100 do
printf(1,"\n") for x=1 to 100 do switch grid[x][y] do--each grid block , based on color case 0 then printf(1,".") break case 1 then printf(1,"#") break end switch end for
end for
printf(1,"\n%d Iterations\n",iterations)
any_key()--wait for keypress, put default message 'press any key..'</lang>
Code needed to run SDL example with Mark Akita's SDL_gfx_Test1.exw (as template) included with his SDL_gfx package from rapideuphoria.com's archive - In initialization section :<lang euphoria> sequence grid = repeat(repeat(1,100),100) --fill 100 by 100 grid with white (1) sequence antData = {48, 53, 360} --x coordinate, y coordinate, facing angle</lang> In main() , after keystate=SDL_GetKeyState(NULL) , you can adapt the program above to draw the ant's step each frame. Use dummy=pixelColor(surface,x+20,y+12,#000000FF) (for example) to replace the text output. Just before the close of the while loop, use dummy=pixelColor(surface,antData[1]+20,antData[2]+12,#FF0000FF) for the ant and SDL_UpdateRect(surface,0,0,0,0) to display the graphic.
F#
<lang fsharp> // Langton's ant F# https://rosettacode.org/wiki/Langton%27s_ant
// A list of cells which are black is maintained and then printed out at the end
type Cell = { X : int; Y : int } type Direction = | North | South | East| West // direction the ant is facing
let withinBounds (dim:int) (cell: Cell) = // ant's cell within dimensions ?
cell.X < dim && cell.Y < dim && cell.X >= 0 && cell.Y >= 0
let rotateLeft (currentDirection: Direction) =
match currentDirection with | North -> West | South -> East | East -> North | West -> South
let rotateRight (currentDirection: Direction ) =
match currentDirection with | North -> East | South -> West | East -> South | West -> North
let nextCell (dir:Direction) (cell: Cell) = // compute next cell based on the direction
match dir with | North -> {cell with Y = cell.Y + 1 } | South -> {cell with Y = cell.Y - 1 } | East -> {cell with X = cell.X + 1 } | West -> {cell with X = cell.X - 1 }
let isBlackCell (blackCells: Cell list) (cell:Cell) =
blackCells |> List.exists ( fun c -> c = cell)
let toggleCellColor (blackCells: Cell list) (cell: Cell) =
if cell |> isBlackCell blackCells then blackCells |> List.where( fun c -> c <> cell) // remove the cell from list of black cells else cell::blackCells // add the cell to the list of black cells
let moveToCell (blackCells: Cell list) (currentDir : Direction) (cell: Cell) =
let ndir = if cell |> isBlackCell blackCells // next step direction is computed then rotateLeft currentDir else rotateRight currentDir let nlst = cell |> toggleCellColor blackCells // next step updated list of black cells is computed let ncell = cell |> nextCell ndir // next step cell is computedd (nlst, ndir, ncell) // return next step list of black cells, direction it will enter the cell, new cell
let rec doStep (dim:int) (blackCells: Cell list) (dir : Direction) (cell: Cell) =
let (nlst, ndir, ncell) = moveToCell blackCells dir cell if withinBounds dim ncell // check if the next step is within bounds then doStep dim nlst ndir ncell // recursive call to next step else nlst, ndir, ncell
[<EntryPoint>] let main _ =
let dim = 100 let (blacklist, _, _) = doStep dim [] North { X = dim/2 ; Y = dim/2 } // start with empty blacklist, facing north in the center
// print out by row, 0th row is at the bottom seq { for row in [dim-1..-1..0] do for col in [0..dim-1] -> (col,row) } |> Seq.iter (fun (row,col) -> if {X = row; Y = col } |> isBlackCell blacklist then printf "#" else printf " " if row = (dim - 1 ) then printf "\n" else () ) 0
</lang>
## ############ ## # #### # ## ### ## ## # # # # # # # ## ## # # ### # ### # # # # ## ## ### # # ### ## #### ## # # # ## ## # ### ## # ## ### # # ### ### # # ##### # # #### # ### # # # ### ## # #### ## ## ###### # ### # # # ### # ## # # ## ## ## # ##### ### ## # # # ## ### # # # #### # ## # # ## ## # ## ## # ## ### # # ## ### # ## # ### ## ## # # ### ## ## ## ### # # ## #### # ### # # # # # #### ## # ## ### # # # ### # ## # # ### # ### ## # # ## ### # # ## # ## ## ##### #### #### ## # # ### # # # # ### # # ## ## # # # # # ### # ## ### ## # ## #### #### # # # ### # # # ## ########### # #### # # # ### # ## # #### ## ######### # ## # ## # ### # # ## # ## ## ## ### ### # # ## #### # ### # ## # # ###### ## # ## # # ### ### ## # # ### # # # ##### # ##### # # ## # ## # ### # ## # # ## ##### ## # # # # ## # # # # ### # # # # #### # ##### ## ########## ## ### # ## # ## ## # # #### # ## #### ## # ### # # ##### # ## ## # # # # # # # # ### # ## ## ## # # # ## ## # # ## # ## ## # ### # # # # # ######## # # ## #### # ### # ## # # # ## ## # # ## # # ### # # # # # # ## ## ## #### ### # ## ## # ## ## # # ### # ### # # # ## #### #### ### #### ### # ## ## #### ## # ## # # # # ### # # ## ## ## ### ## ##### ### # ## # ## # #### # ### # # ## ## ## ### # ## ## # ### # # # ## #### # ### # ## # # ### ### # ### # # # ## # # # ### # ## ## ## # ### # # ## ### # ## # # # # # #### ## # ## # #### ##
Fantom
<lang fantom> class World {
Int height Int width Bool[] state
new make (Int height, Int width) { this.height = height this.width = width state = List(Bool#, height * width) (height*width).times { state.add (false) } }
Bool inWorld (Int x, Int y) { x >= 0 && x < width && y >= 0 && y < height }
Void show () { height.times |h| { width.times |w| { Env.cur.out.writeChar (state[w*width+h] ? '#' : '.') } Env.cur.out.writeChar ('\n') } }
Void flip (Int x, Int y) { state[x*width + y] = !state[x*width + y] }
Bool stateOf (Int x, Int y) { state[x*width + y] }
}
enum class Direction {
up (0, -1), down (0, 1), left (-1, 0), right (1, 0)
private new make (Int deltaX, Int deltaY) { this.deltaX = deltaX this.deltaY = deltaY }
Direction rotateLeft () { if (this == up) return left if (this == down) return right if (this == left) return down // if (this == right) return up }
Direction rotateRight () { if (this == up) return right if (this == down) return left if (this == left) return up // if (this == right) return down }
const Int deltaX const Int deltaY
}
class Ant {
World world Int currX Int currY Direction direction
new make (World world, Int x, Int y) { this.world = world currX = x currY = y direction = Direction.up }
Bool inWorld () { world.inWorld (currX, currY) }
// the ant movement rules Void move () { if (world.stateOf (currX, currY)) { direction = direction.rotateLeft } else { direction = direction.rotateRight } world.flip (currX, currY) currX += direction.deltaX currY += direction.deltaY }
}
class Main {
Void main () { world := World (100, 100) ant := Ant (world, 50, 50) numIterations := 0 while (ant.inWorld) { ant.move numIterations += 1 } world.show echo ("Finished in $numIterations iterations") }
} </lang>
Output (snipping the blank lines):
..........................................##..############..##...................................... .........................................#..####..........#..##..................................... ........................................###...##............##.#.................................... ........................................#.#..#.........#..#....#.................................... ....................................##..##.#.#.........###.......#.................................. .................................###.#..#...#.....#.....##.##..###.................................. ..................................#.#..###..##.####.##...#.#..#.##..##.............................. ..................................#.###.##..#.##..###.#.#.....###...###............................. ................................#.....#...#####.#.#..####..#...###.#.#.#............................ ...............................###.##...#.####..##.##.######.#.###.#...#............................ ...............................#.###.#.##.#.#.##.##.##.#...#####.###.##............................. ...................................#.#...#.##.###...#...#.#..####....#.##........................... ................................#..#.........##.##...#..##.....##.#.....##.......................... ...............................###...#.#.##.###..#..##.....#...###.##..##.#......................... ..............................#..###..##...##.##...###..#....#..##.####...#......................... .............................###...#...#.#..#.#.####.##..#.##.###..#.....#.......................... ............................#..###..#.##....#..#.###..#......###.##.#..#..##........................ ...........................###...#.....#.##.#.##..##..#####.####..####.##...#....................... ..........................#..###..#.#.#..#.###.#.#.##......##...#.#.#....#...#...................... .........................###...#..##.###..##.#...##.......####.####...#......#...................... ........................#..###..#.#..#...##..###########.#..####..#....#....#....................... .......................###...#..##......#.####..##..#########..#..##....#..##....................... ......................#..###..#.#...##..#.##...##.##.###.###...#..#.##..####.#...................... .....................###...#..##...#..#.######.##.#.##.#.#....###.###...##...#...................... ....................#..###..#.#...#.....#####.#.#####.....#.#..##.#....##...#....................... ...................###...#..##....#.....#.##.#####.##..#.#...#..#..##.#..#..#....................... ..................#..###..#.#.....#....#...####.#..#####.##...##########...##....................... .................###...#..##......#.##...##...#..#...####..#...##.####.##........................... ................#..###..#.#........#####.#..##...##.#...#....#.#..#..#..#.#......................... ...............###...#..##..........##..##.#.#.#....##.##.#.#.##..#..##..##......................... ..............#..###..#.#.................#..#....#.########.#.#.##..####.#......................... .............###...#..##..................#..#...#.......##.##...#..#..##.#......................... ............#..###..#.#....................#..#..#......#..##..##...##.####......................... ...........###...#..##......................##...#.......##..##....#...#.###........................ ..........#..###..#.#............................#.##..####....####.###.####........................ .........###...#..##..............................##..####....##..#.##.#.#..#....................... ........#..###..#.#................................##....##....##.###.##.#####...................... .......###...#..##................................................#.##.#..####...................... ......#..###..#.#.....................................................##.##.##...................... .....###...#..##......................................................##............................ ....#..###..#.#.....................................................#.##..####.#.................... ...###...#..##.....................................................#..#.###..###.................... ..#..###..#.#......................................................#.##.#..#..#..................... .###...#..##........................................................##......##...................... #..###..#.#..........................................................##............................. .###.#..##.......................................................................................... #.#.#.#.#........................................................................................... .####.##............................................................................................ .#.##.#............................................................................................. ..####.............................................................................................. ...##............................................................................................... Finished in 11669 iterations
Forth
All array manipulations were taken from Rosetta Code examples. <lang forth>
1 0 0 0 \ pushes orientation of the ant to the stack.
100 CONSTANT border \ lenght of the side of the grid border border * constant size \ size of the grid
variable antpos \ for storing position of the ant size 2 / border 2 / + antpos ! \ positions ant in the middle of the grid
create Grid size cells allot here constant GridEnd \ creates an array to hold the grid
: turn.left
>r rot r> SWAP ; \ rotates ant anti-clockwise
: turn.right
turn.left turn.left turn.left ; \ rotates ant clockwise
: stop.ant
antpos @ DUP 0< SWAP size > + ; \ checks if ant not out of bounds
: call.pos
Grid antpos @ cells + @ ; \ pushes ant position to the stack
: grid.add
Grid antpos @ cells + @ -1 + Grid antpos @ cells + ! ; \ pushes -1 to the current position of the ant on the grid
: swap.pos
call.pos dup * Grid antpos @ cells + ! ; \ multiplies current grid cell by itself to turn -1 into 1
: swap.col
grid.add swap.pos ; \ changes current grid cell color
: go.ant \ moves ant one step in the direction taken from the stack
2over 2over \ copies stack for testing 1 = IF antpos @ border + antpos ! 2DROP DROP ELSE \ if true moves ant one cell up, drops unused numbers from stack 1 = IF antpos @ 1 + antpos ! 2DROP ELSE \ same, but moves to the right 1 = IF antpos @ border - antpos ! DROP ELSE \ here to the left 1 = IF antpos @ 1 - antpos ! ELSE \ and down
THEN THEN THEN THEN ;
: step.ant \ preforms one full step.
call.pos 1 = IF turn.left swap.col ELSE turn.right swap.col
THEN go.ant ;
: run.ant \ runs the ant until it leaves the grid
BEGIN step.ant stop.ant UNTIL ;
: square.draw \ draws an "*" if grid cell is one or " " if zero
1 = IF 42 EMIT ELSE 32 EMIT THEN ;
: draw.grid \ draws grid on screen
PAGE \ clear sreen size 0 DO I I border MOD 0= IF CR THEN \ breaks the grid into lines Grid I cells + @ square.draw DROP
LOOP ;
: langton.ant run.ant draw.grid ; \ launches the ant, outputs the result
</lang>
- Output:
** ** ** ** *** ** * * ** *** **** * * * ** * ** ** * * ** * * ******* *** ** * * * ** * * ***** * * *** * **** ** *** * ** ** * * ** * * ** **** ****** * * * * ** ** * * ***** * *** ** * * * ***** * ** * *** ** ** *** ** *** ** **** * * *** *** * * * *** * * ** * * ********* ***** **** *** *** ** * * * ** * ***** ***** ** ***** * * * ** * ******* *** ****** ***** * *** * ** ** *** * * * * * * *** *** * ** ** * * ** * * * * * * ***** * * ** ** *** * * ** ** * * * * * * * * * ** * * *** ** * * *** * * * * **** ** ** **** * ** *** ** * * * **** * ** * ** *** * **** *** ** ** * *** *** *** ** * * * * * * **** **** ** ** * ** *** ** * ** **** *** * * * * * ***** * * *** *** * **** * *** ** *** * * * * * ** ** ** **** ** ** **** * * ** ** * ******* *** ** ** * *** * ** * * *** ** ****** * * **** * * ** * ** ** **** * ** **** * * ******* ****** * ** * * * * * ** * * ** ****** * * * ** *** * * ******* * ** ** * ** * * * ** * ** *** ****** ** ***** * * * ***** * * * ** * * ** * * ** * ** * ** * *** * ** * * * * *** * **** ** * * * *** * * *** **** * ** ** ** * ** ** * *** ** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * *** * ** ** * ** * ***** * * **** ** *** * * * ** ok
Fortran
<lang fortran>program Langtons_Ant
implicit none
integer, parameter :: csize = 100 integer :: direction = 0, maxsteps = 20000 integer :: i, x, y logical :: cells(csize,csize) = .true. logical :: cflag x = csize / 2; y = x do i = 1, maxsteps cflag = cells(x,y) if(cflag) then direction = direction + 1 if(direction == 4) direction = direction - 4 else direction = direction - 1 if(direction == -1) direction = direction + 4 end if cells(x,y) = .not. cells(x,y)
select case(direction) case(0) y = y - 1 case(1) x = x + 1 case(2) y = y + 1 case(3) x = x - 1 end select
if(x < 1 .or. x > csize .or. y < 1 .or. y > csize) exit end do do y = 1, csize do x = 1, csize if(cells(x,y)) then write(*, "(a)", advance="no") "." else write(*, "(a)", advance="no") "#" end if end do write(*,*) end do
end program</lang>
- Output:
(Cropped to save space)
................................................................................... ................................................................................... .........................................##..############..##...................... ........................................#..####..........#..##..................... .......................................###...##............##.#.................... .......................................#.#..#.........#..#....#.................... ...................................##..##.#.#.........###.......#.................. ................................###.#..#...#.....#.....##.##..###.................. .................................#.#..###..##.####.##...#.#..#.##..##.............. .................................#.###.##..#.##..###.#.#.....###...###............. ...............................#.....#...#####.#.#..####..#...###.#.#.#............ ..............................###.##...#.####..##.##.######.#.###.#...#............ ..............................#.###.#.##.#.#.##.##.##.#...#####.###.##............. ..................................#.#...#.##.###...#...#.#..####....#.##........... ...............................#..#.........##.##...#..##.....##.#.....##.......... ..............................###...#.#.##.###..#..##.....#...###.##..##.#......... .............................#..###..##...##.##...###..#....#..##.####...#......... ............................###...#...#.#..#.#.####.##..#.##.###..#.....#.......... ...........................#..###..#.##....#..#.###..#......###.##.#..#..##........ ..........................###...#.....#.##.#.##..##..#####.####..####.##...#....... .........................#..###..#.#.#..#.###.#.#.##......##...#.#.#....#...#...... ........................###...#..##.###..##.#...##.......####.####...#......#...... .......................#..###..#.#..#...##..###########.#..####..#....#....#....... ......................###...#..##......#.####..##..#########..#..##....#..##....... .....................#..###..#.#...##..#.##...##.##.###.###...#..#.##..####.#...... ....................###...#..##...#..#.######.##.#.##.#.#....###.###...##...#...... ...................#..###..#.#...#.....#####.#.#####.....#.#..##.#....##...#....... ..................###...#..##....#.....#.##.#####.##..#.#...#..#..##.#..#..#....... .................#..###..#.#.....#....#...####.#..#####.##...##########...##....... ................###...#..##......#.##...##...#..#...####..#...##.####.##........... ...............#..###..#.#........#####.#..##...##.#...#....#.#..#..#..#.#......... ..............###...#..##..........##..##.#.#.#....##.##.#.#.##..#..##..##......... .............#..###..#.#.................#..#....#.########.#.#.##..####.#......... ............###...#..##..................#..#...#.......##.##...#..#..##.#......... ...........#..###..#.#....................#..#..#......#..##..##...##.####......... ..........###...#..##......................##...#.......##..##....#...#.###........ .........#..###..#.#............................#.##..####....####.###.####........ ........###...#..##..............................##..####....##..#.##.#.#..#....... .......#..###..#.#................................##....##....##.###.##.#####...... ......###...#..##................................................#.##.#..####...... .....#..###..#.#.....................................................##.##.##...... ....###...#..##......................................................##............ ...#..###..#.#.....................................................#.##..####.#.... ..###...#..##.....................................................#..#.###..###.... .#..###..#.#......................................................#.##.#..#..#..... ###...#..##........................................................##......##...... ...##..#.#..........................................................##............. ##..#..##.......................................................................... .#.#.#.#........................................................................... ####.##............................................................................ #.##.#............................................................................. .####.............................................................................. ..##............................................................................... ................................................................................... ...................................................................................
But, if one remembers complex numbers
<lang Fortran>
PROGRAM LANGTONSANT
C Langton's ant wanders across an initially all-white board, stepping one cell at a go. C If the current cell is white, it becomes black and the ant turns right. C If the current cell is black, it becomes white and the ant turns left. C The ant advances one cell in its latest direction, and reconsiders.
INTEGER ENUFF PARAMETER (ENUFF = 100) !Said to be so. CHARACTER*1 CELL(ENUFF,ENUFF) !The work area. COMPLEX WAY,PLACE !A direction and a position. INTEGER X,Y,XN,Y1 !Integer versions. INTEGER STEP !A counter. CELL = "" !Clear for action. PLACE = CMPLX(ENUFF/2,ENUFF/2) !Start at the middle. WAY = (1,0) !Initial direction is +x.
Commence wandering.
DO STEP = 1,20000 !Enough to be going on with. X = REAL(PLACE) !Change languages. Y = AIMAG(PLACE) !Could mess about with EQUIVALENCE... IF (X.LE.0 .OR. X.GT.ENUFF !Are we still 1 .OR.Y.LE.0 .OR. Y.GT.ENUFF) THEN!Within bounds? WRITE (6,1) STEP - 1,X,Y !No! Offer details. 1 FORMAT ("Step ",I0," to (",I0,",",I0,") is out of bounds!") EXIT !And wander no further. END IF !But, if we're within bounds, IF (CELL(X,Y).NE."#") THEN !Consider our position. CELL(X,Y) = "#" !A blank cell becomes black. Ish. WAY = WAY*(0,-1) !Turn right. ELSE !Otherwise, CELL(X,Y) = "+" !A black cell becomes white. Ish. WAY = WAY*(0,+1) !Turn left. END IF !So much for changing direction. PLACE = PLACE + WAY !Advance one step. END DO !On to the next step.
Consider the bounds...
DO Y1 = 1,ENUFF !Work up from the bottom. IF (ANY(CELL(:,Y1).NE." ")) EXIT !The last line with a splot. END DO !Subsequent lines would be blank. DO XN = ENUFF,1,-1 !Work back from the right hand side. IF (ANY(CELL(XN,:).NE." ")) EXIT !The last column with a splot. END DO !Subsequent columns would be blank.
Cast forth the splotches.
DO Y = ENUFF,Y1,-1 !The topmost y-coordinate first! WRITE (6,"(666A1)") CELL(1:XN,Y) !Roll a line's worth. END DO !On to the next line.
Completed.
END
</lang>
Output is the same, except for orientation. Here I have stuck to (x,y) Cartesian orientation rather than lines (y) increasing downwards. Just for fun, + signs mark cells that have been trampled and then cleaned. But not to pure white... Notice that some interior cells have never been trampled.
- Output:
Step 11669 to (26,101) is out of bounds! #+# ## #+# #+###+## ####+###+# #####+#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ###+++#++## #+++##+##+# ## ###+++#++## +## #+++##+##++##+++# #### ###+++#+++#++### #++++# #+++##+####+++# ###++++# #+#++++++#+##+# ###++++# ## +++#+##++#+## #++++# +## #+#+++++##++ #+#++++++#+#####++#+++#+ #+++#####++++++++++##+###### ###++##++#+##+#+#+#+++##+#+## ## +#+#######+#+++#++###++++##+# #++#++######+##+++#++#+## ++#+++# #++++#+#+##+#++######+#######+++# #+####+##+#+####++++##++##+#+##+# #++++####+++#++#+######+##++++### #+++#+##+#+###+#++##++##+++### +++#######++++#++##+##+#+++++# #### +##+##++####+##+##+##++#+++++# #++++#+#+++###+##+###++++#+####++++# ###+++++++###+#+#+#####++++#+#++++++# #+#+++###+####+##+#+++##+###+##+++++# ++++##+##++####++++####+#+#+#+++++# #++++#++##+++###++###+++++###++++++# ##+++##+###+####++#++++++###+++##++# ##+#+####+++++#+++#++#+##+###+##+++# ####+##+++##+####++#+#++#++#++###+++# #+##+###++#+#+##+#+#+++++#+#+++++#+# ++#+#++#++++##+##++#+#++###+##+++ ++##+#++++#++#####+#++++#++++#++#+# +#+##+#++#++++##+##+#++###++++++### #+#+++#++#++#++#++###+++##++##++++# ###+#+#####+######+###+#######+#+## #+#+#++++#####+++##++#####+#####+ #++##+++#++++++#++#+##++###+### ####+++#####+#########+++#+#+++ ## +#++#+++++###+#+#+++#+###++###+ #++# ####+##+++###+##+++###+##+++++## ###++++#+##+#+#####+++#++++#++#++##+### #+#####+#+#+++##++##++++ #++++#+ #++# ++######+####++## #+++#+ ##++#+# ## ##++++++#+###+##++####++ #+++### #++#+#####++#+++#+##+++#+ #++# ##+###+#######+++++#+++++# ## #+#++##+##++++++#+++##++++# #++#+#### ###++##++# #+##+### ## ## ##+ ##
FreeBASIC
<lang freebasic>' version 16-10-2016 ' compile with: fbc -s gui
' a cell size of 4 x 4 pixels is used ' In FreeBASIC the 0,0 is the top left corner
ScreenRes 400,400,8 ' give a 100 by 100 field Dim As UByte Ptr p = ScreenPtr If p = 0 Then End ' p does not point to screen
Palette 0, 0, 0, 0 ' index 0 = black Palette 255, 255, 255, 255 ' index 225 = white
Line (0, 0) - (799, 799), 255, bf ' draw box and fill it with white color
Dim As Integer count, offset, x = 199, y = 199 Dim As UByte col ' = color ' direction, 0 = up, 1 = right, 2 = down, 3 = left Dim As UByte d ' d = 0, looking up
Do
offset = x + y * 400 col = p[offset]
If col = 0 Then d = (d -1) And 3 Else d = (d +1) And 3 EndIf
col = col Xor 255 ' flip the color
ScreenLock ' don't update screen while we are drawing
' draw a 4*4 block and paint it with palette color [0 | 255] Line (x, y) - (x +3, y -3), col, bf
ScreenUnLock ' allow screen update's
'Sleep 100 ' slow the program down if needed
' true = 0, false = -1 If (d And 1) = 1 Then x = x + (d = 1) * 4 - (d = 3) * 4 Else y = y - (d = 0) * 4 + (d = 2) * 4 End If
count += 1 ' update step count window title bar WindowTitle "Langton's ant step: " + Str(count)
' has user clicked on close window "X" then end program If InKey = Chr(255) + "k" Then End
Loop Until x < 1 Or x > 398 Or y < 1 Or y > 398
' display total count in window title bar WindowTitle "Langton's ant has left the field in " + Str(count) + " steps"
' empty keyboard buffer While InKey <> "" : Wend 'Print : Print "hit any key to end program" Sleep End</lang>
Furor
<lang Furor>
- sysinclude X.uh
$ff0000 sto szin1 $ffffff sto szin2 2 sto pausetime maxypixel 100 - sto YRES maxxpixel sto XRES zero ant // Az ant iránykódjai: // 0 : fel // 1 : le // 2 : jobbra // 3 : balra @XRES 2 / sto antx // Az ant kezdeti koordinátái @YRES 2 / sto anty myscreen "Furor monitor" @YRES @XRES graphic // Create the graphic screen ."Kilépés: ESC\n"
infiniteloop: {... // infinite loop begins myscreen @anty @antx [[]][[]] // A pixel színe amin az ant ül épp @szin2 == { myscreen @anty @antx @szin1 [][] // másik színre átállítjuk a pixelt 2 // Jobbra fog fordulni }{ myscreen @anty @antx @szin2 [][] // másik színre átállítjuk a pixelt 3 // Balra fog fordulni } // Elvégezzük az új koordináta beállítását: sto direction @ant 0 == { @direction 2 == then §r1 @direction 3 == then §r2 } @ant 2 == { @direction 2 == then §r3 @direction 3 == then §r4 } @ant 1 == { @direction 3 == { r1: antx @XRES ring 2 goto §beolvas } @direction 2 == { r2: antx @XRES !ring 3 goto §beolvas } } @ant 3 == { @direction 3 == { r3: anty @YRES !ring 1 goto §beolvas } @direction 2 == { r4: anty @YRES ring 0 goto §beolvas } }
beolvas: sto ant myscreen key? sto! billkód @pausetime usleep $1b == |...} ."Made " {...}§infiniteloop print ." steps.\n" ."XRES = " @XRES printnl ."YRES = " @YRES printnl myscreen !graphic end { „myscreen” } { „billkód” } { „pausetime” } { „XRES” } { „YRES” } { „szin1” } { „szin2” } { „ant” } { „antx” } { „anty” } { „direction” }
</lang>
Gambas
<lang gambas>'This code will create a GUI Form to display the result
hGridView As GridView 'The display is on a GridView iCol As Integer = 38 'Column start position iRow As Integer = 30 'Row start position
Public Sub Form_show()
SetUpForm 'Run the SetUpForm routine Go 'Run the Go routine
End
Public Sub Go() 'This is what does the work Dim siDir As Short = 3 'Stores the Direction of the ant 0 = North, 1 = East, 2 = South ,3 = West Dim siCount As Short 'Counter
Repeat 'Repeat loop
Inc siCount 'Increase siCount If hGridView[iRow, iCol].background = -1 Then 'If the Background of the cell is white then..(Right turn) hGridView[iRow, iCol].background = 0 'Make the Background black siDir = Direction(siDir, True) 'Get the direction to turn If siDir = 0 Then Dec iRow 'Decrease Row if facing North If siDir = 1 Then Inc iCol 'Increase Column if facing East If siDir = 2 Then Inc iRow 'Increase Row if facing South If siDir = 3 Then Dec iCol 'Decrease Column if facing West End If
'Wait 'This will allow you to see the Grid being populated. Rem it out for an instant result
If hGridView[iRow, iCol].background = 0 Then 'If the Background of the cell is black then.. Left Turn hGridView[iRow, iCol].background = -1 'Make the Background white siDir = Direction(siDir, False) 'Get the direction to turn If siDir = 0 Then Dec iRow 'Decrease Row if facing North If siDir = 1 Then Inc iCol 'Increase Column if facing East If siDir = 2 Then Inc iRow 'Increase Row if facing South If siDir = 3 Then Dec iCol 'Decrease Column if facing West End If
Until siCount = 9660 'Loop 9660 times
End
Public Sub Direction(siDirection As Short, bWay As Boolean) As Byte 'To workout which way to go
If bWay Then 'If turning Right then
Inc siDirection 'Increase siDirection e.g. 0 = North to 1 = East
Else 'Else if turning Left
Dec siDirection 'Decrease siDirection e.g. 2 = South to 1 = East
End If
If siDirection < 0 Then siDirection = 3 'To address 0 - 1 = -1 If siDirection > 3 Then siDirection = 0 'To address 3 + 1 = 4
Return siDirection 'Return the correct direction
End
Public Sub SetUpForm() 'Set up the Form and Create the Gridview
With Me 'Change the Properties of the Form
.Height = 1012 'Set the Form Height .Width = 1012 'Set the Form Width .Arrangement = Arrange.Vertical 'Set the Form Arrangement .Padding = 5 'Set the Form Padding (Border) .title = "Langton's ant" 'Set the Form Title
End With
hGridView = New GridView(Me) 'Create a GridView With hGridView 'Change the Properties of the GridView
.Columns.count = 100 'Create 100 Columns .Rows.count = 100 'Create 100 Rows .Columns.Width = 10 'Set the Column Width .Rows.Height = 10 'Set the Column Height .expand = True 'Set the Gridview to Expand to fill the Form .background = -1 'Set the Gridview background to White
End With
End</lang> Click here for an image of the result
GFA Basic
To make it easier to see the output on small Atari screens, the output is written to a text file.
<lang basic> ' ' Langton's ant ' ' World is a global boolean array, 100x100 in size width%=100 height%=100 DIM world!(width%,height%) ARRAYFILL world!(),FALSE ' Time in world time%=0 ' Ant is represented by a global three-element array ' holding: x, y, direction [0=north,1=west,2=south,3=east] DIM ant%(3) ' @setup_ant @run_ant @display_world ' ' Displays the world to file "langton.out": . for false, # for true ' PROCEDURE display_world
LOCAL i%,j% OPEN "o",#1,"langton.out" PRINT #1,"Time in world: ";time%;" ticks" FOR i%=0 TO width%-1 FOR j%=0 TO height%-1 IF world!(i%,j%) PRINT #1,"#"; ELSE PRINT #1,"."; ENDIF NEXT j% PRINT #1,"" NEXT i% CLOSE #1
RETURN ' ' Set up the ant to start at (50,50) facing north ' PROCEDURE setup_ant
ant%(0)=50 ant%(1)=50 ant%(2)=0
RETURN ' ' check if ant position is within world's bounds ' FUNCTION ant_in_world
RETURN ant%(0)>=0 AND ant%(0)<width% AND ant%(1)>=0 AND ant%(1)<height%
ENDFUNC ' ' Turn ant direction to left ' PROCEDURE ant_turn_left
ant%(2)=(ant%(2)+1) MOD 4
RETURN ' ' Turn ant direction to right ' PROCEDURE ant_turn_right
ant%(2)=(ant%(2)+3) MOD 4
RETURN ' ' Ant takes a step forward in current direction ' PROCEDURE ant_step_forward
SELECT ant%(2) CASE 0 ant%(0)=ant%(0)+1 CASE 1 ant%(1)=ant%(1)+1 CASE 2 ant%(0)=ant%(0)-1 CASE 3 ant%(1)=ant%(1)-1 ENDSELECT
RETURN ' ' Run the ant until it falls out of the world ' PROCEDURE run_ant
WHILE @ant_in_world time%=time%+1 IF world!(ant%(0),ant%(1)) ! true for white world!(ant%(0),ant%(1))=FALSE @ant_turn_left ELSE ! false for black world!(ant%(0),ant%(1))=TRUE @ant_turn_right ENDIF @ant_step_forward WEND
RETURN </lang>
Go
<lang go>package main
import (
"fmt" "image" "image/color" "image/draw" "image/png" "os"
)
const (
up = iota rt dn lt
)
func main() {
bounds := image.Rect(0, 0, 100, 100) im := image.NewGray(bounds) gBlack := color.Gray{0} gWhite := color.Gray{255} draw.Draw(im, bounds, image.NewUniform(gWhite), image.ZP, draw.Src) pos := image.Point{50, 50} dir := up for pos.In(bounds) { switch im.At(pos.X, pos.Y).(color.Gray).Y { case gBlack.Y: im.SetGray(pos.X, pos.Y, gWhite) dir-- case gWhite.Y: im.SetGray(pos.X, pos.Y, gBlack) dir++ } if dir&1 == 1 { pos.X += 1 - dir&2 } else { pos.Y -= 1 - dir&2 } } f, err := os.Create("ant.png") if err != nil { fmt.Println(err) return } if err = png.Encode(f, im); err != nil { fmt.Println(err) } if err = f.Close(); err != nil { fmt.Println(err) }
}</lang>
Haskell
The set of black cells is represented as a set of points. Complementary set is regarded as white cells.
Necessary import:
<lang Haskell>import Data.Set (member,insert,delete,Set)</lang>
In order to express the ant's algorithm literally we define two operators:
<lang Haskell>-- functional sequence (>>>) = flip (.)
-- functional choice p ?>> (f, g) = \x -> if p x then f x else g x</lang>
Finally define the datatype representing the state of ant and ant's universe <lang Haskell>data State = State { antPosition :: Point
, antDirection :: Point , getCells :: Set Point }
type Point = (Float, Float)</lang>
Now we are ready to express the main part of the algorithm <lang Haskell>step :: State -> State step = isBlack ?>> (setWhite >>> turnRight,
setBlack >>> turnLeft) >>> move where isBlack (State p _ m) = member p m setBlack (State p d m) = State p d (insert p m) setWhite (State p d m) = State p d (delete p m) turnRight (State p (x,y) m) = State p (y,-x) m turnLeft (State p (x,y) m) = State p (-y,x) m move (State (x,y) (dx,dy) m) = State (x+dx, y+dy) (dx, dy) m</lang>
That's it.
Here is the solution of the task: <lang Haskell>task :: State -> State task = iterate step
>>> dropWhile ((< 50) . distance . antPosition) >>> getCells . head where distance (x,y) = max (abs x) (abs y)</lang>
For given initial configuration it returns the set of black cells at the end of iterations.
We can display it graphically using Gloss library <lang haskell>import Graphics.Gloss
main = display w white (draw (task initial))
where w = InWindow "Langton's Ant" (400,400) (0,0) initial = State (0,0) (1,0) mempty draw = foldMap drawCell drawCell (x,y) = Translate (10*x) (10*y) $ rectangleSolid 10 10</lang>
Or animate the ant's trajectory <lang haskell>main = simulate w white 500 initial draw (\_ _ -> step)
where w = InWindow "Langton's Ant" (400,400) (0,0) initial = State (0,0) (1,0) mempty draw (State p _ s) = pictures [foldMap drawCell s, color red $ drawCell p] drawCell (x,y) = Translate (10*x) (10*y) $ rectangleSolid 10 10</lang>
Icon and Unicon
<lang Icon>link graphics,printf
procedure main(A)
e := ( 0 < integer(\A[1])) | 100 # 100 or whole number from command line LangtonsAnt(e)
end
record antrec(x,y,nesw)
procedure LangtonsAnt(e)
size := sprintf("size=%d,%d",e,e) label := sprintf("Langton's Ant %dx%d [%d]",e,e,0) &window := open(label,"g","bg=white",size) | stop("Unable to open window")
ant := antrec(e/2,e/2,?4%4) board := list(e) every !board := list(e,"w") k := 0 repeat { k +:= 1 WAttrib("fg=red") DrawPoint(ant.x,ant.y) cell := board[ant.x,ant.y] if cell == "w" then { # white cell WAttrib("fg=black") ant.nesw := (ant.nesw + 1) % 4 # . turn right } else { # black cell WAttrib( "fg=white") ant.nesw := (ant.nesw + 3) % 4 # . turn left = 3 x right } board[ant.x,ant.y] := map(cell,"wb","bw") # flip colour DrawPoint(ant.x,ant.y) case ant.nesw of { # go 0: ant.y -:= 1 # . north 1: ant.x +:= 1 # . east 2: ant.y +:= 1 # . south 3: ant.x -:= 1 # . west } if 0 < ant.x <= e & 0 < ant.y <= e then next else break } printf("Langton's Ant exited the field after %d rounds.\n",k) label := sprintf("label=Langton's Ant %dx%d [%d]",e,e,k) WAttrib(label) WDone()
end</lang>
printf.icn provides formatting graphics.icn provides graphics support (WDone)
J
<lang j>dirs=: 0 1,1 0,0 _1,:_1 0 langton=:3 :0
loc=. <.-:$cells=. (_2{.y,y)$dir=. 0 while. *./(0<:loc), loc<$cells do. color=. (<loc) { cells cells=. (-.color) (<loc)} cells dir=. 4 | dir + _1 ^ color loc=. loc + dir { dirs end. ' #' {~ cells
)</lang>
langton 100 100 # # ## # # # ### ## #### ### # ##### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ## ### # ## ## # ## ## ## # #### ### # # ### # # # ## #### # ### # # # # ## # ### # ## # ## # ## # # ## # # ## # # # ##### # # # ##### ## ###### ### ## # ## # # # ## # ## ## # ####### # # ### ## # # # ###### ## # # ## # # # # # ## # ###### ####### # # #### ## # #### ## ## # ## # # #### # # ###### ## ### # # ## # ### # ## ## ### ####### # ## ## # # #### ## ## #### ## ## ## # # # # # ### ## ### # #### # ### ### # # ##### # # # # # ### #### ## # ## ### ## # ## ## #### #### # # # # # # ## ### ### ### # ## ## ### #### # ### ## # ## # #### # # # ## ### ## # #### ## ## #### # # # # ### # # ## ### # # ## # # # # # # # # # ## ## # # ### ## ## # # ##### # # # # # # ## # # ## ## # ### ### # # # # # # ### ## ## # ### # ##### ###### ### ####### # ## # # # ##### ## ##### ##### # ## # # # ## ### ### #### ##### ######### # # ## # # ### # # # ### ### # # #### ## ### ## ### ## ## ### # ## # ##### # # # ## ### # ##### # # ## ## # # # # ###### #### ## # # ## # # ## ## # ### ## #### # ### # # ##### # # ## # # # ## ### ####### # # ## # # ## ## # ## # # # #### ### ## # # ## ### ## ## ## ##
Java
This implementation allows for sizes other than 100x100, marks the starting position with a green box (sometimes hard to see at smaller zoom levels and the box is smaller than the "pixels" so it doesn't cover up the color of the "pixel" it's in), and includes a "zoom factor" (ZOOM
) in case the individual "pixels" are hard to see on your monitor.
<lang java>import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JFrame; import javax.swing.JPanel;
public class Langton extends JFrame{ private JPanel planePanel; private static final int ZOOM = 4;
public Langton(final boolean[][] plane){ planePanel = new JPanel(){ @Override public void paint(Graphics g) { for(int y = 0; y < plane.length;y++){ for(int x = 0; x < plane[0].length;x++){ g.setColor(plane[y][x] ? Color.BLACK : Color.WHITE); g.fillRect(x * ZOOM, y * ZOOM, ZOOM, ZOOM); } } //mark the starting point g.setColor(Color.GREEN); g.fillRect(plane[0].length / 2 * ZOOM, plane.length / 2 * ZOOM, ZOOM/2, ZOOM/2); } }; planePanel.setSize(plane[0].length - 1, plane.length - 1); add(planePanel); setSize(ZOOM * plane[0].length, ZOOM * plane.length + 30); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setVisible(true); }
public static void main(String[] args){ new Langton(runAnt(100, 100)); }
private static boolean[][] runAnt(int height, int width){ boolean[][] plane = new boolean[height][width]; int antX = width/2, antY = height/2;//start in the middle-ish int xChange = 0, yChange = -1; //start moving up while(antX < width && antY < height && antX >= 0 && antY >= 0){ if(plane[antY][antX]){ //turn left if(xChange == 0){ //if moving up or down xChange = yChange; yChange = 0; }else{ //if moving left or right yChange = -xChange; xChange = 0; } }else{ //turn right if(xChange == 0){ //if moving up or down xChange = -yChange; yChange = 0; }else{ //if moving left or right yChange = xChange; xChange = 0; } } plane[antY][antX] = !plane[antY][antX]; antX += xChange; antY += yChange; } return plane; } }</lang> Output (click for a larger view):
JavaScript
Utilises the HTML5 canvas element to procedurally generate the image... I wanted to see the progress of the grid state as it was generated, so this implementation produces a incrementally changing image until an 'ant' hits a cell outside of the coordinate system. It can also accept multiple ants, this adds minimal complexity with only the addition of an 'ants' array which is iterated in each step, no additional conditions are necessary to simulate multiple ants, they coexist quite well... good ants ! 1st argument is an array of ant objects, 2nd argument is an object property list of options to change grid size, pixel size and interval (animation speed).
<lang JavaScript> // create global canvas var canvas = document.createElement('canvas'); canvas.id = 'globalCanvas'; document.body.appendChild(canvas);
function langtonant(antx, optx) { 'use strict'; var x, y, i;
// extend default opts var opts = { gridsize: 100, pixlsize: 4, interval: 4 }; for (i in optx) { opts[i] = optx[i]; }
// extend default ants var ants = [{ x: 50, y: 50, d: 0 }]; for (i in antx) { ants[i] = antx[i]; }
// initialise grid var grid = []; for (x = 0; x < opts.gridsize; x ++) { grid[x] = []; for (y = 0; y < opts.gridsize; y ++) { grid[x][y] = true; } }
// initialise directions var dirs = [ {x: 1, y: 0}, {x: 0, y: -1}, {x: -1, y: 0}, {x: 0, y: 1} ];
// initialise canvas var canv = document.getElementById('globalCanvas'); var cont = canv.getContext('2d'); canv.width = opts.gridsize * opts.pixlsize; canv.height = opts.gridsize * opts.pixlsize;
// initialise pixels var pixlblac = cont.createImageData(opts.pixlsize, opts.pixlsize); for (i = 0; i < (opts.pixlsize * opts.pixlsize * 4); i += 4) { pixlblac.data[i + 3] = 255; } var pixlwhit = cont.createImageData(opts.pixlsize, opts.pixlsize); for (i = 0; i < (opts.pixlsize * opts.pixlsize * 4); i += 4) { pixlwhit.data[i + 3] = 0; }
// run simulation function simulate() { var sane = true;
// iterate over ants for (i = 0; i < ants.length; i ++) { var n = ants[i];
// invert, draw, turn if (grid[n.x][n.y]) { grid[n.x][n.y] = false; cont.putImageData(pixlblac, n.x * opts.pixlsize, n.y * opts.pixlsize); n.d --; } else { grid[n.x][n.y] = true; cont.putImageData(pixlwhit, n.x * opts.pixlsize, n.y * opts.pixlsize); n.d ++; }
// modulus wraparound n.d += dirs.length; n.d %= dirs.length;
// position + direction n.x += dirs[n.d].x; n.y += dirs[n.d].y;
// sanity check sane = (n.x < 0 || n.x > opts.gridsize || n.y < 0 || n.y > opts.gridsize) ? false : sane; }
// loop with interval if (sane) { setTimeout(simulate, opts.interval); } }
simulate(); } </lang>
Usage: default ants, custom opts
<lang JavaScript> langtonant({}, { gridsize: 100, pixlsize: 4, interval: 4 }); </lang>
- Output:
Usage: custom ants, default opts
<lang JavaScript> langtonant([ { x: (100 / 2) + 7, y: (100 / 2) + 7, d: 1 }, { x: (100 / 2) + 7, y: (100 / 2) - 7, d: 2 }, { x: (100 / 2) - 7, y: (100 / 2) - 7, d: 3 }, { x: (100 / 2) - 7, y: (100 / 2) + 7, d: 0 } ]); </lang>
- Output:
More functional approach to Javascript.
Requires lodash. Wants a canvas with id = "c"
<lang javascript> /////////////////// // LODASH IMPORT // ///////////////////
// import all lodash functions to the main namespace, but isNaN not to cause conflicts _.each(_.keys(_), k => window[k === 'isNaN' ? '_isNaN' : k] = _[k]);
const WORLD_WIDTH = 100, WORLD_HEIGHT = 100, PIXEL_SIZE = 4, DIRTY_COLOR = '#000', VIRGIN_COLOR = '#fff', RUNS = 10000, SPEED = 50,
// up right down left DIRECTIONS = [0, 1, 2, 3],
displayWorld = (world) => each(world, (row, rowidx) => {
each(row, (cell, cellidx) => { canvas.fillStyle = cell === 1 ? DIRTY_COLOR : VIRGIN_COLOR; canvas.fillRect(rowidx * PIXEL_SIZE, cellidx * PIXEL_SIZE, PIXEL_SIZE, PIXEL_SIZE); });
}),
moveAnt = (world, ant) => {
world[ant.x][ant.y] = world[ant.x][ant.y] === 1 ? 0 : 1; ant.dir = DIRECTIONS[(4 + ant.dir + (world[ant.x][ant.y] === 0 ? 1 : -1)) % 4]; switch (ant.dir) { case DIRECTIONS[0]: ant.y -= 1; break; case DIRECTIONS[1]: ant.x -= 1; break; case DIRECTIONS[2]: ant.y += 1; break; case DIRECTIONS[3]: ant.x += 1; break; }
return [world, ant];
},
updateWorld = (world, ant, runs) => {
[world, ant] = moveAnt(world, ant); displayWorld(world);
if (runs > 0) setTimeout(partial(updateWorld, world, ant, --runs), SPEED);
},
canvas = document.getElementById('c').getContext('2d');
let world = map(range(WORLD_HEIGHT), i => map(range(WORLD_WIDTH), partial(identity, 0))), ant = {
x: WORLD_WIDTH / 2, y: WORLD_HEIGHT / 2, dir: DIRECTIONS[0]
};
canvas.canvas.width = WORLD_WIDTH * PIXEL_SIZE; canvas.canvas.height = WORLD_HEIGHT * PIXEL_SIZE;
updateWorld(world, ant, RUNS); </lang>
jq
In the following, the grid is boolean, and white is represented by true. <lang jq> def matrix(m; n; init):
if m == 0 then [range(0;n)] | map(init) elif m > 0 then [range(0;m)][ range(0;m) ] = matrix(0;n;init) else error("matrix\(m);_;_) invalid") end;
def printout:
. as $grid | ($grid|length) as $height | ($grid[0]|length) as $width | reduce range(0;$height) as $i ("\u001BH"; . + reduce range(0;$width) as $j ("\n"; . + if $grid[$i][$j] then " " else "#" end ) );
def langtons_ant(grid_size):
def flip(ant): # Flip the color of the current square .[ant[0]][ant[1]] = (.[ant[0]][ant[1]] | not) ;
# input/output: the ant's state: [x, y, direction] # where direction is one of (0,1,2,3) def move(grid): # If the cell is black, it changes to white and the ant turns left; # If the cell is white, it changes to black and the ant turns right; (if grid[.[0]][.[1]] then 1 else 3 end) as $turn | .[2] = ((.[2] + $turn) % 4) | if .[2] == 0 then .[0] += 1 elif .[2] == 1 then .[1] += 1 elif .[2] == 2 then .[0] += -1 else .[1] += -1 end ;
# state: [ant, grid] def iterate: .[0] as $ant | .[1] as $grid # exit if the ant is outside the grid | if $ant[0] < 1 or $ant[0] > grid_size or $ant[1] < 1 or $ant[1] > grid_size then [ $ant, $grid ] else ($grid | flip($ant)) as $grid | ($ant | move($grid)) as $ant | [$ant, $grid] | iterate end ;
((grid_size/2) | floor | [ ., ., 0]) as $ant | matrix(grid_size; grid_size; true) as $grid | [$ant, $grid] | iterate | .[1] | printout
langtons_ant(100)</lang>
- Output:
The output is the same as for Rexx below.
Julia
<lang Julia> function ant(width, height)
y, x = fld(height, 2), fld(width, 2) M = falses(height, width)
dir = im for i in 0:100000 x in 1:width && y in 1:height || break dir *= M[y, x] ? im : -im M[y, x] = !M[y, x] x, y = reim(x + im * y + dir) end
for row in 1:size(M,1) println(mapreduce(x -> x ? 'x' : '.', *, M[row,:])) end
end
ant(100, 100) </lang>
Kotlin
<lang scala>// version 1.2.0
enum class Direction { UP, RIGHT, DOWN, LEFT }
const val WHITE = 0 const val BLACK = 1
fun main(args: Array<String>) {
val width = 75 val height = 52 val maxSteps = 12_000 var x = width / 2 var y = height / 2 val m = Array(height) { IntArray(width) } var dir = Direction.UP var i = 0 while (i < maxSteps && x in 0 until width && y in 0 until height) { val turn = m[y][x] == BLACK val index = (dir.ordinal + if (turn) 1 else -1) and 3 dir = Direction.values()[index] m[y][x] = if (m[y][x] == BLACK) WHITE else BLACK when (dir) { Direction.UP -> y-- Direction.RIGHT -> x-- Direction.DOWN -> y++ Direction.LEFT -> x++ } i++ } for (j in 0 until height) { for (k in 0 until width) print(if(m[j][k] == WHITE) '.' else '#') println() }
}</lang>
- Output:
Same as D entry (textual version)
"Go to the ant, O sluggard; consider her ways, and be wise. Without having any chief, officer, or ruler, she prepares her bread in summer and gathers her food in harvest." For Dr. Kaser.
LC-3
"Go to the ant, O sluggard; consider her ways, and be wise. Without having any chief, officer, or ruler, she prepares her bread in summer and gathers her food in harvest." For Dr. Kaser.
<lang LC-3>
.orig x3000 ld r1, ASCIIDIFF1
- user input for grid size
lea r0, STGRIDSIZE puts in
add r0, r0, r1 add r0, r0, #-1 brz SELECTED100 ld r0, GRID300 st r0, GRIDSIZE brnzp GRIDSELECTED
SELECTED100 ld r0, GRID100 st r0, GRIDSIZE
GRIDSELECTED
- User input for number of additional ants
lea r0, STHOWMANY puts in add r1, r1, r0 ; r1 = number of additional ants add r1, r1, #1 st r1, LIVINGANTS
- INITIALIZE FIRST ANT
and r7, r7, x0 add r7, r7, #9 ; loop counter for the other ants
and r1, r1, x0 ; x and y coordinates go in here and r3, r3, x0 ; to be mapped to a cell id
- check grid size for starting coordinates
ld r4, GRIDSIZE ld r6, GRID100 not r6, r6 add r6, r6, #1 add r6, r6, r4 ; grid size - 100 brz GRID100B
ld r1, START300 ld r3, START300 brnzp FIRSTANTCOORDINATES
GRID100B ld r1, START100 ld r3, START100
FIRSTANTCOORDINATES
JSR MAPPY ; takes r1 and r3 values, converts to cell id in r5
ld r6, LIVEANTTEMPLATE ; = x8000, alive and facing north add r6, r6, r5 ; complete antword for ant 1 lea r4, ANTWORD str r6, r4, #0 ; put first ant in base address of ANTWORD array
ld r2, LIVINGANTS
ANTSETUPLOOP
add r4, r4, #1 ; increment address of ant
add r2, r2, #-1 brnz INITIALIZEDEAD JSR ANTCOORDS JSR MAPPY ld r6, LIVEANTTEMPLATE add r6, r5, r6 brnzp READYTOSTORE
INITIALIZEDEAD and r6, r6, x0
READYTOSTORE str r6, r4, #0
add r7, r7, #-1
brnz DONESETUP
brnzp ANTSETUPLOOP
DONESETUP
BIGMOVELOOP ; one iteration of this loop moves all 10 ants (doing nothing if they're dead) ld r1, LIVINGANTS brz EVERYONEISDEAD ld r1, ANTWORD
- FOR LOOP TO MOVE ALL 10 ANTS
ld r1, STEPCOUNT add r1, r1, #1 st r1, STEPCOUNT
BRNZP BIGMOVELOOP EVERYONEISDEAD ; :(
halt
STGRIDSIZE .stringz "Grid size? 1 for 100, 3 for 300 "
STHOWMANY .stringz "How many additional ants? "
ASCIIDIFF1 .fill #-48
SUBTEMP1 .fill #0
LIVINGANTS .fill #0
GRIDSIZE .fill #0
GRID100 .fill #100
GRID300 .fill #300
STEPCOUNT .fill #0
ANTWORD .blkw #10
START100 .fill #50
START300 .fill #150
LIVEANTTEMPLATE .fill x8000
ANTCOORDTEMP .fill #0
ANTCOORDTEMP2 .fill #0
- SUBROUTINES
- SUBROUTINE
ANTSONTHEMOVE
- [1] check if dead
- [2] extract current location
- [3] extract current direction
- [4] check current colour
- [5] turn
- [7] change location or kill
- INPUT
- R1:
address of ant
- R4
grid size
- LOCAL
- R2: ant word
- R3
- cell id of ant
st r2, MOVETEMP2 st r3, MOVETEMP3 st r5, MOVETEMP5 st r6, MOVETEMP6 st r7, MOVETEMP7 ldr r2, r1, #0 ; r2 = copy of ant-word
- [1] CHECK FOR DEATH. word for dead ants == x0000
add r2, r2, #0 brz ENDOFMOVE ; if ant-word + 0 == 0, ant is dead.
- [2] extract current location
ld r3, IDMASK ; for getting rid of first 3 bits of ant-word, leaving only location and r3, r2, r3 ; r3 = cell id of ant
- [4] check current colour and flip it
jsr FLIPPITY ; flips bit, puts original colour in R5
; white/0: turn right; black/1: turn left
- [5] turn the ant according to pre-flipped colour
add r0, r5, #0 brnp LEFTTURN
jsr TAKEARIGHTTURN brnzp DONETURNING
LEFTTURN jsr TAKEALEFTTURN DONETURNING
- [7] change location and kill
ldr r2, r1, #0 ; reload modified antword from memory
ld r5, SOUTH ; butmasks ld r6, EAST
and r5, r5, r2 and r6, r6, r2 ; isolating the two direction bits, 2b and 3b, to determine direction
add r5, r5, #0 ; check if 2b is 0 brnp SECTIOND ; add r6, r6, #0 ; check if 3b is 0 brnp SECTIONC
- if both are zero, direction is north
- if cell id <= grid size, ant is already at the top and will die
not r0, r4 add r0, r0, #1 ; r0 = negative grid size add r3, r0, r3 ; r3 = cell id - grid brn ANTDEATHISPERMANENT ; if negative, kill it add r2, r2, r0 ; antword - grid size brnzp ENDOFMOVE
SECTIONC
- if direction is 01, ant faces east
- if (cellID % grid != grid -1)
- then cellid++, else die
not r0, r4 add r0, r0, #1
add r5, r3, #0 ; copy celll id to r5 to repeatedly subtract grid size EASTMODLOOP add r5, r5, r0 ; cell id - grid add r5, r5, #1 ; if this is 0, then r5 == grid - 1 brz ANTDEATHISPERMANENT add r5, r5, #-1 ; but if not, undo it and re-loop brn MOVEEAST ; if negative, allowed to move east ; if equal to grid-1, ant is on eastern border and will die
BRNZP EASTMODLOOP
MOVEEAST add r2, r2, #1 ; move east: CellID++ brnzp ENDOFMOVE
SECTIOND ; first direction bit is 1 add r6, r6, #0 ; check if second bit is 0 brnp SECTIONF
- if it is 0, then direction is 10 = south
- if ant is on southern border, it dies
- if cellID >= grid^2-grid, then ant is on southern border
ld r0, N100 add r0, r0, r3 ; checking if grid size = 100 brz GRIDIS100 ld r0, GRIDSQ300HALF add r3, r3, r0 add r3, r3, r0 add r3, r3, r0 add r3, r3, r0 brzp ANTDEATHISPERMANENT add r2, r2, r4 brnzp ENDOFMOVE
GRIDIS100 ld r0, GRIDSQ100 add r3, r3, r0 brzp ANTDEATHISPERMANENT add r2, r2, r4 brnzp ENDOFMOVE
SECTIONF
- direction bits are 11 = WEST
- if cellID % grid != 0, ant can go west, otherwise dead
add r6, r3, #0 ; copy cell id to r6 not r0, r4 add r0, r0, #1 ; r0 = -grid WESTMODLOOP add r6, r6, r0 brz ANTDEATHISPERMANENT brn CANMOVEWEST brp WESTMODLOOP
CANMOVEWEST add r2, r2, #-1 brnzp ENDOFMOVE
ANTDEATHISPERMANENT
and r2, r2, #0
ld r7, LIVINGANTS
add r7, r7, #-1
st r7, LIVINGANTS
ENDOFMOVE str r1, r2, #0 ; double check this syntax ld r2, MOVETEMP2 ld r3, MOVETEMP3 ld r5, MOVETEMP5 ld r6, MOVETEMP6 ld r7, MOVETEMP7 RET
N100 .fill #-100 GRIDSQ100 .fill #-9900 GRIDSQ300HALF .fill #-22425 MOVETEMP3 .fill #0 MOVETEMP2 .fill #0 MOVETEMP4 .fill #0 MOVETEMP5 .fill #0 MOVETEMP6 .fill #0 MOVETEMP7 .fill x0 IDMASK .fill x1FFF ; for extracting bits 12-0, the cell ID of the ant
- end of ANTSONTHEMOVE subroutine
FAKEXOR ; subroutine
- XOR of two registers
- INPUT r2, r4
- OUTPUT r6 = r2 XOR r4
- A in r4, not A in r5
- B in r2; not B in r6
- r4 XOR r2
st r5, XORTEMP5
not r6, r2 and r6, r6, r4 ; r6 = a & ~b not r6, r6 ; r6 = ~(a & ~b)
not r5, r4 ; r5 = ~ a and r5, r5, r2 ; r5 = ~a & b not r5, r5 ; r5 = ~(~a & b) and r6, r5, r6 ; r6 = ~(a & ~b) & ~(~a & b) not r6, r6 ; r6 = ~( ~(a & ~b) & ~(~a & b) ) = a XOR b
ld r5, XORTEMP5
RET
XORTEMP5 .fill #0
- SUBROUTINE
FLIPPITY
- Takes a cell id and flips the bit in the grid, returns the original colour
- INPUT r1
- cell id
- LOCAL r2
- which bit to flip, then bitmask
- r3
- quotient, then address of byte to change
- OUTOUT r5
- original colour of cell id, before flipping. 1 if black, 0 if white.
- First, get byte (GRID + OFFSET)
- CELL ID / 16
st r4, FLIPTEMP4 st r5, FLIPTEMP5 st r6, FLIPTEMP6
and r3, r3, #0 add r2, r1, #0 ; copy cell id into r2
- loop to divide cellid by 16
FLIPLOOP add r2, r2, #-16 ; cell id - 16 brn FLIPLOOPDONE ; if negative, division done add r3, r3, #1 ; if not negative, increment quotient and subtract again BRNZP FLIPLOOP
FLIPLOOPDONE add r2, r2, #8 ; add 16 back to negative number to get cellid % 16 add r2, r2, #8 ; this is which bit within the byte that the cell ID refers to
lea r4, GRID ; starting address of GRID array add r3, r3, r4 ; r3 = address of byte that will be changed = GRID base address + CELL ID / 16
lea r4, BM1 ; r4 = address of butmask array
add r4, r4, r2 ; r4 + which bit to flip = address of appropriate bitmask
ldr r2, r4, #0 ; r2 = bitmask to flip one bit
ldr r4, r3, #0 ; r4 = byte to be changed
and r0, r2, r4 ; indicates original colour of bit. 0 if white, non-zero if black
- A in r4, not A in r5
- B in r2; not B in r6
- r4 XOR r2
not r6, r2 and r6, r6, r4 ; r6 = a & ~b not r6, r6 ; r6 = ~(a & ~b)
not r5, r4 ; r5 = ~ a and r5, r5, r2 ; r5 = ~a & b not r5, r5 ; r5 = ~(~a & b) and r6, r5, r6 ; r6 = ~(a & ~b) & ~(~a & b) not r6, r6 ; r6 = ~( ~(a & ~b) & ~(~a & b) ) = a XOR b
str r6, r3, #0
ld r4, FLIPTEMP4 ld r6, FLIPTEMP6
add r5, r0, #0 ; move colour of bit into r5 for output
ret GRID .fill x8000 FLIPTEMP4 .fill #0 FLIPTEMP5 .fill #0 FLIPTEMP6 .fill #0
- bitmasks for flipping one bit
BM1 .fill x8000 BM2 .fill x4000 BM3 .fill x2000 BM4 .fill x1000 BM5 .fill x0800 BM6 .fill x0400 BM7 .fill x0200 BM8 .fill x0100 BM9 .fill x0080 BM10 .fill x0040 BM11 .fill x0020 BM12 .fill x0010 BM13 .fill x0008 BM14 .fill x0004 BM15 .fill x0002 BM16 .fill x0001
- END OF FLIPPITY SUBROUTINE
- SUBROUTINE
TAKEALEFTTURN
- turns the ant 90 degrees left
- INPUT R1
- address in memory of ANT
- LOCAL R2
- ant
- R3
- bitmask
- R4
- 3rdbit
- R5
- 2nd and 3rd bit
- R6
- R7
- R0
st r2, LEFTTURNTEMP2 st r3, LEFTTURNTEMP3 st r4, LEFTTURNTEMP4 st r6, LEFTTURNTEMP6 st r7, LEFTTURNTEMP7 ; store r7, load before RET ldr r2, r1, #0 ; load ant into r2 ld r3, EAST and r4, r2, r3 ; r4 = 3rdbit
ld r3, WEST
- and r5, r2, r3 ; r5 = 2nd and 3rd bits
add r4, r4, #0 ; check if 3rd bit is 0
brnp THIRDBIT1 ; If so, continue. If not, jump to next part.
- 3rd bit is 0, so XOR r2 ant-word with WEST bitmask, already in R3
BRNZP LEFTTURNEND
THIRDBIT1
- third bit is 1, so use EAST bitmask
ld r3, EAST
LEFTTURNEND
add r0, r4, #0 ; move r4 3rdbit into r0 temporarily add r4, r3, #0 ; move r3 bitmask into r4 for the XOR subroutine JSR FAKEXOR ; r6 = r2 XOR r4 ; flips the correct bit to turn left
add r3, r4, #0 ; moves r4 bitmask back into r3 add r4, r0, #0 ; moves r0 3rdbit back into r3
str r6, r1, #0 ; store tweaked ant-word with new direction back in memory
ld r2, LEFTTURNTEMP2 ld r3, LEFTTURNTEMP3 ld r4, LEFTTURNTEMP4 ld r6, LEFTTURNTEMP6 ld r7, LEFTTURNTEMP7 RET
WEST .fill X6000
EAST .fill x2000
NORTH .fill x0000
SOUTH .fill x4000
LEFTTURNTEMP2 .fill #0 LEFTTURNTEMP3 .fill #0 LEFTTURNTEMP4 .fill #0 LEFTTURNTEMP6 .fill #0 LEFTTURNTEMP7 .fill #0
- end of TAKEALEFTTURN subroutine
- SUBROUTINE
TAKEARIGHTTURN
- turns the ant 90 degrees right
- INPUT R1
- address in memory of ANT
- LOCAL R2
- ant
- R3
- bitmask
- R4
- 3rdbit
- R5
- 2nd and 3rd bit
- R6
- R7
- R0
st r2, RIGHTTURNTEMP2 st r3, RIGHTTURNTEMP3 st r4, RIGHTTURNTEMP4 st r6, RIGHTTURNTEMP6 st r7, RIGHTTURNTEMP7 ; store r7, load before RET ldr r2, r1, #0 ; load ant into r2 ld r3, EAST and r4, r2, r3 ; r4 = 3rdbit
- ld r3, WEST
- and r5, r2, r3 ; r5 = 2nd and 3rd bits
add r4, r4, #0 ; check if 3rd bit is 0
brnp THIRDBIT1RIGHT ; If so, continue. If not, jump to next part.
- 3rd bit is 0, so XOR r2 ant-word with EAST bitmask
ld r3, EAST
BRNZP RIGHTTURNEND
THIRDBIT1RIGHT
- third bit is 1, so use WEST bitmask
ld r3, WEST
RIGHTTURNEND
add r0, r4, #0 ; move r4 3rdbit into r0 temporarily add r4, r3, #0 ; move r3 bitmask into r4 for the XOR subroutine JSR FAKEXOR ; r6 = r2 XOR r4 ; flips the correct bit to turn right
add r3, r4, #0 ; moves r4 bitmask back into r3 add r4, r0, #0 ; moves r0 3rdbit back into r3
str r6, r1, #0 ; store modified ant-word with new direction back in memory
ld r2, RIGHTTURNTEMP2 ld r3, RIGHTTURNTEMP3 ld r4, RIGHTTURNTEMP4 ld r6, RIGHTTURNTEMP6 ld r7, RIGHTTURNTEMP7 RET
RIGHTTURNTEMP2 .fill #0 RIGHTTURNTEMP3 .fill #0 RIGHTTURNTEMP4 .fill #0 RIGHTTURNTEMP6 .fill #0 RIGHTTURNTEMP7 .fill #0
- end of TAKEARIGHTTURN subroutine
- SUBROUTINE
ANTCOORDS
- INPUT r2
- index of ant
- OUTPUT r1
- x coordinate value
- r3
- y coordinate value
- "Enter x coordinates for ant #whatever"
st r4, COORD2
ld r0, NEWLINE out lea r0, ENTERXCOORDS puts ld r3, ASCIIPLUS
- add r0, r2, r3
- out
ld r0, NEWLINE out
ld r5, ASCIIDIFF
getc
out
add r4, r0, r5 ; r4 holds first digit of x
add r1, r4, r4 ; r1 = 2 * r4 add r1, r1, r1 ; r1 = 4 * r4 add r1, r1, r1 ; r1 = 8 * r4 add r1, r1, r4 ; r1 = 9 * r4 add r1, r1, r4 ; r1 = 10 * r4
getc out add r4, r0, r5 ; r4 holds 2nd digit of x add r1, r1, r4 ; full value of x coordt st r1, COORD1
- "enter y coords"
ld r0, NEWLINE out lea r0, ENTERYCOORDS puts ld r3, ASCIIPLUS
- add r0, r2, r3
- out
ld r0, NEWLINE out
ld r5, ASCIIDIFF getc out add r4, r0, r5 ; r4 holds first digit of y
add r1, r4, r4 ; r1 = 2 * r4 add r1, r1, r1 ; r1 = 4 * r4 add r1, r1, r1 ; r1 = 8 * r4 add r1, r1, r4 ; r1 = 9 * r4 add r1, r1, r4 ; r1 = 10 * r4
getc
out
add r4, r0, r5 ; r4 holds 2nd digit of y
add r3, r1, r4 ; full value of y coord
ld r1, COORD1
ld r4, COORD2
RET
ENTERXCOORDS .STRINGZ "Enter x coordinates for ant "
ENTERYCOORDS .STRINGZ "Enter y coordinates for ant "
ASCIIDIFF .fill #-48
ASCIIPLUS .fill #48
COORD1 .fill #0
NEWLINE .fill #10
COORD2 .fill #0
COORD3 .fill #0
- END OF ANT_COORDINATES_SUBROUTINE
MAPPY
- Maps the coordinates of the ant
- Input
- R1: x coord
- R3
- y coord
- R4
- grid size
- Output
- R5: Cell ID
- Cell ID = grid size * y coord + x coord
st r6, MAP1 st r7, MAP2
- multiply by 100
add R0, R3, R3 ; 2y add R0, R0, R0 ; 4y add R6, R0, R0 ; 8y add R6, R6, R6 ; 16y add R6, R6, R6 ; 32y add R0, R0, R6 ; 36y add R6, R6, R6 ; 64y add R0, R0, R6 ; 100y
ld R7, N100a add R7, R4, R7
brz GRID100a add R0, R0, R0 ;200y add R0, R0, R3 ;300y
GRID100a Add R5, R0, R1 ; OUTPUT: R5 = grid*y + x
ld r6, MAP1
ld r7, MAP2
RET
N100a .fill #-100
MAP1 .fill #0
MAP2 .fill #0
- END OF MAPPY SUBROUTINE
.end </lang>
Liberty BASIC
Native graphics. <lang lb>dim arena(100,100) black=0 white=not(black) for i = 1 to 100
for j = 1 to 100 arena(i,j)=white next
next 'north=1 east=2 south=3 west=4
nomainwin graphicbox #1.g, 0, 0, 100, 100 open "Langton's Ant" for window as #1
- 1 "trapclose Quit"
- 1.g "down"
antX=50:antY=50 nsew=1 'ant initially points north
while (antX>0) and (antX<100) and (antY>0) and (antY<100)
if arena(antX,antY) then nsew=nsew-1 if nsew<1 then nsew=4 else nsew=nsew+1 if nsew>4 then nsew=1 end if
select case nsew case 1: antY=antY-1 case 2: antX=antX+1 case 3: antY=antY+1 case 4: antX=antX-1 end select
arena(antX,antY)=not(arena(antX,antY)) #1.g "color ";GetColor$(antX,antY) #1.g "set ";antX;" ";antY
wend
- 1.g "flush"
wait
function GetColor$(x,y)
if arena(x,y) then GetColor$="white" else GetColor$="black" end if end function
sub Quit handle$
close #handle$ end end sub </lang>
Text version. <lang lb> 'move up=1 right=2 down=3 left=4 ' --------------------------------- dim plane(100,100) x = 50: y = 50 mx = 100
while (x>0) and (x<100) and (y>0) and (y<100) if plane(x,y) then
nxt = nxt - 1 if nxt < 1 then nxt = 4 else nxt = nxt + 1 if nxt > 4 then nxt = 1
end if
x = x + (nxt = 2) - (nxt = 4) y = y + (nxt = 3) - (nxt = 1) plane(x,y) = (plane(x,y) <> 1) mx = min(x,mx) wend
for x = mx to 100
for y = 1 to 100 print chr$((plane(x,y)*3) + 32); next y print x
next x
</lang>
Locomotive Basic
<lang locobasic>10 mode 1:defint a-z:deg 20 ink 1,0:ink 0,26 30 x=50:y=50:ang=270 40 dim play(100,100) 50 graphics pen 3:move 220,100:drawr 200,0:drawr 0,200:drawr -200,0:drawr 0,-200 60 ' move ant 70 if play(x,y) then ang=ang-90 else ang=ang+90 80 play(x,y)=1-play(x,y) 90 plot 220+2*x,100+2*y,play(x,y) 100 ang=ang mod 360 110 x=x+sin(ang) 120 y=y+cos(ang) 130 if x<1 or x>100 or y<1 or y>100 then end 140 goto 70</lang>
Output:
Logo
<lang logo>make "size 100 make "white 1 make "black 2 make "sum sum :white :black make "chars [. #] make "origin quotient :size 2 make "grid mdarray (list :size :size) make "directions [ [1 0] [0 1] [-1 0] [0 -1] ]
repeat size [
local "y make "y repcount repeat size [ mdsetitem (list repcount :y) :grid :white ]
] make "x quotient :size 2 make "y quotient :size 2 make "direction sum 1 random count :directions
while [(and (:x > 0) (:x <= :size) (:y > 0) (:y <= :size))] [
local "color make "color mditem (list :x :y) :grid local "delta ifelse [equal? :color :white] [ make "delta 1 ] [ make "delta -1 ] make "direction sum 1 (modulo (:direction + :delta - 1) count :directions) make "dir (item :direction :directions) mdsetitem (list :x :y) :grid (sum :sum minus :color) make "x sum :x first :dir make "y sum :y last :dir
]
repeat size [
local "y local "blank make "y repcount make "blank "true repeat size [if ( (mditem (list repcount :y) :grid) = :black ) [make "blank "false]]
if [not :blank] [ repeat size [ type item (mditem (list repcount :y) :grid) :chars ] print [] ]
] bye</lang>
- Output:
...............................................................................................##... ..............................................................................................####.. .............................................................................................#.##.#. ............................................................................................##.####. ...........................................................................................#.#.#.#.# ..........................................................................................##..#.###. .............................##..........................................................#.#..###..# ......................##......##........................................................##..#...###. .....................#..#..#.##.#......................................................#.#..###..#.. ....................###..###.#..#.....................................................##..#...###... ....................#.####..##.#.....................................................#.#..###..#.... ............................##......................................................##..#...###..... ......................##.##.##.....................................................#.#..###..#...... ......................####..#.##.#................................................##..#...###....... ......................#####.##.###.##....##....##................................#.#..###..#........ .......................#..#.#.##.#..##....####..##..............................##..#...###......... ........................####.###.####....####..##.#............................#.#..###..#.......... ........................###.#...#....##..##.......#...##......................##..#...###........... .........................####.##...##..##..#......#..#..#....................#.#..###..#............ .........................#.##..#..#...##.##.......#...#..#..................##..#...###............. .........................#.####..##.#.#.########.#....#..#.................#.#..###..#.............. .........................##..##..#..##.#.#.##.##....#.#.#.##..##..........##..#...###............... .........................#.#..#..#..#.#....#...#.##...##..#.#####........#.#..###..#................ ...........................##.####.##...#..####...#..#...##...##.#......##..#...###................. .......................##...##########...##.#####..#.####...#....#.....#.#..###..#.................. .......................#..#..#.##..#..#...#.#..##.#####.##.#.....#....##..#...###................... .......................#...##....#.##..#.#.....#####.#.#####.....#...#.#..###..#.................... ......................#...##...###.###....#.#.##.#.##.######.#..#...##..#...###..................... ......................#.####..##.#..#...###.###.##.##...##.#..##...#.#..###..#...................... .......................##..#....##..#..#########..##..####.#......##..#...###....................... .......................#....#....#..####..#.###########..##...#..#.#..###..#........................ ......................#......#...####.####.......##...#.##..###.##..#...###......................... ......................#...#....#.#.#...##......##.#.#.###.#..#.#.#..###..#.......................... .......................#...##.####..####.#####..##..##.#.##.#.....#...###........................... ........................##..#..#.##.###......#..###.#..#....##.#..###..#............................ ..........................#.....#..###.##.#..##.####.#.#..#.#...#...###............................. .........................#...####.##..#....#..###...##.##...##..###..#.............................. .........................#.##..##.###...#.....##..#..###.##.#.#...###............................... ..........................##.....#.##.....##..#...##.##.........#..#................................ ...........................##.#....####..#.#...#...###.##.#...#.#................................... .............................##.###.#####...#.##.##.##.#.#.##.#.###.#............................... ............................#...#.###.#.######.##.##..####.#...##.###............................... ............................#.#.#.###...#..####..#.#.#####...#.....#................................ .............................###...###.....#.#.###..##.#..##.###.#.................................. ..............................##..##.#..#.#...##.####.##..###..#.#.................................. ..................................###..##.##.....#.....#...#..#.###................................. ..................................#.......###.........#.#.##..##.................................... ....................................#....#..#.........#..#.#........................................ ....................................#.##............##...###........................................ .....................................##..#..........####..#......................................... ......................................##..############..##..........................................
LOLCODE
<lang LOLCODE>HAI 1.3
I HAS A plane ITZ A BUKKIT IM IN YR init UPPIN YR i TIL BOTH SAEM i AN 10000
plane HAS A SRS i ITZ FAIL
IM OUTTA YR init
I HAS A x ITZ 50, I HAS A y ITZ 50 I HAS A dir ITZ 0, I HAS A pos, I HAS A cell
BTW, WE PURRTIND WE HAS A 2D STRUKSHUR FUR EZ AKSESS IM IN YR walker
pos R SUM OF PRODUKT OF y AN 100 AN x cell R NOT plane'Z SRS pos plane'Z SRS pos R cell dir R MOD OF SUM OF dir AN SUM OF 5 AN PRODUKT OF cell AN 2 AN 4
dir, WTF? OMG 0, x R SUM OF x AN 1, GTFO OMG 1, y R DIFF OF y AN 1, GTFO OMG 2, x R DIFF OF x AN 1, GTFO OMG 3, y R SUM OF y AN 1, GTFO OIC
BTW, CHEKIN TEH ANTZ BOUNDZ WON OF BOTH SAEM x AN -1 AN BOTH SAEM x AN 100, O RLY?, YA RLY, GTFO, OIC WON OF BOTH SAEM y AN -1 AN BOTH SAEM y AN 100, O RLY?, YA RLY, GTFO, OIC
IM OUTTA YR walker
IM IN YR printer UPPIN YR cell TIL BOTH SAEM cell AN 10000
plane'Z SRS cell, O RLY? YA RLY, VISIBLE "#"! NO WAI, VISIBLE "."! OIC
NOT MOD OF SUM OF cell AN 1 AN 100, O RLY?, YA RLY, VISIBLE "", OIC
IM OUTTA YR printer BTW, UR OUTTA CYAN
KTHXBYE</lang>
Lua
For this example, the lua Socket and Curses modules and a terminal with enough lines are needed. <lang LUA>local socket = require 'socket' -- needed for socket.sleep local curses = require 'curses' -- used for graphics
local naptime = 0.02 -- seconds local world_x, world_y = 100, 100
local world = (function (x, y) local wrl = {} for i = 1, y do wrl[i] = {} for j = 1, x do wrl[i][j] = 0 end end return wrl end)(world_x, world_y)
-- directions: 0 up, clockwise local ant = { x = math.floor(world_x / 2), y = math.floor(world_y / 2), dir = 0, step = function(self) if self.dir == 0 then self.y = self.y - 1 elseif self.dir == 1 then self.x = self.x + 1 elseif self.dir == 2 then self.y = self.y + 1 else self.x = self.x - 1 end end }
world.step = function (self, ant) if self[ant.y][ant.x] == 0 then -- white -- change cell color self[ant.y][ant.x] = 1 -- change dir ant.dir = (ant.dir + 1) % 4 ant:step() -- boundary conditions if ant.x < 1 then ant.x = world_x elseif ant.x > world_x then ant.x = 1 end if ant.y < 1 then ant.y = world_y elseif ant.y > world_y then ant.y = 1 end else -- change cell color self[ant.y][ant.x] = 0 -- change dir ant.dir = (ant.dir - 1) % 4 ant:step() -- boundary conditions if ant.x < 1 then ant.x = world_x elseif ant.x > world_x then ant.x = 1 end if ant.y < 1 then ant.y = world_y elseif ant.y > world_y then ant.y = 1 end end end
world.draw = function (self, ant) for i = 1, #self do for j = 1, #self[i] do if i == ant.y and j == ant.x then win:attron(curses.color_pair(3)) win:mvaddch(i,j,"A") --win:attroff(curses.color_pair(3)) elseif self[i][j] == 0 then win:attron(curses.color_pair(1)) win:mvaddch(i,j," ") --win:attroff(curses.color_pair(1)) elseif self[i][j] == 1 then win:attron(curses.color_pair(2)) win:mvaddch(i,j," ") --win:attroff(curses.color_pair(2)) else error("self[" .. i .. "][" .. j .. "] is " .. self[i][j] .. "!") end end end end
local it = 1 curses.initscr() curses.start_color() curses.echo(false) curses.init_pair(1, curses.COLOR_WHITE, curses.COLOR_WHITE) curses.init_pair(2, curses.COLOR_BLACK, curses.COLOR_BLACK) curses.init_pair(3, curses.COLOR_RED, curses.COLOR_WHITE) curses.init_pair(4, curses.COLOR_WHITE, curses.COLOR_BLACK) win = curses.newwin(world_y + 1, world_x, 0, 0) win:clear() repeat world:draw(ant) win:move(world_y, 0) win:clrtoeol() win:attron(curses.color_pair(4)) win:addstr("Iteration: " .. it .. ", nap = " .. naptime*1000 .. "ms") win:refresh() world:step(ant) it = it + 1 --local c = stdscr:getch() --if c == '+' then naptime = naptime - (naptime / 10) --elseif c == '-' then naptime = naptime + (naptime / 10) --end socket.sleep(naptime) until false </lang>
M2000 Interpreter
<lang M2000 Interpreter> Module Ant { Form 120,102 N=100 Enum CellColor {black=0,white=#FFFFFF} Enum Direction{North=90, West=180, South=270, East=0} Function Rotate(cd as Direction, clockwise=true) { cd=(cd+if(clockwise->270,90)) mod 360 =cd ' return a Direction Enum type }
dim rect(1 to N, 1 to N)=white cx=N div 2 cy=N div 2 cd=North rect(cx,cy)=black endmove=False while not endmove movecell()
end while Disp()
sub movecell() select case rect(cx,cy) case black cd=Rotate(cd, false) : rect(cx, cy)=white case white cd=Rotate(cd) : rect(cx, cy)=black end select select case cd case North cy-- case West cx-- case South cy++ case East cx++ end select endmove= cx<1 or cx>N or cy<1 or cy>N end sub sub disp() Local Doc$, i, j Document Doc$ for i=1 to N:for j=1 to N Doc$=if$(rect(j,i)=White->"_","#") next Doc$={ } next cls Print #-2,Doc$ clipboard Doc$ end sub } Ant </lang>
- Output:
____________________________________________________________________________________________________ __________________________________________________________________##________________________________ ___________________________________________________________________##_______________________________ ____________________________________________##__##____________###_##_#______________________________ ___________________________________________#__##__###________####_#__#______________________________ __________________________________________#____##___#______##_##__#_#_______________________________ _______________________________________##_#_____#_____#######_###_##________________________________ ______________________________________#__#__#___##_#___#__#####_#__#________________________________ _____________________________________###___#___####__##_###_#______##_______________________________ __________________________________##_#_#__##__#___#_##__####_######_________________________________ _________________________________#__#___#____#_____##__##___#_#_#####_#_____________________________ ________________________________###_##__#__#____#___#####_#_##_#____###_____________________________ ________________________________##_____##_###___##_###___##_####__#__#______________________________ __________________________________###__###_#___#_#_###_____#__#____##_______________________________ ____________________________________#_#___#########_#####___####____________________________________ ______________________________###_###__##_#__#______#___##__#_______________________________________ _______________________________#####_#####__##___#####____#_#_#_____________________________________ ____________________________##_#_#######_###_######_#####_#_###_____________________________________ ___________________________#____##__##___###__#__#__#__#___#_#______________________________________ __________________________###______###__#_##_##____#__#_##_#________________________________________ __________________________#_#__#____#____#_#####__#____#_##_________________________________________ _______________________________##_###__#_#__##_##____#__#_#_________________________________________ ___________________________#_#_____#_#_____#_#_##_#_#__###_##_#_____________________________________ __________________________#___###__#__#__#_#__####_##___##_####_____________________________________ __________________________#___##_###_##_#__#___#_____####_#_##______________________________________ __________________________#__##___###______#__####_###_##___##______________________________________ __________________________#______###_____###__###___##__#____#______________________________________ __________________________#_____#_#_#_####____####__##_##___________________________________________ __________________________#_____##_###_##___#_##_####_###___#_#_____________________________________ __________________________#______#_#____#####_#_#_###_______###_____________________________________ __________________________#____####_#____###_##_###___#_#____#______________________________________ __________________________#_____#__##_##_##_####__##_##__####_______________________________________ __________________________#_____#_##_##__#____#######_______________________________________________ __________________________###___##__##__#_###_#_##_#___#____________________________________________ __________________________###____##_######_#__#___####____#_________________________________________ ___________________________#_##_#_##__##____####_#_##_####_#________________________________________ ___________________________#___#######_######__#_##_#_#____#________________________________________ __________________________#___#___##_#__#___##_######__#__#_________________________________________ __________________________#_##____###__#___#_#######_#__##__________________________________________ ___________________________##_#_##___#_#_#_##_#__##__###____________________________________________ ____________________________######_##__________#####___#____________________________________________ ________________________________#___#__#####_#______#_#_____________________________________________ _________________________________##_____#_#_##___#____#_____________________________________________ ______________________________##_#__##_#_____##_#____###____________________________________________ ______________________________#_##_#______#_#___#____###____________________________________________ _______________________________#___####_##___#___#____#_____________________________________________ _______________________________###__#___#___###___####______________________________________________ _______________________________#___##__##_##___#____________________________________________________ __________________________________##__##__#___###___________________________________________________ ___________________________________##__#_##_##___#__________________________________________________ ________________________________________##__#___###_________________________________________________ _________________________________________#_##_##___#________________________________________________ __________________________________________##__#___###_______________________________________________ ___________________________________________#_##_##___#______________________________________________ ____________________________________________##__#___###_____________________________________________ _____________________________________________#_##_##___#____________________________________________ ______________________________________________##__#___###___________________________________________ _______________________________________________#_##_##___#__________________________________________ ________________________________________________##__#___###_________________________________________ _________________________________________________#_##_##___#________________________________________ __________________________________________________##__#___###_______________________________________ ___________________________________________________#_##_##___#______________________________________ ____________________________________________________##__#___###_____________________________________ _____________________________________________________#_##_##___#____________________________________ ______________________________________________________##__#___###___________________________________ _______________________________________________________#_##_##___#__________________________________ ________________________________________________________##__#___###_________________________________ _________________________________________________________#_##_##___#________________________________ __________________________________________________________##__#___###_______________________________ ___________________________________________________________#_##_##___#______________________________ ____________________________________________________________##__#___###_____________________________ _____________________________________________________________#_##_##___#____________________________ ______________________________________________________________##__#___###___________________________ _______________________________________________________________#_##_##___#__________________________ ________________________________________________________________##__#___###_________________________ _________________________________________________________________#_##_##___#________________________ __________________________________________________________________##__#_#####_______________________ ___________________________________________________________________#_###_####_______________________ ____________________________________________________________________##_###_#________________________ _____________________________________________________________________#_#_##_________________________ ______________________________________________________________________#_#___________________________
Mathematica
<lang mathematica>direction = 1; data = SparseArray[{{50, 50} -> -1}, {100, 100}, 1]; NestWhile[
{Re@#, Im@#} &@(direction *= (dataSequence @@ # *= -1) I) + # &, {50, 50}, 1 <= Min@# <= Max@# <= 100 &];
Image@data</lang>
MATLAB / Octave
<lang MATLAB>function u = langton_ant(n) if nargin<1, n=100; end; A = sparse(n,n); % white P = [n/2;n/2]; % Positon D = 3; % index of direction 0-3 T = [1,0,-1,0;0,1,0,-1]; % 4 directions k = 0; while (1) k = k+1; a = A(P(1),P(2)); A(P(1),P(2)) = ~a; if ( a ) D = mod(D+1,4); else D = mod(D-1,4); end; P = P+T(:,D+1);
if (~mod(k,100)),spy(A);pause(.1);end; %display after every 100 interations end; end</lang>
Nim
<lang nim>import strutils, sequtils
type
Direction = enum up, right, down, left Color = enum white, black
const
width = 75 height = 52 maxSteps = 12_000
var
m: array[height, array[width, Color]] dir = up x = width div 2 y = height div 2
var i = 0 while i < maxSteps and x in 0 .. < width and y in 0 .. < height:
let turn = m[y][x] == black m[y][x] = if m[y][x] == black: white else: black
dir = Direction((4 + int(dir) + (if turn: 1 else: -1)) mod 4) case dir of up: dec y of right: dec x of down: inc y of left: inc x
inc i
for row in m:
echo map(row, proc(x: Color): string = if x == white: "." else: "#").join("")</lang>
OCaml
<lang ocaml>open Graphics
type dir = North | East | South | West
let turn_left = function
| North -> West | East -> North | South -> East | West -> South
let turn_right = function
| North -> East | East -> South | South -> West | West -> North
let move (x, y) = function
| North -> x, y + 1 | East -> x + 1, y | South -> x, y - 1 | West -> x - 1, y
let () =
open_graph ""; let rec loop (x, y as pos) dir = let color = point_color x y in set_color (if color = white then black else white); plot x y; let dir = (if color = white then turn_right else turn_left) dir in if not(key_pressed()) then loop (move pos dir) dir in loop (size_x()/2, size_y()/2) North</lang>
Run with:
$ ocaml graphics.cma langton.ml
Octave
<lang OCTAVE>clear E=100 % Size of lattice. N=11200 % Number of iterations. z(1:1:E^2)=-1; % Init lattice rotations (-1=right, 1=left) k(1:1:E^2)=0; k(1)=(E^2+E)/2; % Init the Ant @ 50,50 for t=1:1:N; k(t+1)=mod(k(t)+real(round((0.5*(E+1)*exp(i*pi/4*(trace(diag(z))-E^2)))-(0.5*(E-1)*exp(-i*pi/4*(trace(diag(z))-E^2)))))+imag(round((0.5*(E+1)*exp(i*pi/4*(trace(diag(z))-E^2)))-(0.5*(E-1)*exp(-i*pi/4*(trace(diag(z))-E^2))))),E^2); z(k(t+1)+1)=real(exp(2*i*pi/4*(1+z(k(t+1)+1)))); endfor; imagesc(reshape(z,E,E)) % Draw the Lattice </lang>
Ol
<lang scheme>
- !/usr/bin/ol
(import (otus random!))
(define MAX 65536) ; should be power of two
- size of game board (should be less than MAX)
(define WIDTH 170) (define HEIGHT 96)
- helper function
(define (hash x y)
(let ((x (mod (+ x WIDTH) WIDTH)) (y (mod (+ y HEIGHT) HEIGHT))) (+ (* y MAX) x)))
- ; helper function
(define directions '(
(0 . 1) (1 . 0) (0 . -1) (-1 . 0)
))
- ---------------
(import (lib gl2)) (gl:set-window-title "Langton's Ant")
(glShadeModel GL_SMOOTH) (glClearColor 0.11 0.11 0.11 1) (glOrtho 0 WIDTH 0 HEIGHT 0 1)
(glPointSize (/ 854 WIDTH))
- generate random field
(gl:set-userdata
(list->ff (map (lambda (i) (let ((x (rand! WIDTH)) (y (rand! HEIGHT))) (cons (hash x y) #t))) (iota 1000))))
(define ant (cons
(rand! WIDTH) (rand! HEIGHT)))
(define dir (list (rand! 4))) ; 0, 1, 2, 3
- main game loop
(gl:set-renderer (lambda (mouse) (let ((generation (gl:get-userdata)))
(glClear GL_COLOR_BUFFER_BIT)
; draw the cells (glColor3f 0.2 0.5 0.2) (glBegin GL_POINTS) (ff-fold (lambda (st key value) (glVertex2f (mod key MAX) (div key MAX)) ) #f generation) (glColor3f 0.8 0.2 0.1) (glVertex2f (car ant) (cdr ant)) (glEnd)
(gl:set-userdata (let*((x (car ant)) (y (cdr ant)) (generation (case (get generation (hash x y) #f) (#true ; black cell (set-car! dir (mod (+ (car dir) 1) 4)) (del generation (hash x y))) (#false (set-car! dir (mod (+ (car dir) 7) 4)) (put generation (hash x y) #true))))) (set-car! ant (mod (+ x (car (lref directions (car dir)))) WIDTH)) (set-cdr! ant (mod (+ y (cdr (lref directions (car dir)))) HEIGHT)) generation))
)))
</lang>
PARI/GP
<lang parigp>langton()={
my(M=matrix(100,100),x=50,y=50,d=0); while(x && y && x<=100 && y<=100, d=(d+if(M[x,y],1,-1))%4; M[x,y]=!M[x,y]; if(d%2,x+=d-2,y+=d-1); ); M
}; show(M)={
my(d=sum(i=1,#M[,1],sum(j=1,#M,M[i,j])),u=vector(d),v=u,t); for(i=1,#M[,1],for(j=1,#M,if(M[i,j],v[t++]=i;u[t]=j))); plothraw(u,v)
}; show(langton())</lang>
Pascal
Pascal does not offer complex number arithmetic, so adjusting directions via multiplication of ±i is out. Similarly, it does not offer array manipulation statements, so Cell:=White;
must be achieved via explicit for-loops with explicitly stated indices and bounds, and the adjustment of the (x,y) position by (dx,dy) can't be done by array addition. Otherwise, matters are straightforward, so instead this version tries to animate the ant on the screen. Alas, the maximum screen size is 80 characters by 50 lines, except that output to the last line causes a screen scroll so that only 49 lines are available. Alas, this cell array is too small and the bounds are exceeded in step 5,156 - before the ant starts its migration.
The animation shows the arrival at a cell with a yellow arrow pointing in the arrival direction. The cell state is investigated to decide the new direction (which is shown as a green arrow), the current cell's state is flipped, and the move to the new cell position is made. To show these events, the programme waits for a keystroke but if the S key is pressed, full speed results. Each stepwise ant move thus requires two keystrokes (one for each of the two directions being shown) however a quirk of Pascal's processing of keyboard symbols has certain keystrokes represented via two values from ReadKey, so pressing the arrow keys for example provides a doubled advance.
Except, the green arrow on step 4 does not appear!
<lang Pascal> {$B- Early and safe resolution of If x <> 0 and 1/x...} Program LangtonsAnt; Uses CRT; {Perpetrated by R.N.McLean (whom God preserve), Victoria University, December MMXV.}
Var AsItWas: record mode: word; ta: word; end; Var LastLine,LastCol: byte;
Procedure Swap(var a,b: integer); {Oh for a compiler-recognised statement.} var t: integer; {Such as A=:=B;} Begin t:=a; a:=b; b:=t; End;
var Stepwise: boolean; Var Cell: Array[1..80,1..50] of byte; {The screen is of limited size, alas.} Var x,y,Step: integer; {In the absence of complex numbers,} Var dx,dy: integer; {And also of array action statements.}
Procedure Croak(Gasp: string); {Exit message...} Begin GoToXY(1,12); TextColor(Yellow); {Reserve line twelve.} WriteLn(Gasp,' on step ',Step,' to (',x,',',y,')'); HALT; End;
Procedure Harken; {Waits for a keystroke.} var ch: char; {The character. Should really be 16-bit.} Begin ch:=ReadKey; {Fancy keys evoke double characters. I don't care.} if (ch = 'S') or (ch = 's') then Stepwise:=not Stepwise {Quick, slow, quick, quick, slow...} else if ch = #27 then Croak('ESC!'); {Or perhaps, enough already!} End; {Fancy keys will give a twostep.} Procedure Waitabit; {Slows the action.} Begin if Stepwise or KeyPressed then Harken; {Perhaps a change while on the run.} End; {of Waitabit.}
Procedure Turn(way:integer); {(dx,dy)*(0,w) = (-w*dy,+w*dx)} Begin Swap(dx,dy); {In the absence of complex arithmetic,} dx:=-way*dx; dy:=way*dy; {Do this in two stages.} End;
const Arrow: array[-1..+1,-1..+1] of integer {Only four entries are of interest.} = ((1,27,3),(25,5,24),(7,26,9)); {For the four arrow symbols.} Procedure ShowDirection(Enter,How: byte); {Show one.} Begin GoToXY(x,LastLine - y + 1); {(x,y) position, in Cartesian style.} TextBackground(Enter); {The value in Cell[x,y] may have been changed.} TextColor(How); Writeln(chr(Arrow[dx,dy])); {Not an ASCII control character, but an arrow symbol.} Waitabit; {Having gone to all this trouble.} End; Procedure ShowState; {Special usage for line two of the screen.} Begin GoToXY(1,2); TextBackground(LightGray); TextColor(Black); Write(Step:5,' (',x:2,',',y:2,') '); TextColor(Yellow); {Yellow indicates the direction in mind.} Write(chr(Arrow[dx,dy])); {On *arrival* at a position.} End;
Var i,j: integer; {Steppers. No whole-array assault as in Cell:=LightGray;} var Enter: byte; {Needed to remember the cell state on arrival.} BEGIN AsItWas.mode:=LastMode; {Grr. I might want to save the display content too!} AsItWas.ta:=TextAttr; {Not just its colour and style.} TextMode(C80+Font8x8); {Crazed gibberish gives less unsquare character cells, and 80x50 of them.} LastLine:=Hi(WindMax); { + 1 omitted, as a write to the last line scrolls the screen up one...} LastCol:=Lo(WindMax) + 1; {Counting starts at zero, even though GoToXY starts with one.} x:=LastCol div 2; {Start somewhere middleish.} y:=LastLine div 2; {Consider (x,y) as being (0,0) for axes.} dx:=+1; dy:=0; {Initial direction.} TextBackground(LightGray); {"White" is not valid for background colour.} TextColor(Black); {This will show up on a light background.} ClrScr; {Here we go.}
WriteLn('Langtons Ant, on x = 1:',LastCol,', y = 1:',LastLine); ShowState; {Where we start.} WriteLn; TextColor(Black); WriteLn('Press a key for each step.'); {Some encouragement.} WriteLn('"S" to pause each step or not.'); WriteLn('ESC to quit.');
for i:=1 to LastLine do begin GoToXY(x,i); Write('|'); end; {Draw a y-axis.} for i:=1 to LastCol do begin GoToXY(i,LastLine - y + 1); Write('-'); end; {And x.} gotoxy(1,6); {Can't silence the cursor!}
for i:=1 to LastCol do {Prepare the cells.} for j:=1 to LastLine do {One by one.} Cell[i,j]:=LightGray; {Cell:=LightGray. Sigh.}
Stepwise:=true; {The action is of interest.} for Step:=1 to 12000 do {Here we go.} if (x <= 0) or (x > LastCol) or (y <= 0) or (y > LastCol) then Croak('Out of bounds') else {We're in a cell.} begin {So, inspect it.} if Stepwise or (Step mod 10 = 0) then ShowState {On arrival.} else if KeyPressed then Harken; {If we're not pausing, check for a key poke.} Enter:=cell[x,y]; {This is what awaits the feet.} if Stepwise then ShowDirection(Enter,Yellow); {Current direction, about to be changed.} case cell[x,y] of {So, what to do?} LightGray: begin Cell[x,y]:=Black; Turn(-1); end;{White. Make black and turn right.} Black: begin Cell[x,y]:=LightGray; Turn(+1); end;{Black. Make white and turn left.} end; {Having decided,} if Stepwise then ShowDirection(Enter,Green); {Show the direction about to be stepped.} GoToXY(x,LastLine - y + 1); {Screen location (column,line) for (x,y)} TextBackground(Cell[x,y]); {Change the state I'm about to leave.} Write(' '); {Foreground colour irrelevant for spaces.} x:=x + dx; y:=y + dy; {Make the step!} end; {On to consider our new position.}
Croak('Finished'); {That was fun.}
END.
</lang>
Perl
<lang perl>#!/usr/bin/perl use strict;
- Perl 5 implementation of Langton's Ant
- Using screen coordinates - 0,0 in upper-left, +X right, +Y down -
- these directions (right, up, left, down) are counterclockwise
- so advance through the array to turn left, retreat to turn right
my @dirs = ( [1,0], [0,-1], [-1,0], [0,1] ); my $size = 100;
- we treat any false as white and true as black, so undef is fine for initial all-white grid
my @plane; for (0..$size-1) { $plane[$_] = [] };
- start out in approximate middle
my ($x, $y) = ($size/2, $size/2);
- pointing in a random direction
my $dir = int rand @dirs;
my $move; for ($move = 0; $x >= 0 && $x < $size && $y >= 0 && $y < $size; $move++) {
# toggle cell's value (white->black or black->white) if ($plane[$x][$y] = 1 - ($plane[$x][$y] ||= 0)) { # if it's now true (black), then it was white, so turn right $dir = ($dir - 1) % @dirs; } else { # otherwise it was black, so turn left $dir = ($dir + 1) % @dirs; } $x += $dirs[$dir][0]; $y += $dirs[$dir][1];
}
print "Out of bounds after $move moves at ($x, $y)\n"; for (my $y=0; $y<$size; ++$y) {
for (my $x=0; $x<$size; ++$x) { print $plane[$x][$y] ? '#' : '.'; } print "\n";
}</lang>
Phix
<lang Phix>sequence grid = repeat(repeat(' ',100),100) integer aX = 50, aY = 50,
gXY, angle = 1 -- ' '/'#'; 0,1,2,3 = NESW
constant dX = {0,-1,0,1} -- (dY = reverse(dX))
while aX>=1 and aX<=100
and aY>=1 and aY<=100 do gXY = grid[aX][aY] grid[aX][aY] = 67-gXY -- ' '<=>'#', aka 32<->35 angle = mod(angle+2*gXY+3,4) -- +/-1, ie 0,1,2,3 -> 1,2,3,0 or 3,0,1,2 aX += dX[angle+1] aY += dX[4-angle]
end while
puts(1,join(grid,"\n"))</lang>
- Output:
## ############ ## # #### # ## ### ## ## # # # # # # # ## ## # # ### # ### # # # # ## ## ### # # ### ## #### ## # # # ## ## # ### ## # ## ### # # ### ### # # ##### # # #### # ### # # # ### ## # #### ## ## ###### # ### # # # ### # ## # # ## ## ## # ##### ### ## # # # ## ### # # # #### # ## # # ## ## # ## ## # ## ### # # ## ### # ## # ### ## ## # # ### ## ## ## ### # # ## #### # ### # # # # # #### ## # ## ### # # # ### # ## # # ### # ### ## # # ## ### # # ## # ## ## ##### #### #### ## # # ### # # # # ### # # ## ## # # # # # ### # ## ### ## # ## #### #### # # # ### # # # ## ########### # #### # # # ### # ## # #### ## ######### # ## # ## # ### # # ## # ## ## ## ### ### # # ## #### # ### # ## # # ###### ## # ## # # ### ### ## # # ### # # # ##### # ##### # # ## # ## # ### # ## # # ## ##### ## # # # # ## # # # # ### # # # # #### # ##### ## ########## ## ### # ## # ## ## # # #### # ## #### ## # ### # # ##### # ## ## # # # # # # # # ### # ## ## ## # # # ## ## # # ## # ## ## # ### # # # # # ######## # # ## #### # ### # ## # # # ## ## # # ## # # ### # # # # # # ## ## ## #### ### # ## ## # ## ## # # ### # ### # # # ## #### #### ### #### ### # ## ## #### ## # ## # # # # ### # # ## ## ## ### ## ##### ### # ## # ## # #### # ### # # ## ## ## ### # ## ## # ### # # # ## #### # ### # ## # # ### ### # ### # # # ## # # # ### # ## ## ## ## # # ## ## # ## # # # # #### ## # ## # #### ##
PHP
This is an implementation of Langton`s Ant in PHP
(The TEXT TO IMAGE - part is obviously not necessary.
Additionally the x and y startpositions could be set
to the halves of width and height.)
<lang php>
// INIT AND DEFINITION
define('dest_name', 'output.png'); // destination image
define('width', 100);
define('height', 100);
$x = 50; $y = 70; $dir = 0; // 0-up, 1-left, 2-down, 3-right $field = array(); $step_count = 0;
// LANGTON´S ANT PROCEDURE while(0 <= $x && $x <= width && 0 <= $y && $y <= height){ if(isset($field[$x][$y])){ unset($field[$x][$y]); $dir = ($dir + 3) % 4; }else{ $field[$x][$y] = true; $dir = ($dir + 1) % 4; } switch($dir){ case 0: $y++; break; case 1: $x--; break; case 2: $y--; break; case 3: $x++; break; } $step_count++; } // ARRAY TO IMAGE $img = imagecreatetruecolor(width, height); $white = imagecolorallocate($img, 255, 255, 255); for($x = 0; $x < width; $x++){ for($y = 0; $y < height; $y++){ if(isset($field[$x][$y])){ imagesetpixel($img, $x, $y, $white); } } } // TEXT TO IMAGE $color = array(); $color[0] = imagecolorallocate($img, 255, 0, 0); $color[1] = imagecolorallocate($img, 0, 255, 0); $color[2] = imagecolorallocate($img, 0, 0, 255); $print_array = array( 0 => 'Langton`s Ant', 1=>'PHP Version', 2=>'Steps: ' . $step_count ); foreach($print_array as $key => $line){ imagestring($img, 3, 3, 3 + $key*11, $line, $color[$key]); } // SAVE IMAGE imagepng($img, dest_name); </lang>
PicoLisp
This code pipes a PBM into ImageMagick's "display" to show the result: <lang PicoLisp>(de ant (Width Height X Y)
(let (Field (make (do Height (link (need Width)))) Dir 0) (until (or (le0 X) (le0 Y) (> X Width) (> Y Height)) (let Cell (nth Field X Y) (setq Dir (% (+ (if (car Cell) 1 3) Dir) 4)) (set Cell (not (car Cell))) (case Dir (0 (inc 'X)) (1 (inc 'Y)) (2 (dec 'X)) (3 (dec 'Y)) ) ) ) (prinl "P1") (prinl Width " " Height) (for Row Field (prinl (mapcar '[(X) (if X 1 0)] Row)) ) ) )
(out '(display -) (ant 100 100 50 50)) (bye) </lang>
PowerShell
To simplify the steps within the loop, -1 and 1 are used to represent the binary state of the spaces in the grid. As neither state is now a default value, to simplify setting the starting states, an array of arrays is used instead of a two dimensional array. <lang PowerShell> $Size = 100
$G = @() 1..$Size | ForEach { $G += ,( @( 1 ) * $Size ) }
$x = $y = $Size / 2
- Direction of next move
$Dx = 1 $Dy = 0
- While we are still on the grid...
While ( $x -ge 0 -and $y -ge 0 -and $x -lt $Size -and $y -lt $Size )
{ # Change direction $Dx, $Dy = ( $Dy * $G[$x][$y] ), -( $Dx * $G[$x][$y] ) # Change state of current square $G[$x][$y] = -$G[$x][$y] # Move forward $x += $Dx $y += $Dy }
- Convert to strings for output
ForEach ( $Row in $G ) { ( $Row | ForEach { ( ' ', , '#')[$_+1] } ) -join } </lang>
- Output:
Default PowerShell console colors reverse the colors from black on white to white on dark blue. Most blank lines not included below.
#################################################################################################### ################################################################################################ ## ############################################################################################### # ############################################################################################## # # ############################################################################################# # ############################################################################################ # # # # ########################################################################################### ## ## ############################## ########################################################## # ## ### ####################### ###### ######################################################## ## ### ###################### ## ## # # ###################################################### # ## ## # ##################### ## # ## ##################################################### ## ### ## ##################### # ## # ##################################################### # ## ## ### ############################# ###################################################### ## ### #### ####################### # # ##################################################### # ## ## ##### ####################### ## # # ################################################ ## ### ###### ####################### # # # #### #### ################################ # ## ## ####### ######################## ## # # # ## #### ## ############################## ## ### ######## ######################### # # #### ## # ############################ # ## ## ######### ######################### # ### #### ## ####### ### ###################### ## ### ########## ########################## # ### ## ## ###### ## ## #################### # ## ## ########### ########################## # ## ## ### # ####### ### ## ################## ## ### ############ ########################## # ## # # # # #### ## ################# # ## ## ############# ########################## ## ## ## # # # # #### # # # ## ########## ## ### ############## ########################## # ## ## ## # #### ### # ### ## # ######## # ## ## ############### ############################ # # ### ## ### ## ### ### # ###### ## ### ################ ######################## ### ### # ## # ### #### ##### # ## ## ################# ######################## ## ## # ## ## ### # ## # # # ##### #### ## ### ################## ######################## ### #### # ## # ##### # # ##### ### # ## ## ################### ####################### ### ### # #### # # # # # # ## ### ## ### #################### ####################### # ## # ## ### # # # ### # ## ### # ## ## ##################### ######################## ## #### ## ## ## ## # ###### ## ### ###################### ######################## #### #### ## ## # ## ### ## # ## ## ####################### ####################### ###### ### # ####### ### # ## # ## ### ######################## ####################### ### #### # # ### ###### # # # # ## # # ## ## ######################### ######################## ### # ## # ## ## # # # ##### ### ########################## ######################### ## ## # # ###### ## # ## #### # ## ## ########################### ########################### ##### ## # # ## # # # ## # ### ### ############################ ########################## ### # ## #### ## ### # ### ## ## ############################# ########################## # ## # ### ##### ## ## # # # ### ############################## ########################### ##### # ##### ## ### # ######### ## ############################### ############################ # #### ## # ### ### # # ### # ################################## ############################## # # ### # # # # # # # # # ############################## ############################# ### # # # # # ## # ### # ############################## ############################# # # # ### ## ## # # ### ##### ############################### ############################## ### ##### # # ## # ## # # ################################# ############################### ## # ## # ### # # ## ## # ################################# ################################### ## # ##### ##### ### ## # ################################ ################################### ####### ######### # # ## ################################### ##################################### #### ## ######### ## # ####################################### ##################################### # ############ ### ####################################### ###################################### ## ########## ## ######################################## ####################################### ## ## ######################################### ####################################################################################################
Processing
Processing implementation, this uses two notable features of Processing, first of all, the animation is calculated with the draw() loop, second the drawing on the screen is also used to represent the actual state. <lang processing>/*
* we use the following conventions: * directions 0: up, 1: left, 2: down: 3: right * * pixel white: true, black: false * * turn right: true, left: false * */
// number of iteration steps per frame // set this to 1 to see a slow animation of each // step or to 10 or 100 for a faster animation
final int STEP=100;
int x; int y; int direction;
void setup() {
// 100x100 is large enough to show the // corridor after about 10000 cycles size(100, 100, P2D);
background(#ffffff);
x=width/2; y=height/2;
direction=0;
}
int count=0;
void draw() {
for(int i=0;i<STEP;i++) { count++; boolean pix=get(x,y)!=-1; //white =-1 setBool(x,y,pix); turn(pix); move(); if(x<0||y<0||x>=width||y>=height) { println("finished"); noLoop(); break; } } if(count%1000==0) { println("iteration "+count); }
}
void move() {
switch(direction) { case 0: y--; break; case 1: x--; break; case 2: y++; break; case 3: x++; break; }
}
void turn(boolean rightleft) {
direction+=rightleft?1:-1; if(direction==-1) direction=3; if(direction==4) direction=0;
}
void setBool(int x, int y, boolean white) {
set(x,y,white?#ffffff:#000000);
}</lang>
Processing Python mode
<lang python>""" we use the following conventions: directions 0: up, 1: left, 2: down: 3: right
pixel white: True, black: False
turn right: True, left: False """
- number of iteration steps per frame
- set this to 1 to see a slow animation of each
- step or to 10 or 100 for a faster animation
STEP = 100 count = 0
def setup():
global x, y, direction
# 100x100 is large enough to show the # corridor after about 10000 cycles size(100, 100, P2D)
background(255) x = width / 2 y = height / 2 direction = 0
def draw():
global count for i in range(STEP): count += 1 pix = get(x, y) != -1 # white =-1 setBool(x, y, pix)
turn(pix) move()
if (x < 0 or y < 0 or x >= width or y >= height): println("finished") noLoop() break
if count % 1000 == 0: println("iteration {}".format(count))
def move():
global x, y if direction == 0: y -= 1 elif direction == 1: x -= 1 elif direction == 2: y += 1 elif direction == 3: x += 1
def turn(rightleft):
global direction direction += 1 if rightleft else -1 if direction == -1: direction = 3 if direction == 4: direction = 0
def setBool(x, y, white):
set(x, y, -1 if white else 0)</lang>
Prolog
This sort of problem, when stated in Prolog, reads a bit like a story book. Our main goal (go) succeeds if we can move north from the middle of the 100x100 matrix, and update_win- which outputs the black/1 blocks. The move/3 and direction/3 goals are really quite self explanatory, mirroring the instructions for the task.
<lang prolog>%_______________________________________________________________ % Langtons ant.
- -dynamic
black/1.
plot_point(Row, Col) :- % Output a 5x5 black box at R,C new(C, box(5,5)), X is Col * 5 - 2, Y is Row * 5 - 2, send(C, colour, colour(black)), send(C, fill_pattern, colour(blue)), send(C, center(point(X,Y))), send(@win, display, C). update_win :- % Make a 500x500 window, find all the black points and plot them new(@win, window('Langtons Ant')), send(@win, size, size(500,500)), send(@win, open), black(Row/Col),plot_point(Row,Col),fail. update_win.
direction(Row, Col, left) :- black(Row/Col), !, retract(black(Row/Col)). direction(Row, Col, right):- not(black(Row/Col)), !, assert(black(Row/Col)).
move(_, Row,Col) :- (Row < 0; Col < 0; Row > 99; Col > 99), !. move(north,Row,Col) :- (direction(Row,Col,left), C is Col - 1, !, move(west, Row, C)); (direction(Row,Col,right), C is Col + 1, !, move(east, Row, C)). move(south,Row,Col) :- (direction(Row,Col,right), C is Col - 1, !, move(west, Row, C)); (direction(Row,Col,left), C is Col + 1, !, move(east, Row, C)). move(east,Row,Col) :- (direction(Row,Col,right), R is Row + 1, !, move(south, R, Col)); (direction(Row,Col,left), R is Row - 1, !, move(north, R, Col)). move(west,Row,Col) :- (direction(Row,Col,left), R is Row + 1, !, move(south, R, Col)); (direction(Row,Col,right), R is Row - 1, !, move(north, R, Col)).
go :- retractall(black(_)), move(north,49,49), update_win.</lang>
PureBasic
<lang purebasic>#White = $FFFFFF
- Black = 0
- planeHeight = 100
- planeWidth = 100
- canvasID = 0
- windowID = 0
OpenWindow(#windowID, 0, 0, 150, 150, "Langton's ant", #PB_Window_SystemMenu | #PB_Window_ScreenCentered) CanvasGadget(#canvasID, 25, 25, #planeWidth, #planeHeight) StartDrawing(CanvasOutput(#canvasID))
Box(0, 0, #planeWidth, #planeHeight, #White)
StopDrawing()
Define event, quit, ant.POINT, antDirection, antSteps
ant\x = #planeHeight / 2 ant\y = #planeWidth / 2 Repeat
Repeat event = WindowEvent() If event = #PB_Event_CloseWindow quit = 1 event = 0 EndIf Until event = 0
StartDrawing(CanvasOutput(#canvasID)) Select Point(ant\x, ant\y) Case #Black Plot(ant\x, ant\y, #White) antDirection = (antDirection + 1) % 4 ;turn left Case #White Plot(ant\x, ant\y, #Black) antDirection = (antDirection - 1 + 4) % 4 ;turn right EndSelect StopDrawing()
Select antDirection Case 0 ;up ant\y - 1 Case 1 ;left ant\x - 1 Case 2 ;down ant\y + 1 Case 3 ;right ant\x + 1 EndSelect antSteps + 1 If ant\x < 0 Or ant\x >= #planeWidth Or ant\y < 0 Or ant\y >= #planeHeight MessageRequester("Langton's ant status", "Out of bounds after " + Str(antSteps) + " steps.") quit = 1 EndIf Delay(10) ;control animation speed and avoid hogging CPU
Until quit = 1</lang> Sample output:
Out of bounds after 11669 steps.
Python
<lang python> """Langton's ant implementation.""" from enum import Enum, IntEnum
class Dir(IntEnum):
"""Possible directions."""
UP = 0 RIGHT = 1 DOWN = 2 LEFT = 3
class Color(Enum):
"""Possible colors."""
WHITE = " " BLACK = "#"
def invert_color(grid, x, y):
"""Invert the color of grid at x, y coordinate.""" if grid[y][x] == Color.BLACK: grid[y][x] = Color.WHITE else: grid[y][x] = Color.BLACK
def next_direction(grid, x, y, direction):
"""Compute next direction according to current position and direction.""" if grid[y][x] == Color.BLACK: turn_right = False else: turn_right = True direction_index = direction.value if turn_right: direction_index = (direction_index + 1) % 4 else: direction_index = (direction_index - 1) % 4 directions = [Dir.UP, Dir.RIGHT, Dir.DOWN, Dir.LEFT] direction = directions[direction_index] return direction
def next_position(x, y, direction):
"""Compute next position according to direction.""" if direction == Dir.UP: y -= 1 elif direction == Dir.RIGHT: x -= 1 elif direction == Dir.DOWN: y += 1 elif direction == Dir.LEFT: x += 1 return x, y
def print_grid(grid):
"""Display grid.""" print(80 * "#") print("\n".join("".join(v.value for v in row) for row in grid))
def ant(width, height, max_nb_steps):
"""Langton's ant.""" grid = [[Color.WHITE] * width for _ in range(height)] x = width // 2 y = height // 2 direction = Dir.UP
i = 0 while i < max_nb_steps and 0 <= x < width and 0 <= y < height: invert_color(grid, x, y) direction = next_direction(grid, x, y, direction) x, y = next_position(x, y, direction) print_grid(grid) i += 1
if __name__ == "__main__":
ant(width=75, height=52, max_nb_steps=12000)
</lang> The output is similar to the basic D version.
R
<lang R> langton.ant = function(n = 100) { map = matrix(data = 0, nrow = n, ncol = n) p = floor(c(n/2, n/2)) d = sample(1:4, 1) i = 1 while(p[1] > 0 & p[1] <= n & p[2] > 0 & p[2] <= n) { if(map[p[1], p[2]] == 1) { map[p[1], p[2]] = 0 p = p + switch(d, c(0, 1), c(-1, 0), c(0, -1), c(1, 0)) d = ifelse(d == 4, 1, d + 1) } else { map[p[1], p[2]] = 1 p = p + switch(d, c(0, -1), c(1, 0), c(0, 1), c(-1, 0)) d = ifelse(d == 1, 4, d - 1) } } return(map) }
image(langton.ant(), xaxt = "n", yaxt = "n", bty = "n") </lang>
Racket
This Racket program attempts to avoid mutation.
<lang racket>#lang racket
- contracts allow us to describe expected behaviour of funcitons
(define direction/c (or/c 'u 'r 'l 'd)) (define turn/c (-> direction/c direction/c)) (define grid/c (hash/c integer? (hash/c integer? boolean?))) (define-struct/contract ant ([d direction/c] [x integer?] [y integer?]))
(define/contract (turn-right dir) turn/c
(case dir ((u) 'r) ((d) 'l) ((r) 'd) ((l) 'u)))
(define/contract (turn-left dir) turn/c
(case dir ((u) 'l) ((d) 'r) ((r) 'u) ((l) 'd)))
(define/contract (move d x y)
(-> direction/c integer? integer? (list/c direction/c integer? integer?)) (list d (+ x (case d ((l) -1) ((r) 1) (else 0))) (+ y (case d ((u) -1) ((d) 1) (else 0)))))
(define/contract (move-ant d a) (-> direction/c ant? ant?)
(apply make-ant (move d (ant-x a) (ant-y a))))
(define/contract (langton a grid) (-> ant? grid/c grid/c)
(let ((ax (ant-x a)) (ay (ant-y a))) (if (and (<= 1 ax 100) (<= 1 ay 100)) (let* ((grid-row (hash-ref grid ay hash)) (cell-black? (hash-ref grid-row ax #f))) (langton (move-ant ((if cell-black? turn-left turn-right) (ant-d a)) a) (hash-set grid ay (hash-set grid-row ax (not cell-black?))))) grid)))
(define/contract (show-grid/text grid) (-> grid/c void?)
(for* ; for* allows us to refer to y in rw ((y (in-range 1 101)) (rw (in-value (hash-ref grid y #f))) #:when rw ; if there is no row, the ant never visisted it #:when (newline) ; when can be used simply for its side effect (x (in-range 1 101))) (case (hash-ref rw x #\?) ((#\?) (display #\space)) ; distingush between "ant-visited white" vs. pure white ((#f) (display #\:)) ; little anty footprints left ((#t) (display #\#)))))
(show-grid/text (langton (make-ant 'u 50 50) (hash)))
(require 2htdp/image) (define/contract (show-grid/png grid) (-> grid/c image?)
(for*/fold ((scn (empty-scene 408 408))) ((y (in-range 1 101)) (rw (in-value (hash-ref grid y #f))) #:when rw ; if there is no row, the ant never visisted it (x (in-range 1 101))) (case (hash-ref rw x #\?) ((#\?) scn) ; distingush between "ant-visited white" vs. pure white ((#f) (place-image (circle 2 "outline" "gray") (* x 4) (* y 4) scn)) ; little anty footprints left ((#t) (place-image (circle 2 "solid" "black") (* x 4) (* y 4) scn)))))
(show-grid/png (langton (make-ant 'u 50 50) (hash))) </lang> Output (text):
## ############ ## #::####::::::::::# :## ###:::##::::::::::::##:# #:#::#:::::::::#::#::::# ## ##:#:#:::::::::###:::::::# ###:#::#:::#:::::#:::::##:##::### :#:#::###::##:####:##:::#:#::#:## ## :#:###:##: #:##::###:#:#:::::###:::### #:::::#:::#####:#:#::####::#:::###:#:#:# ###:##:::#:####::##:##:######:#:###:#:::# #:###:#:##:#:#:##:##:##:#:::#####:###:## ::#:#:::#:##:###:::#:::#:#::####::::# ## #::#:::::::::##:##:::#::##:::::##:#::: :## ###:::#:#:##:###::#::##:::::#:::###:##::##:# #::###::##:::##:##:::###::#::::#::##:####:::# ###:::#:::#:#::#:#:####:##::#:##:###::#:::::# #::###::#:##::::#::#:###::#::::::###:##:#::#: ## ###:::#::: #:##:#:##::##::#####:####::####:##:::# #::###::#:# #::#:###:#:#:##::::::##:::#:#:#:: #:::# ###:::#::## ###::##:#:::##:::::::####:####:::#::::::# #::###::#:# #:::##::###########:#::####::#::: #::::# ###:::#::## :#:####::##::#########::#::##::::#::## #::###::#:# ## :#:##:::##:##:###:###:::#::#:##::####:# ###:::#::## #::#:######:##:#:##:#:#::::###:###:::##:::# #::###::#:# #:::::#####:#:#####:::::#:#::##:#::::##:::# ###:::#::## #:::::#:##:#####:##::#:#:::#::#::##:# :#::# #::###::#:# #::::#:::####:#::#####:##:::##########:::## ###:::#::## #:##:::##:::#::#:::####::#:::##:####:##::: #::###::#:# #####:#::##:::##:#:::#::::#:#::#::#::#:#: ###:::#::## ## ## #:#:#::::##:##:#:#:##::#::##::##: #::###::#:# #::#: #:########:#:#:##::####:#: ###:::#::## #::#: #:::::::##:##:::#::#::##:#: #::###::#:# #::# #::::::#::##::##:::##:####: ###:::#::## ## #:::::::##::##::::#:::#:### #::###::#:# #:##::####::::####:###:#### ###:::#::## ##: ####: ##: #:##:#:#::# #::###::#:# ## ## ## ###:##:##### ###:::#::## #:##:#::#### #::###::#:# :##:##:## ###:::#::## :##:::::: #::###::#:# #:##::####:# ###:::#::## #::#:###::### #::###::#:# #:##:# #::# ###:::#::## ##: ## :::##::#:# ## ##::#::## #:#:#:# ####:## #:##:# #### ##
Raku
(formerly Perl 6)
In this version we use 4-bits-per-char graphics to shrink the output to a quarter the area of ASCII graphics. <lang perl6>constant @vecs = [1,0,1], [0,-1,1], [-1,0,1], [0,1,1]; constant @blocky = ' ▘▝▀▖▌▞▛▗▚▐▜▄▙▟█'.comb; constant $size = 100; enum Square <White Black>; my @plane = [White xx $size] xx $size; my ($x, $y) = $size/2, $size/2; my $dir = @vecs.keys.pick; my $moves = 0; loop {
given @plane[$x][$y] { when :!defined { last } when White { $dir--; $_ = Black; } when Black { $dir++; $_ = White; } } ($x,$y,$moves) »+=« @vecs[$dir %= @vecs];
} say "Out of bounds after $moves moves at ($x, $y)"; for 0,2,4 ... $size - 2 -> $y {
say join , gather for 0,2,4 ... $size - 2 -> $x { take @blocky[ 1 * @plane[$x][$y] + 2 * @plane[$x][$y+1] + 4 * @plane[$x+1][$y] + 8 * @plane[$x+1][$y+1] ]; }
}</lang>
- Output:
Out of bounds after 11669 moves at (-1, 26) ▄▚▚ ▟▟▜▟▚ ▜▀▚▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▜▘▗▌▟▚ ▄ ▜▘▗▌▟▘▟▘▗ ▞▀▚ ▜▘▗▌▄▙▝▜ ▐█ ▌▄▘▘▗▗▞▐▚▌ ▌▖▝ ▐▚▙▙ ▖▀▖ ▐▄▝█▀▖▄▗▗▗▀▐▛▛▙ ▞▚▝▟██▜▞ ▞▗▜▌ ▞▘▌ ▐▗▄▌▙▜▐▄▛▀▜▞▜▛▛▄▐ ▘▗▝▜▚▖▌▟▞▛▜▌▜▖ █▌ ▄▄ ▄▜▛▜▙▖▟▗▛▟▘▌ ▌ ▟▖ ▘▘▄▛▌▛▟█▖ ▚▜▀ ▌ ▘▘ █▚▛▜▟▌▘▗█▞▛▞▌ ▌ ▐▖ ▙▐▙▗█▌▐▀ ▟▛ ▄ ▌ ▟▙▚▛▀▄▗▟▖▐▗▘▛▐▀▟▌ ▌ ▘▀▞▛▗▘▘█▐▞▗▗▝▟▖▄▝▝ ▗▜▞▖▗▘▝█▜▞▖▗▙ ▝ ▙▌ ▟▞▖▟▄▌▟▄▙▐█▗▟▙▟▚▗▞ ▘▌▚▖▝▛▀ ▐▘▞█▀▟▛█▖ ▄ ▝▛▚ ▀▜▙▜▜▀▜▚▄▘▙▖ ▟▖▘▐▜▌▛▄▟▛▝▌ ▜▘▛▗▖▟▌ ▘▀█▙▙▚▄▛▗▛▖ ▞▗▖▚▗▚▞ ▜ ▖▄▙▛▚▀▗▜▛ ▞▗▝▛ ▞▌▜▌█▀▀▘▖ ▙ ▌▀ ▐▗▌█▛ ▀▚▞▚▞ ▜▖
REXX
This REXX program automatically justifies (or crops) the left, right, top and bottom of the ant's walk field on
the screen to display the maximum area of the ant's path (walk).
Or in other words, this REXX program only shows the pertinent part of the ant's walk─field.
<lang rexx>/*REXX program implements Langton's ant walk and displays the ant's path (finite field).*/
parse arg dir char seed . /*obtain optional arguments from the CL*/
if datatype(seed, 'W') then call random ,,seed /*Integer? Then use it as a RANDOM SEED*/
if dir== | dir=="," then dir= random(1, 4) /*ant is facing a random direction, */
if char== | char=="," then char= '#' /*binary colors: 0≡white, 1≡black. */
parse value scrSize() with sd sw . /*obtain the terminal's depth and width*/
sd= sd -6; sw= sw -1 /*adjust for " useble area. */ xHome= 1000000; yHome= 1000000 /*initially in the middle of nowhere. */
x= xHome; y= yHome /*start ant's walk in middle of nowhere*/ $.= 1 ; $.0= 4 ; $.2= 2 ; $.3= 3; $.4= 4 /* 1≡north 2≡east 3≡south 4≡west.*/ minX= x; minY= y; maxX= x; maxY= y /*initialize the min/max values for X,Y*/ @.= 0 /*the universe (walk field) is white.*/
do #=1 until (maxX-minY>sw)|(maxY-minY>sd) /*is the path out─of─bounds for screen?*/ black= @.x.y; @.x.y= \@.x.y /*invert (flip) ant's cell color code.*/ if black then dir= dir - 1 /*if cell color was black, turn left.*/ else dir= dir + 1 /* " " " " white, turn right.*/ dir= $.dir /*$ array handles/adjusts under & over.*/ select /*ant walks the direction it's facing. */ when dir==1 then y= y + 1 /*is ant walking north? Then go up. */ when dir==2 then x= x + 1 /* " " " east? " " right.*/ when dir==3 then y= y - 1 /* " " " south? " " down. */ when dir==4 then x= x - 1 /* " " " west? " " left. */ end /*select*/ /*the DIRection is always normalized.*/ minX= min(minX, x); maxX= max(maxX, x) /*find the minimum and maximum of X. */ minY= min(minY, y); maxY= max(maxY, y) /* " " " " " " Y. */ end /*steps*/ /* [↑] ant walks hither and thither. */ /*finished walking, it's out-of-bounds.*/
say center(" Langton's ant walked " # ' steps ', sw, "─") @.xHome.yHome= '█' /*show the ant's initial starting point*/ @.x.y= '∙' /*show where the ant went out─of─bounds*/
/* [↓] show Langton's ant's trail. */ do y=maxY to minY by -1; _= /*display a single row of cells. */ do x=minX to maxX; _=_ || @.x.y /*build a cell row for the display. */ end /*x*/ /* [↓] strip trailing blanks from line*/ _= strip( translate(_, char, 10), 'T') /*color the cells: black or white. */ if _\== then say _ /*display line (strip trailing blanks).*/ end /*y*/ /*stick a fork in it, we're all done. */</lang>
Programing note: the 23rd REXX line: <lang rexx> when dir==4 then x= x - 1 /* " " " west? " " left. */</lang> could've been coded as: <lang rexx> otherwise x= x - 1 /* " " " west? " " left. */</lang> The terminal's screen size used was 80x160.
The ant's walk starts at the █ glyph (in the middle of the "fist") and ends at ∙ (at the very top of the output) where it goes out─of─bounds.
- output when using the default inputs:
(Shown at 1/2 size.)
∙ # # ## # # ### # # ## # ## ### # # # # ### ## # ##### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### # # ### # ## # ### ## # # ### # ## ## ## # ### # # # ## # # # ### # ### ### # # ## # ### # #### ## # # # ### # ## ## # ### ## ## ## # # ### # #### # ## # ## # ### ##### ## ### ## ## ## # # ### # # # # ## # ## #### ## ## # ### #### ### #### #### ## # # # ### # ### # # ## ## # ## ## # ### #### ## ## ## # # # # # # ### # # ## # # ## ## # # # ## # ### # #### ## # # ######## # # # # # ### # ## ## # ## # # ## ## # # # ## ## ## # ### # # # # # # # # ## ## # ##### # # ### # ## #### ## # #### # # ## ## # ## # ### ## ########## ## ##### # #### # # # # ### # # # # ## # # # # ## ##### ## # # ## # ### # ## # ## # # ##### # ##### # # # ### # # ## ### ### # # ## # ## ###### # # ## # ### # #### ## # # ### ### #█ ## ## # ## # # ### # ## # ## # ######### ## #### # ## # ### # # # #### # ########### ## # # # ### # # # #### #### ## # ## ### ## # ### # # # # # ## ## # # ### # # # # ### # # ## #### #### ##### ## ## # ## # # ### ## # # ## ### # ### # # ## # ### # # # ### ## # ## #### # # # # # ### # #### ## # # ### ## ## ## ### # # ## ## ### # ## # ### ## # # ### ## # ## ## # ## ## # # ## # #### # # # ### ## # # # ## ### ##### # ## ## ## # # ## # ### # # # ### # ###### ## ## #### # ## ### # # # ### # #### # # ##### # # ### ### # # ### ## # ## ### # ## ## # # # ## #### ## ### # # ### ## ## # # # # ### # ### # # ## ## # # # # # # # ## ## ### ## # #### # ## ############ ##
Ring
<lang ring> load "guilib.ring" load "stdlib.ring"
new qapp
{ win1 = new qwidget() { setwindowtitle("drawing using qpainter") setgeometry(100,100,500,500) label1 = new qlabel(win1) { setgeometry(10,10,400,400) settext("") } new qpushbutton(win1) { setgeometry(200,400,100,30) settext("draw") setclickevent("draw()") } show() } exec() }
func draw
p1 = new qpicture() color = new qcolor() { setrgb(0,0,255,255) } pen = new qpen() { setcolor(color) setwidth(1) } new qpainter() { begin(p1) setpen(pen)
fieldsize=100 field = newlist(fieldsize,fieldsize) x=fieldsize/2 y=fieldsize/2 d=0 while x<=fieldsize and x>=0 and y<=fieldsize and y>=0 if field[x][y]=0 field[x][y]=1 d-=1 else field[x][y]=0 d+=1 ok drawpoint(x*2, y*2) d=(d+4) % 4 switch d on 0 y+=1 on 1 x+=1 on 2 y-=1 on 3 x-=1 off end
endpaint() } label1 { setpicture(p1) show() }
</lang>
Output:
Ruby
<lang ruby>class Ant
class OutOfBoundsException < StandardError; end class Plane def initialize(x, y) @size_x, @size_y = x, y @cells = Array.new(y) {Array.new(x, :white)} end def white?(px, py) @cells[py][px] == :white end def toggle_colour(px, py) @cells[py][px] = (white?(px, py) ? :black : :white) end def check_bounds(px, py) unless (0 <= px and px < @size_x) and (0 <= py and py < @size_y) raise OutOfBoundsException, "(#@size_x, #@size_y)" end end def to_s @cells.collect {|row| row.collect {|cell| cell == :white ? "." : "#"}.join + "\n" }.join end end dir_move = [[:north, [0,-1]], [:east, [1,0]], [:south, [0,1]], [:west, [-1,0]]] Move = Hash[dir_move] directions = dir_move.map{|dir, move| dir} # [:north, :east, :south, :west] Right = Hash[ directions.zip(directions.rotate).to_a ] Left = Right.invert def initialize(size_x, size_y, pos_x=size_x/2, pos_y=size_y/2) @plane = Plane.new(size_x, size_y) @pos_x, @pos_y = pos_x, pos_y @direction = :south @plane.check_bounds(@pos_x, @pos_y) end def run moves = 0 loop do begin moves += 1 move rescue OutOfBoundsException break end end moves end def move @plane.toggle_colour(@pos_x, @pos_y) advance if @plane.white?(@pos_x, @pos_y) @direction = Right[@direction] else @direction = Left[@direction] end end def advance dx, dy = Move[@direction] @pos_x += dx @pos_y += dy @plane.check_bounds(@pos_x, @pos_y) end def position "(#@pos_x, #@pos_y)" end def to_s @plane.to_s end
end
- the simulation
ant = Ant.new(100, 100) moves = ant.run puts "out of bounds after #{moves} moves: #{ant.position}" puts ant</lang>
- Output:
out of bounds after 11669 moves: (26, -1) ..........................#.#....................................................................... ........................##.#.#...................................................................... .......................#.###.##..................................................................... ......................####.###.#.................................................................... ......................#####.#..##................................................................... .......................#...##.##.#.................................................................. ........................###...#..##................................................................. .........................#...##.##.#................................................................ ..........................###...#..##............................................................... ...........................#...##.##.#.............................................................. ............................###...#..##............................................................. .............................#...##.##.#............................................................ ..............................###...#..##........................................................... ...............................#...##.##.#.......................................................... ................................###...#..##......................................................... .................................#...##.##.#........................................................ ..................................###...#..##....................................................... ...................................#...##.##.#...................................................... ....................................###...#..##..................................................... .....................................#...##.##.#.................................................... ......................................###...#..##................................................... .......................................#...##.##.#.................................................. ........................................###...#..##................................................. .........................................#...##.##.#................................................ ..........................................###...#..##............................................... ...........................................#...##.##.#.............................................. ............................................###...#..##............................................. .............................................#...##.##.#............................................ ..............................................###...#..##........................................... ...............................................#...##.##.#.......................................... ................................................###...#..##......................................... .................................................#...##.##.#..##.................................... ..................................................###...#..##..##................................... ...................................................#...##.##..##...#................................ .............................................####...###...#...#..###................................ ............................................#....#...#...##.####...#................................ ...........................................###....#...#.#......#.##.#............................... ...........................................###....#.##.....#.##..#.##............................... ............................................#....#...##.#.#.....##.................................. ............................................#.#......#.#####..#...#................................. ...........................................#...#####..........##.######............................. ...........................................###..##..#.##.#.#.#...##.#.##............................ .........................................##..#.#######.#...#..###....##.#........................... ........................................#..#..######.##...#..#.##...#...#........................... .......................................#....#.#.##.#..######.#######...#............................ .......................................#.####.##.#.####....##..##.#.##.#............................ ........................................#....####...#..#.######.##....###........................... ...........................................#...#.##.#.###.#..##..##...###........................... ..............................................#######....#..##.##.#.....#........................... ......................................####..##.##..####.##.##.##..#.....#........................... .....................................#....#.#...###.##.###....#.####....#........................... ....................................###.......###.#.#.#####....#.#......#........................... ....................................#.#...###.####.##.#...##.###.##.....#........................... ..........................................##.##..####....####.#.#.#.....#........................... .....................................#....#..##...###..###.....###......#........................... .....................................##...##.###.####..#......###...##..#........................... .....................................##.#.####.....#...#..#.##.###.##...#........................... ....................................####.##...##.####..#.#..#..#..###...#........................... ....................................#.##.###..#.#.##.#.#.....#.#.....#.#............................ ........................................#.#..#....##.##..#.#..###.##................................ ........................................##.#....#..#####.#....#....#..#.#........................... .......................................#.##.#..#....##.##.#..###......###........................... .....................................#.#...#..#..#..#..###...##..##....#............................ ....................................###.#.#####.######.###.#######.#.##............................. ....................................#.#.#....#####...##..#####.#####................................ ......................................#..##...#......#..#.##..###.###............................... ...................................####...#####.#########...#.#..................................... ..............................##....#..#.....###.#.#...#.###..###................................... .............................#..#..####.##...###.##...###.##.....##................................. ............................###....#.##.#.#####...#....#..#..##.###................................. ............................#.#####.#.#...##..##.....#....#...#..#.................................. ................................######.####..##.#...#..##..#.#.##................................... ..............................##......#.###.##..####...#...###...................................... ...............................#..#.#####..#...#.##...#..#..#....................................... ...............................##.###.#######.....#.....#.##........................................ ..............................#.#..##.##......#...##....#........................................... .............................#..#.####........###..##..#............................................ .............................#.##.###............##..##............................................. ..............................##.................................................................... ...............................##................................................................... .................................................................................................... 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Simple Version: <lang ruby>class Ant
MOVE = [[1,0], [0,1], [-1,0], [0,-1]] # [0]:east, [1]:south, [2]:west, [3]:north def initialize(size_x, size_y, pos_x=size_x/2, pos_y=size_y/2) @plane = Array.new(size_y) {Array.new(size_x, true)} # true -> white, false -> black @sx, @sy = size_x, size_y @px, @py = pos_x, pos_y # start position @direction = 0 # south @moves = 0 move while (0 <= @px and @px < @sx) and (0 <= @py and @py < @sy) end def move @moves += 1 @direction = (@plane[@py][@px] ? @direction+1 : @direction-1) % 4 @plane[@py][@px] = !@plane[@py][@px] @px += MOVE[@direction][0] @py += MOVE[@direction][1] end def to_s ["out of bounds after #{@moves} moves: (#@px, #@py)"] + (0...@sy).map {|y| (0...@sx).map {|x| @plane[y][x] ? "." : "#"}.join} end
end
puts Ant.new(100, 100).to_s</lang>
- Output is the same above.
Run BASIC
<lang Runbasic>dim plane(100,100) x = 50: y = 50: minY = 100
while (x>0) and (x<100) and (y>0) and (y<100)
if plane(x,y) then nxt = nxt - 1 if nxt < 1 then nxt = 4 else nxt = nxt + 1 if nxt > 4 then nxt = 1 end if
x = x + (nxt = 2) - (nxt = 4) y = y + (nxt = 3) - (nxt = 1) plane(x,y) = (plane(x,y) <> 1) minY = min(y,minY) ' find lowest and maxY = max(y,maxY) ' highest y to prevent printing blank lines
wend
graphic #g, 100,100 for y = minY to maxY
for x = 1 to 100 print chr$((plane(x,y)*3) + 32); if plane(x,y) = 1 then #g "color green ; set "; x; " "; y else #g "color blue ; set "; x; " "; y next x print y
next y render #g
- g "flush""</lang>
Ouptut (Produces both character and graphic):
20 ## 21 ## 22 ## ## ### ## # 23 # ## ### #### # # 24 # ## # ## ## # # 25 ## # # ####### ### ## 26 # # # ## # # ##### # # 27 ### # #### ## ### # ## 28 ## # # ## # # ## #### ###### 29 # # # # ## ## # # ##### # 30 ### ## # # # ##### # ## # ### 31 ## ## ### ## ### ## #### # # 32 ### ### # # # ### # # ## 33 # # ######### ##### #### 34 ### ### ## # # # ## # 35 ##### ##### ## ##### # # # 36 ## # ####### ### ###### ##### # ### 37 # ## ## ### # # # # # # 38 ### ### # ## ## # # ## # 39 # # # # # ##### # # ## 40 ## ### # # ## ## # # # 41 # # # # # # ## # # ### ## # 42 # ### # # # # #### ## ## #### 43 # ## ### ## # # # #### # ## 44 # ## ### # #### ### ## ## 45 # ### ### ### ## # # 46 # # # # #### #### ## ## 47 # ## ### ## # ## #### ### # # 48 # # # ##### # # ### ### 49 # #### # ### ## ### # # # 50 # # ## ## ## #### ## ## #### 51 # # ## ## # ####### 52 ### ## ## # ### # ## # # 53 ### ## ###### # # #### # 54 # ## # ## ## #### # ## #### # 55 # ####### ###### # ## # # # 56 # # ## # # ## ###### # # 57 # ## ### # # ####### # ## 58 ## # ## # # # ## # ## ### 59 ###### ## ##### # 60 # # ##### # # # 61 ## # # ## # # 62 ## # ## # ## # ### 63 # ## # # # # ### 64 # #### ## # # # 65 ### # # ### #### 66 # ## ## ## # 67 ## ## # ### 68 ## # ## ## # 69 ## # ### 70 # ## ## # 71 ## # ### 72 # ## ## # 73 ## # ### 74 # ## ## # 75 ## # ### 76 # ## ## # 77 ## # ### 78 # ## ## # 79 ## # ### 80 # ## ## # 81 ## # ### 82 # ## ## # 83 ## # ### 84 # ## ## # 85 ## # ### 86 # ## ## # 87 ## # ### 88 # ## ## # 89 ## # ### 90 # ## ## # 91 ## # ### 92 # ## ## # 93 ## # ### 94 # ## ## # 95 ## # ##### 96 # # #### 97 ## ### # 98 # # ## 99 100
Rust
<lang rust>struct Ant {
x: usize, y: usize, dir: Direction
}
- [derive(Clone,Copy)]
enum Direction {
North, East, South, West
}
use Direction::*;
impl Ant {
fn mv(&mut self, vec: &mut Vec<Vec<u8>>) { let pointer = &mut vec[self.y][self.x]; //change direction match *pointer { 0 => self.dir = self.dir.right(), 1 => self.dir = self.dir.left(), _ => panic!("Unexpected colour in grid") } //flip colour //if it's 1 it's black //if it's 0 it's white *pointer ^= 1;
//move direction match self.dir { North => self.y -= 1, South => self.y += 1, East => self.x += 1, West => self.x -= 1, }
}
}
impl Direction {
fn right(self) -> Direction { match self { North => East, East => South, South => West, West => North, } }
fn left(self) -> Direction { //3 rights equal a left self.right().right().right() }
}
fn main(){
//create a 100x100 grid using vectors let mut grid: Vec<Vec<u8>> = vec![vec![0; 100]; 100]; let mut ant = Ant { x: 50, y: 50, dir: Direction::North };
while ant.x < 100 && ant.y < 100 { ant.mv(&mut grid); } for each in grid.iter() { //construct string //using iterator methods to quickly convert the vector //to a string let string = each.iter() .map(|&x| if x == 0 { " " } else { "#" }) .fold(String::new(), |x, y| x+y); println!("{}", string); }
}</lang>
Scala
<lang scala>class Langton(matrix:Array[Array[Char]], ant:Ant) {
import Langton._ val rows=matrix.size val cols=matrix(0).size
def isValid = 0 <= ant.row && ant.row < cols && 0 <= ant.col && ant.col < rows def isBlack=matrix(ant.row)(ant.col)==BLACK def changeColor(c:Char)={matrix(ant.row)(ant.col)=c; matrix}
def evolve():Langton={ val (newCol, newAnt)=if(isBlack) (WHITE, ant.turnLeft) else (BLACK, ant.turnRight) new Langton(changeColor(newCol), newAnt.move) } override def toString()=matrix map (_.mkString("")) mkString "\n"
}
case class Ant(row:Int, col:Int, d:Int=0) {
def turnLeft=Ant(row,col,(d-1)&3) def turnRight=Ant(row,col,(d+1)&3) def move=d match { case 0 => Ant(row-1,col,d) // north case 1 => Ant(row,col+1,d) // east case 2 => Ant(row+1,col,d) // south case 3 => Ant(row,col-1,d) // west }
}
object Langton {
val BLACK='#' val WHITE='.' def apply(x:Int=100, y:Int=100)=new Langton(Array.fill(y, x)(WHITE), Ant(x>>>1, y>>>1, 0))
def main(args: Array[String]): Unit = { var l=Langton(100,100) var moves=0 while (l.isValid) { moves += 1 l=l.evolve } println("Out of bounds after "+moves+" moves") println(l) }
}</lang> Output:
Out of bounds after 11669 moves .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... ..........................................##..############..##...................................... .........................................#..####..........#..##..................................... ........................................###...##............##.#.................................... ........................................#.#..#.........#..#....#.................................... ....................................##..##.#.#.........###.......#.................................. .................................###.#..#...#.....#.....##.##..###.................................. ..................................#.#..###..##.####.##...#.#..#.##..##.............................. ..................................#.###.##..#.##..###.#.#.....###...###............................. ................................#.....#...#####.#.#..####..#...###.#.#.#............................ ...............................###.##...#.####..##.##.######.#.###.#...#............................ ...............................#.###.#.##.#.#.##.##.##.#...#####.###.##............................. ...................................#.#...#.##.###...#...#.#..####....#.##........................... ................................#..#.........##.##...#..##.....##.#.....##.......................... ...............................###...#.#.##.###..#..##.....#...###.##..##.#......................... ..............................#..###..##...##.##...###..#....#..##.####...#......................... .............................###...#...#.#..#.#.####.##..#.##.###..#.....#.......................... ............................#..###..#.##....#..#.###..#......###.##.#..#..##........................ ...........................###...#.....#.##.#.##..##..#####.####..####.##...#....................... ..........................#..###..#.#.#..#.###.#.#.##......##...#.#.#....#...#...................... .........................###...#..##.###..##.#...##.......####.####...#......#...................... ........................#..###..#.#..#...##..###########.#..####..#....#....#....................... .......................###...#..##......#.####..##..#########..#..##....#..##....................... ......................#..###..#.#...##..#.##...##.##.###.###...#..#.##..####.#...................... .....................###...#..##...#..#.######.##.#.##.#.#....###.###...##...#...................... ....................#..###..#.#...#.....#####.#.#####.....#.#..##.#....##...#....................... ...................###...#..##....#.....#.##.#####.##..#.#...#..#..##.#..#..#....................... ..................#..###..#.#.....#....#...####.#..#####.##...##########...##....................... .................###...#..##......#.##...##...#..#...####..#...##.####.##........................... ................#..###..#.#........#####.#..##...##.#...#....#.#..#..#..#.#......................... ...............###...#..##..........##..##.#.#.#....##.##.#.#.##..#..##..##......................... ..............#..###..#.#.................#..#....#.########.#.#.##..####.#......................... .............###...#..##..................#..#...#.......##.##...#..#..##.#......................... ............#..###..#.#....................#..#..#......#..##..##...##.####......................... ...........###...#..##......................##...#.......##..##....#...#.###........................ ..........#..###..#.#............................#.##..####....####.###.####........................ .........###...#..##..............................##..####....##..#.##.#.#..#....................... ........#..###..#.#................................##....##....##.###.##.#####...................... .......###...#..##................................................#.##.#..####...................... ......#..###..#.#.....................................................##.##.##...................... .....###...#..##......................................................##............................ ....#..###..#.#.....................................................#.##..####.#.................... ...###...#..##.....................................................#..#.###..###.................... ..#..###..#.#......................................................#.##.#..#..#..................... .###...#..##........................................................##......##...................... #..###..#.#..........................................................##............................. .###.#..##.......................................................................................... #.#.#.#.#........................................................................................... .####.##............................................................................................ .#.##.#............................................................................................. ..####.............................................................................................. ...##............................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... .................................................................................................... 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Scilab
<lang>grid_size=100; //side length of the square grid ant_pos=round([grid_size/2 grid_size/2]); //ant's initial position at center of grid head_direction='W'; //ant's initial direction can be either
//'N' north, 'S' south, 'E' east, or 'W' west
grid=~zeros(grid_size,grid_size) //blank grid col=[]; //cell color handler next_step=%T; //step flag i=0; //step counter
while next_step
col=grid(ant_pos(1),ant_pos(2)); //get cell color if col then //if white cell grid(ant_pos(1),ant_pos(2))=~grid(ant_pos(1),ant_pos(2)); //switch color if head_direction=='N' then //if head to N head_direction='E'; //turn right to E ant_pos(2)=ant_pos(2)+1; //step forward elseif head_direction=='E' then //if head to E head_direction='S'; //turn right to S ant_pos(1)=ant_pos(1)+1; //step forward elseif head_direction=='S' then //if head to S head_direction='W'; //turn right to W ant_pos(2)=ant_pos(2)-1; //step forward elseif head_direction=='W' then //if head to W head_direction='N'; //turn right to N ant_pos(1)=ant_pos(1)-1; //step forward end else //if black cell grid(ant_pos(1),ant_pos(2))=~grid(ant_pos(1),ant_pos(2)); //switch color if head_direction=='N' then //if head to N head_direction='W'; //turn left to E ant_pos(2)=ant_pos(2)-1; //step foward elseif head_direction=='W' then //if head to W head_direction='S'; //turn left to S ant_pos(1)=ant_pos(1)+1; //step forward elseif head_direction=='S' then //if head to S head_direction='E'; //turn left to E ant_pos(2)=ant_pos(2)+1; //step forward elseif head_direction=='E' then //if head to E head_direction='N'; //turn left to N ant_pos(1)=ant_pos(1)-1; //step forward end end i=i+1; if ant_pos(1)<1 | ant_pos(1)>100 | ant_pos(2)<0 | ant_pos(2)>100 then //check ant's position disp("Out of bounds after "+string(i)+" steps"); next_step=~next_step; //break loop if out of bounds end
end
ascii_grid=string(zeros(grid)); //create grid of chars to display
//on the console
for a=1:length(grid)
if grid(a) then ascii_grid(a)=" "; //blank space if cell is white else ascii_grid(a)="#"; //# if cell is black end
end
disp(ascii_grid);</lang>
- Output:
Out of bounds after 11669 steps ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! # # ! ! ! ! # # ! ! ! ! # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # ! ! ! ! # # # # # # # # ! ! ! ! # # # # # # # # # # # # ! ! ! ! # # # # # # # # # # ! ! ! ! # # # # # # # # # # ! ! ! ! # # # # # # # # # # # # ! ! ! ! # # # # # # # # ! ! ! ! # # # # # # # # ! ! ! ! # # # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # # # # # ! ! ! ! # # # # # # # # ! ! ! ! # # # # # # ! ! ! ! # # # # ! ! ! ! # # !
Seed7
<lang seed7>$ include "seed7_05.s7i";
const type: direction is new enum UP, RIGHT, DOWN, LEFT end enum;
const proc: main is func
local const integer: width is 75; const integer: height is 52; var array array boolean: m is height times width times FALSE; var direction: dir is UP; var integer: x is width div 2; var integer: y is height div 2; begin while x in {1 .. width} and y in {1 .. height} do dir := direction conv ((ord(dir) + 2 * ord(m[y][x]) - 1) mod 4); m[y][x] := not m[y][x]; case dir of when {UP}: decr(y); when {RIGHT}: decr(x); when {DOWN}: incr(y); when {LEFT}: incr(x); end case; end while; for key x range m do for y range 1 to width do write(".#"[succ(ord(m[x][y]))]); end for; writeln; end for; end func;</lang>
- Output:
........................................................................... ........................................................................... ........................................................................... ............................##..############..##........................... ...........................#..####..........#..##.......................... ..........................###...##............##.#......................... ..........................#.#..#.........#..#....#......................... ......................##..##.#.#.........###.......#....................... ...................###.#..#...#.....#.....##.##..###....................... ....................#.#..###..##.####.##...#.#..#.##..##................... ....................#.###.##..#.##..###.#.#.....###...###.................. ..................#.....#...#####.#.#..####..#...###.#.#.#................. .................###.##...#.####..##.##.######.#.###.#...#................. .................#.###.#.##.#.#.##.##.##.#...#####.###.##.................. .....................#.#...#.##.###...#...#.#..####....#.##................ ..................#..#.........##.##...#..##.....##.#.....##............... .................###...#.#.##.###..#..##.....#...###.##..##.#.............. ................#..###..##...##.##...###..#....#..##.####...#.............. ...............###...#...#.#..#.#.####.##..#.##.###..#.....#............... ..............#..###..#.##....#..#.###..#......###.##.#..#..##............. .............###...#.....#.##.#.##..##..#####.####..####.##...#............ ............#..###..#.#.#..#.###.#.#.##......##...#.#.#....#...#........... ...........###...#..##.###..##.#...##.......####.####...#......#........... ..........#..###..#.#..#...##..###########.#..####..#....#....#............ .........###...#..##......#.####..##..#########..#..##....#..##............ ........#..###..#.#...##..#.##...##.##.###.###...#..#.##..####.#........... .......###...#..##...#..#.######.##.#.##.#.#....###.###...##...#........... ......#..###..#.#...#.....#####.#.#####.....#.#..##.#....##...#............ .....###...#..##....#.....#.##.#####.##..#.#...#..#..##.#..#..#............ ....#..###..#.#.....#....#...####.#..#####.##...##########...##............ ...###...#..##......#.##...##...#..#...####..#...##.####.##................ ..#..###..#.#........#####.#..##...##.#...#....#.#..#..#..#.#.............. .###...#..##..........##..##.#.#.#....##.##.#.#.##..#..##..##.............. #..###..#.#.................#..#....#.########.#.#.##..####.#.............. .###.#..##..................#..#...#.......##.##...#..#..##.#.............. #.#.#.#.#....................#..#..#......#..##..##...##.####.............. .####.##......................##...#.......##..##....#...#.###............. .#.##.#............................#.##..####....####.###.####............. ..####..............................##..####....##..#.##.#.#..#............ ...##................................##....##....##.###.##.#####........... ....................................................#.##.#..####........... ........................................................##.##.##........... ........................................................##................. ......................................................#.##..####.#......... .....................................................#..#.###..###......... .....................................................#.##.#..#..#.......... ......................................................##......##........... .......................................................##.................. ........................................................................... ........................................................................... ........................................................................... ...........................................................................
Sidef
<lang ruby>define dirs = [[1,0], [0,-1], [-1,0], [0,1]] define size = 100
enum |White, Black| var plane = size.of { size.of (White) }
var (x, y) = ([size >> 1] * 2)... var dir = dirs.len.irand
var moves = 0 loop {
(x >= 0) && (y >= 0) && (x < size) && (y < size) || break
given (plane[x][y]) { when (White) { dir--; plane[x][y] = Black } when (Black) { dir++; plane[x][y] = White } }
++moves [[\x, \y], dirs[dir %= dirs.len]].zip {|a,b| *a += b }
}
say "Out of bounds after #{moves} moves at (#{x}, #{y})" plane.map{.map {|square| square == Black ? '#' : '.' }}.each{.join.say}</lang>
Swift
<lang Swift>import Foundation
let WIDTH = 100 let HEIGHT = 100
struct Point {
var x:Int var y:Int
}
enum Direction: Int {
case North = 0, East, West, South
}
class Langton {
let leftTurn = [Direction.West, Direction.North, Direction.South, Direction.East] let rightTurn = [Direction.East, Direction.South, Direction.North, Direction.West] let xInc = [0, 1,-1, 0] let yInc = [-1, 0, 0, 1] var isBlack:Bool var origin:Point var antPosition = Point(x:0, y:0) var outOfBounds = false var antDirection = Direction.East init(width:Int, height:Int) { self.origin = Point(x:width / 2, y:height / 2) self.isBlack = Array(count: width, repeatedValue: Array(count: height, repeatedValue: false)) } func moveAnt() { self.antPosition.x += xInc[self.antDirection.rawValue] self.antPosition.y += yInc[self.antDirection.rawValue] } func step() -> Point { if self.outOfBounds { println("Ant tried to move while out of bounds.") exit(0) } var ptCur = Point(x:self.antPosition.x + self.origin.x, y:self.antPosition.y + self.origin.y) let black = self.isBlack[ptCur.x][ptCur.y] let direction = self.antDirection.rawValue self.antDirection = (black ? self.leftTurn : self.rightTurn)[direction]
self.isBlack[ptCur.x][ptCur.y] = !self.isBlack[ptCur.x][ptCur.y] self.moveAnt() ptCur = Point(x:self.antPosition.x + self.origin.x, y:self.antPosition.y + self.origin.y) self.outOfBounds = ptCur.x < 0 || ptCur.x >= self.isBlack.count || ptCur.y < 0 || ptCur.y >= self.isBlack[0].count return self.antPosition }
}
let ant = Langton(width: WIDTH, height: HEIGHT)
while !ant.outOfBounds {
ant.step()
}
for row in 0 ..< WIDTH {
for col in 0 ..< HEIGHT { print(ant.isBlack[col][row] ? "#" : " ") } println()
}</lang>
- Output:
Blank lines omitted
# # ## # # # ### ## #### ### # ##### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ### # ## # ## ## # ## ### # ## ## # ## ## ## # #### ### # # ### # # # ## #### # ### # # # # ## # ### # ## # ## # ## # # ## # # ## # # # ##### # # # ##### ## ###### ### ## # ## # # # ## # ## ## # ####### # # ### ## # # # ###### ## # # ## # # # # # ## # ###### ####### # # #### ## # #### ## ## # ## # # #### # # ###### ## ### # # ## # ### # ## ## ### ####### # ## ## # # #### ## ## #### ## ## ## # # # # # ### ## ### # #### # ### ### # # ##### # # # # # ### #### ## # ## ### ## # ## ## #### #### # # # # # # ## ### ### ### # ## ## ### #### # ### ## # ## # #### # # # ## ### ## # #### ## ## #### # # # # ### # # ## ### # # ## # # # # # # # # # ## ## # # ### ## ## # # ##### # # # # # # ## # # ## ## # ### ### # # # # # # ### ## ## # ### # ##### ###### ### ####### # ## # # # ##### ## ##### ##### # ## # # # ## ### ### #### ##### ######### # # ## # # ### # # # ### ### # # #### ## ### ## ### ## ## ### # ## # ##### # # # ## ### # ##### # # ## ## # # # # ###### #### ## # # ## # # ## ## # ### ## #### # ### # # ##### # # ## # # # ## ### ####### # # ## # # ## ## # ## # # # #### ### ## # # ## ### ## ## ## ##
Tcl
<lang tcl>package require Tk
proc step {workarea} {
global x y dir if {[lindex [$workarea get $x $y] 0]} {
$workarea put black -to $x $y if {[incr dir] > 3} {set dir 0}
} else {
$workarea put white -to $x $y if {[incr dir -1] < 0} {set dir 3}
} switch $dir {
0 {incr x} 1 {incr y} 2 {incr x -1} 3 {incr y -1}
} expr {$x < 0 || $x >= [image width $workarea] || $y < 0 || $y >= [image height $workarea]}
}
image create photo antgrid -width 100 -height 100 pack [label .l -image antgrid] antgrid put white -to 0 0 99 99 set x [set y 50] set dir 0
while 1 {
update if {[step antgrid]} break
}
- Produce output in file
antgrid write ant.gif -format gif</lang>
TI-83 BASIC
The variable N counts the generation number. <lang TI-83b>PROGRAM:LANT
- ClrDraw
- 0→N
- 47→A
- 31→B
- 90→Θ
- Repeat getKey
- If pxl-Test(B,A)
- Then
- Θ+90→Θ
- Else
- Θ-90→Θ
- End
- Pxl-Change(B,A)
- A+cos(Θ°)→A
- B+sin(Θ°)→B
- N+1→N
- End
</lang>
VBA
<lang vb> Option Explicit
Sub Ant() Dim TablDatas(1 To 200, 1 To 256) As String, sDir As String, sFile As String, Str As String Dim ColA As Integer, LigA As Long, ColF As Integer, LigF As Long, i As Long, j As Integer, Num As Long Dim Top As Boolean, Left As Boolean, Bottom As Boolean, Right As Boolean
'init variables Top = True LigF = 80 ColF = 50 For i = 1 To 200 For j = 1 To 256 TablDatas(i, j) = " " Next Next 'directory sDir = "C:\Users\yourname\Desktop\" 'name txt file sFile = "Langton_Ant.txt" 'start For i = 1 To 15000 LigA = LigF ColA = ColF If LigA = 1 Or ColA = 1 Or ColA = 256 Or LigA = 200 Then GoTo Fin If TablDatas(LigA, ColA) = " " Then TablDatas(LigA, ColA) = "#" Select Case True Case Top: Top = False: Left = True: LigF = LigA: ColF = ColA - 1 Case Left: Left = False: Bottom = True: LigF = LigA + 1: ColF = ColA Case Bottom: Bottom = False: Right = True: LigF = LigA: ColF = ColA + 1 Case Right: Right = False: Top = True: LigF = LigA - 1: ColF = ColA End Select Else TablDatas(LigA, ColA) = " " Select Case True Case Top: Top = False: Right = True: LigF = LigA: ColF = ColA + 1 Case Left: Left = False: Top = True: LigF = LigA - 1: ColF = ColA Case Bottom: Bottom = False: Left = True: LigF = LigA: ColF = ColA - 1 Case Right: Right = False: Bottom = True: LigF = LigA + 1: ColF = ColA End Select End If Next i 'result in txt file Num = FreeFile Open sDir & sFile For Output As #Num For i = 1 To UBound(TablDatas, 1) Str = vbNullString For j = 1 To UBound(TablDatas, 2) Str = Str & TablDatas(i, j) Next j Print #1, Str Next i Close #Num Exit Sub
Fin: MsgBox "Stop ! The ant is over limits." End Sub </lang>
- Output:
## ############ ## ## # #### # # ## ## ### # # # # # # # ### # # ## ## ### ## ## # # # # ### ## ## # # # ## #### ## ### # # ### ### # # ### ## # ## ### # # # # ### # #### # # ##### # # # # ### # ###### ## ## #### # ## ### ## ### ##### # ## ## ## # # ## # ### # ## # #### # # # ### ## # # # ## # ## ## # ## ## # # # ## ## ### # ## # ### ## # # ### # #### ## # # ### ## ## ## ### # # # ### ## # ## #### # # # # # ### ## # # ## ### # ### # # ## # ### # # ## #### #### ##### ## ## # ## # # ### # # # # # ## ## # # ### # # # # ### # # # #### #### ## # ## ### ## # ### # # # #### # ########### ## # # # ### # ## # ## # ######### ## #### # ## # ### # #### ## # # ### ### ## ## ## # ## # # ### # # ## ### ### # # ## # ## ###### # # ## # ### # ## # ## # # ##### # ##### # # # ### # # # # ## # # # # ## ##### ## # # ## # ### ## ########## ## ##### # #### # # # # ### # ## #### ## # #### # # ## ## # ## # ### # # # # # # # # ## ## # ##### # # ### # ## ## # ## # # ## ## # # # ## ## ## # ### # #### ## # # ######## # # # # # ### # # ## # # ## ## # # # ## # ### #### ## ## ## # # # # # # ### # ### # # ## ## # ## ## # ### #### ### #### #### ## # # # ### # # # # ## # ## #### ## ## # ### ##### ## ### ## ## ## # # ### # #### # ## # ## # ### ## ## ## # # ### # ## ## # ### # #### ## # # # ### # ### ### # # ## # ### # # # ## # # # ### # ## ## ## # ### ## # # ### # ## # ### # # ### # ## # ### # # ### # ## # ###
Vim Script
<lang vim>" return character under cursor function! CurrChar()
return matchstr(getline('.'), '\%' . col('.') . 'c.')
endfunction
" draw all-white grid (arguments are characters to use for white and black) function! LangtonClear(white, black)
let l:bufname = 'langtons.ant' if bufexists(l:bufname) let l:winnum = bufwinnr(l:bufname) if l:winnum == -1 execute 'sbuffer ' . bufnr(l:bufname) else execute l:winnum . 'wincmd w' endif else execute 'new ' . l:bufname end execute '1,$ delete _' call append(0, repeat(a:white,100)) execute 'normal! 1Gyy99p' goto 5100 let b:directions = [ 'k', 'l', 'j', 'h' ] let b:direction = 0 let b:white = a:white let b:black = a:black
endfunction
" move the ant one step function! LangtonStep()
let l:ch = CurrChar() if l:ch == b:white let l:ch = b:black let b:direction = (b:direction + 1) % 4 elseif l:ch == b:black let l:ch = b:white let b:direction = (b:direction + 3) % 4 endif execute 'normal! r'.l:ch.b:directions[b:direction]
endfunction
" run until we hit the edge " optional arguments specify white and black characters; " default . and @, respectively. function! RunLangton(...)
let l:white='.' let l:black='@' if a:0 > 0 let l:white=a:1 if a:0 > 1 let l:black=a:2 endif endif call LangtonClear(l:white, l:black) while 1 let l:before = getpos('.') call LangtonStep() let l:after = getpos('.') if l:before == l:after break endif endwhile
endfunction</lang>
Whitespace
<lang Whitespace>
</lang>
Following is the pseudo-Assembly from which the above was generated.
<lang asm>; For easier access, the direction vector is stored at the end of the heap. push 10003 dup push 100 store push 1 sub dup push -1 store push 1 sub dup push -100 store push 1 sub dup push 1 store
0: ; Initialize the grid.
push 1 sub dup push 0 store dup push 0 swap sub jn 0 push 5050 ; Start the ant at the center.
1: ; Make sure the ant's in bounds.
dup push 100 mod jn 2 dup push 100 div jn 2 push 100 copy 1 copy 1 mod sub jz 2 push 100 copy 1 copy 1 div sub jz 2
swap copy 1 load ; Get current cell state. push 1 add push 2 mod ; Invert it. copy 2 copy 1 store ; Then store it back. push 2 mul push 5 add add push 4 mod ; Determine new direction. swap copy 1 push 10000 add load add ; Update position accordingly. jump 1
2: ; Initialize a counter and flow into the printer.
pop dup sub
3: ; Iterate over the cells.
dup load push 32 add ochr ; Print ' ' for off, '!' for on. push 1 add dup ; Increment the counter. push 100 mod jz 5 ; Branch at the end of a row. 4: dup push 10000 sub jn 3 ; Go again unless counter is 10000. pop exit ; All done, exit clean.
5: ; Print a newline and jump back to the counter check.
push 10 ochr jump 4</lang>
Wren
The textual version only. <lang ecmascript>var width = 75 var height = 52 var maxSteps = 12000
var up = 0 var right = 1 var down = 2 var left = 3 var direction = [up, right, down, left]
var white = 0 var black = 1
var x = (width/2).floor var y = (height/2).floor var m = List.filled(height, null) for (i in 0...height) m[i] = List.filled(width, 0) var dir = up var i = 0 while (i < maxSteps && 0 <= x && x < width && 0 <= y && y < height) {
var turn = (m[y][x] == black) var index = (dir + (turn ? 1 : -1)) & 3 dir = direction[index] m[y][x] = (m[y][x] == black) ? white : black if (dir == up) { y = y - 1 } else if (dir == right) { x = x - 1 } else if (dir == down) { y = y + 1 } else { x = x + 1 } i = i + 1
} for (j in 0...height) {
for (k in 0...width) System.write((m[j][k] == white) ? "." : "#") System.print()
}</lang>
- Output:
Same as D entry.
XPL0
<lang XPL0>include c:\cxpl\codes; \intrinsic 'code' declarations int X, Y, Dir; [SetVid($13); \set 320x200 graphic video mode X:= 50; Y:= 50; Dir:= 0; \start in middle facing east repeat if ReadPix(X,Y) then \(black and white are reversed)
[Dir:= Dir-1;\left\ Point(X,Y, 0\black\)] else [Dir:= Dir+1;\right\ Point(X,Y,$F\white\)]; case Dir & 3 of 0: X:= X+1; \east 1: Y:= Y+1; \south 2: X:= X-1; \west 3: Y:= Y-1 \north other [];
until X<0 ! X>=100 ! Y<0 ! Y>=100; X:= ChIn(1); \wait for keystroke SetVid(3); \restore normal text mode ]</lang>
zkl
Uses the PPM class from http://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#zkl <lang zkl>white:=0xff|ff|ff; black:=0; w:=h:=100; bitmap:=PPM(w,h,white); x:=w/2; y:=h/2; dir:=0; // start in middle facing east do{
if(bitmap[x,y]){ dir-=1; bitmap[x,y]=black; } // white-->black, turn left else { dir+=1; bitmap[x,y]=white; } // black-->white, turn right switch(dir.bitAnd(3)){ // dir is always <0 case(0){ x+=1; } // east case(1){ y-=1; } // south case(2){ x-=1; } // west case(3){ y+=1; } // north }
}while((0<=x<w) and (0<=y<h));
bitmap.write(File("foo.ppm","wb"));</lang>
- Output:
Same as XPL0 (and using their image).
- Programming Tasks
- Cellular automata
- Ada
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- ALGOL 68
- AutoHotkey
- AutoIt
- AWK
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- Bc
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- Zkl