Wolframs's 1D CA

This example is for Processing version 1.1+. If you have a previous version, use the examples included with your software. If you see any errors or have suggestions, »please let us know.

Conway's Game of Life by Mike Davis.

This program is a simple version of Conway's game of Life. A lit point turns off if there are fewer than two or more than three surrounding lit points. An unlit point turns on if there are exactly three lit neighbors. The 'density' parameter determines how much of the board will start out lit.

 
int sx, sy; 
float density = 0.5; 
int[][][] world;
 
void setup() 
{ 
  size(640, 200, P2D);
  frameRate(12);
  sx = width;
  sy = height;
  world = new int[sx][sy][2]; 
   
  // Set random cells to 'on' 
  for (int i = 0; i < sx * sy * density; i++) { 
    world[(int)random(sx)][(int)random(sy)][1] = 1; 
  } 
} 
 
void draw() 
{ 
  background(0); 
  
  // Drawing and update cycle 
  for (int x = 0; x < sx; x=x+1) { 
    for (int y = 0; y < sy; y=y+1) { 
      //if (world[x][y][1] == 1) 
      // Change recommended by The.Lucky.Mutt
      if ((world[x][y][1] == 1) || (world[x][y][1] == 0 && world[x][y][0] == 1)) 
      { 
        world[x][y][0] = 1; 
        set(x, y, #FFFFFF); 
      } 
      if (world[x][y][1] == -1) 
      { 
        world[x][y][0] = 0; 
      } 
      world[x][y][1] = 0; 
    } 
  } 
  // Birth and death cycle 
  for (int x = 0; x < sx; x=x+1) { 
    for (int y = 0; y < sy; y=y+1) { 
      int count = neighbors(x, y); 
      if (count == 3 && world[x][y][0] == 0) 
      { 
        world[x][y][1] = 1; 
      } 
      if ((count < 2 || count > 3) && world[x][y][0] == 1) 
     { 
        world[x][y][1] = -1; 
      } 
    } 
  } 
} 
 
// Count the number of adjacent cells 'on' 
int neighbors(int x, int y) 
{ 
  return world[(x + 1) % sx][y][0] + 
         world[x][(y + 1) % sy][0] + 
         world[(x + sx - 1) % sx][y][0] + 
         world[x][(y + sy - 1) % sy][0] + 
         world[(x + 1) % sx][(y + 1) % sy][0] + 
         world[(x + sx - 1) % sx][(y + 1) % sy][0] + 
         world[(x + sx - 1) % sx][(y + sy - 1) % sy][0] + 
         world[(x + 1) % sx][(y + sy - 1) % sy][0]; 
}