second try
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@ -3,3 +3,4 @@
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__pycache__
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.coverage
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htmlcov/
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*.orig
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@ -1,63 +1,51 @@
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#!/usr/bin/env python3
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import random
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from cellular_automaton.cellular_automaton import CellularAutomaton, CellularAutomatonProcessor
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from cellular_automaton.ca_rule import Rule
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from cellular_automaton.ca_neighborhood import MooreNeighborhood, EdgeRule
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from cellular_automaton.ca_display import PyGameFor2D
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from cellular_automaton.ca_cell_state import CellState
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from cellular_automaton.ca_grid import Grid
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from cellular_automaton.ca_rule import Rule
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class TestRule(Rule):
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def evolve_cell(self, cell, iteration_index):
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if cell.state is None:
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return self._init_state(cell)
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else:
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return self._evolve_state(cell, iteration_index)
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@staticmethod
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def _evolve_state(cell, iteration_index):
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def evolve_cell(last_cell_state, last_neighbour_states):
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try:
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left_neighbour_state = cell.neighbours[0].state.get_status_of_iteration(iteration_index - 1)
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active = cell.state.set_status_of_iteration(left_neighbour_state, iteration_index)
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if active:
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cell.is_set_for_redraw = True
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return active
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return last_neighbour_states[0]
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except IndexError:
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return False
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pass
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return False
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@staticmethod
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def _init_state(cell):
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class MyState(CellState):
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def __init__(self):
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rand = random.randrange(0, 101, 1)
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if rand <= 99:
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cell.state = MyStatus(0)
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return False
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else:
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cell.state = MyStatus(1)
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cell.is_set_for_redraw = True
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return True
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init = 0
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if rand > 99:
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init = 1
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class MyStatus(CellState):
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def __init__(self, initial_state):
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super().__init__([initial_state])
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super().__init__(init, draw_first_state=False)
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def get_state_draw_color(self, iteration):
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red = 0
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if self._state_slots[iteration % 2][0]:
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if self.get_state_of_last_iteration(iteration)[0]:
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red = 255
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return [red, 0, 0]
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if __name__ == "__main__":
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import random
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from multiprocessing import freeze_support
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from cellular_automaton.cellular_automaton import CellularAutomaton, CellularAutomatonProcessor
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from cellular_automaton.ca_neighborhood import MooreNeighborhood, EdgeRule
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from cellular_automaton.ca_display import PyGameFor2D
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from cellular_automaton.ca_grid import Grid
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freeze_support()
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random.seed(1000)
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rule = TestRule()
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grid = Grid(dimension=[400, 400],
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neighborhood=MooreNeighborhood(EdgeRule.FIRST_AND_LAST_CELL_OF_DIMENSION_ARE_NEIGHBORS))
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neighborhood=MooreNeighborhood(EdgeRule.FIRST_AND_LAST_CELL_OF_DIMENSION_ARE_NEIGHBORS),
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state_class=MyState)
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ca = CellularAutomaton(grid, rule)
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ca_window = PyGameFor2D(window_size=[1000, 800], cellular_automaton=ca)
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ca_processor = CellularAutomatonProcessor(process_count=8)
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ca_processor = CellularAutomatonProcessor(process_count=2, cellular_automaton=ca)
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ca_window.main_loop(cellular_automaton_processor=ca_processor,
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ca_iterations_per_draw=5)
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@ -1,7 +1,61 @@
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import multiprocessing
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from cellular_automaton.ca_cell_state import CellState
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class Cell:
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def __init__(self, name, coordinate: list):
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self.name = name
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self.coordinate = coordinate
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self.neighbours = []
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self.state = None
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self.is_set_for_redraw = False
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def __init__(self, name, state_class: CellState.__class__, coordinate: list):
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self._name = name
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self._coordinate = coordinate
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self._state = state_class()
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self._neighbours = []
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self._active = multiprocessing.Value('i', 1)
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self._age = multiprocessing.Value('i', 0)
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def set_neighbours(self, neighbours):
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self._neighbours = neighbours
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def get_coordinate(self):
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return self._coordinate
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def evolve_if_ready(self, rule):
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if self._neighbours_are_younger():
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if self._is_active():
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new_state = rule(self.get_current_state(), self.get_neighbour_states())
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self.set_new_state_and_activate(new_state)
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self.increase_age()
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def _neighbours_are_younger(self):
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for n in self._neighbours:
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if n.get_age() < self.get_age():
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return False
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def get_age(self):
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return self._age.value
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def _is_active(self):
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return self._active.value > self._age.value
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def get_current_state(self):
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return self._state.get_state_of_iteration(self._age.value)
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def get_neighbour_states(self):
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return [n.get_state_from_iteration(self._age.value) for n in self._neighbours]
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def set_new_state_and_activate(self, new_state: CellState):
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changed = self._state.set_current_state(new_state, self._age.value + 1)
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if changed:
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self._set_active()
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def _set_active(self):
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self.set_active_for_next_iteration(self._age.value)
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for n in self._neighbours:
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n.set_active_for_next_iteration(self._age.value)
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def set_active_for_next_iteration(self, iteration):
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self._active.value = max(self._active.value, iteration + 1)
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def increase_age(self):
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with self._age.get_lock():
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self._age += 1
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from multiprocessing import Array, Value
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class CellState:
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"""
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This is the base class for all cell states.
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When using the cellular automaton display, inherit this class and implement get_state_draw_color.
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"""
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def __init__(self, initial_state, state_save_slot_count=2):
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def __init__(self, initial_state=(0., ), state_save_slot_count=2, draw_first_state=True):
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self._state_save_slot_count = state_save_slot_count
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self._state_slots = [initial_state] * state_save_slot_count
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self._state_slots = [Array('d', initial_state)] * state_save_slot_count
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if draw_first_state:
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self._dirty = Value('i', 1)
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else:
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self._dirty = Value('i', 0)
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def set_status_of_iteration(self, new_status, iteration):
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""" Will set the new status for the iteration modulo number of saved states.
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:param new_status: The new status to set.
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def is_set_for_redraw(self):
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return self._dirty != 1
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def get_state_changes(self):
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return self._dirty
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def set_for_redraw(self):
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self._dirty = 1
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def was_redrawn(self):
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self._dirty = 0
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def set_current_state(self, new_state, current_iteration_index):
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return self.set_state_of_iteration(new_state, current_iteration_index)
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def get_state_of_last_iteration(self, current_iteration_index):
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return self.get_state_of_iteration(current_iteration_index - 1)
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def set_state_of_iteration(self, new_state, iteration):
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""" Will set the new state for the iteration modulo number of saved states.
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:param new_state: The new state to set.
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:param iteration: Uses the iteration index, to differ between concurrent states.
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:return True if status has changed.
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:return True if state has changed.
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"""
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slot_count = self._state_save_slot_count
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states = self._state_slots
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states[iteration % slot_count] = new_status
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current_state = states[iteration % slot_count]
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return states[(iteration - 1) % slot_count] \
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!= states[iteration % slot_count]
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changed = False
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for i in range(len(current_state)):
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try:
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if current_state[i] != new_state[i]:
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changed = True
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def get_status_of_iteration(self, iteration):
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""" Will return the status for the iteration modulo number of saved states.
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current_state[i] = new_state[i]
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except IndexError:
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raise IndexError("New State length or type is invalid!")
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self._dirty |= changed
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return changed
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def get_state_of_iteration(self, iteration):
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""" Will return the state for the iteration modulo number of saved states.
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:param iteration: Uses the iteration index, to differ between concurrent states.
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:return The status for this iteration.
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:return The state for this iteration.
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"""
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return self._state_slots[iteration % self._state_save_slot_count]
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while running:
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time_ca_start = time.time()
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cellular_automaton_processor.evolve_x_times(self._cellular_automaton, ca_iterations_per_draw)
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time_ca_end = time.time()
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self.ca_display._redraw_cellular_automaton()
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time_ds_end = time.time()
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self._print_process_duration(time_ca_end, time_ca_start, time_ds_end)
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time.sleep(0.5)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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cellular_automaton_processor.stop()
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running = False
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def _cell_redraw_rectangles(cells, evolution_index, display_info):
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for cell in cells:
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if cell.is_set_for_redraw:
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if cell.state.is_set_for_redraw():
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cell_color = cell.state.get_state_draw_color(evolution_index)
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cell_pos = _calculate_cell_position(display_info.cell_size, cell)
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surface_pos = list(map(operator.add, cell_pos, display_info.grid_pos))
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yield display_info.screen.fill(cell_color, (surface_pos, display_info.cell_size))
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cell.is_set_for_redraw = False
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cell.state.was_redrawn()
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def _calculate_cell_position(cell_size, cell):
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class Grid:
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def __init__(self, dimension: list, neighborhood: Neighborhood):
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def __init__(self, dimension: list, neighborhood: Neighborhood, state_class):
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self._dimension = dimension
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self._cells = {}
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self._active_cells = {}
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self._state_class = state_class
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self._init_cells(neighborhood)
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@ -58,7 +59,7 @@ class Grid:
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self._recursive_step_down_dimensions(coordinate, dimension_index, self._create_cells)
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except IndexError:
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coordinate_string = _join_coordinate(coordinate)
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self._cells[coordinate_string] = Cell(coordinate_string, coordinate)
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self._cells[coordinate_string] = Cell(coordinate_string, self._state_class, coordinate)
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def _recursive_step_down_dimensions(self, coordinate, dimension_index, recursion_method):
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""" For the range of the current dimension, recalls the recursion method.
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@ -72,9 +73,9 @@ class Grid:
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def _set_cell_neighbours(self, neighborhood):
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for cell in self._cells.values():
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neighbours_coordinates = neighborhood.calculate_cell_neighbor_coordinates(cell.coordinate,
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neighbours_coordinates = neighborhood.calculate_cell_neighbor_coordinates(cell.get_coordinate(),
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self._dimension)
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cell.neighbours = list(map(self._get_cell_by_coordinate, neighbours_coordinates))
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cell.set_neighbours(list(map(self._get_cell_by_coordinate, neighbours_coordinates)))
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def _get_cell_by_coordinate(self, coordinate):
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return self._cells[_join_coordinate(coordinate)]
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from cellular_automaton.ca_cell import Cell
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from abc import abstractmethod
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@ -6,11 +5,12 @@ class Rule:
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def __init__(self):
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pass
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@staticmethod
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@abstractmethod
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def evolve_cell(self, cell: Cell, iteration_index: int):
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def evolve_cell(last_cell_state, last_neighbour_states):
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""" Calculates and sets new state of 'cell'.
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:param cell: The cell to calculate new state for.
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:param iteration_index: The current iteration index, to choose the correct state.
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:param last_cell_state: The cells current state to calculate new state for.
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:param last_neighbour_states: The cells neighbours current states.
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:return: True if state changed, False if not.
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A cells evolution will only be called if it or at least one of its neighbours has changed last iteration cycle.
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"""
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@ -1,9 +1,7 @@
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import multiprocessing
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from cellular_automaton.ca_grid import Grid
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from cellular_automaton.ca_rule import Rule
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from cellular_automaton.ca_cell_state import CellState
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from multiprocessing import Process, Pipe, Array, Value
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import multiprocessing
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class CellularAutomaton:
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@ -13,160 +11,29 @@ class CellularAutomaton:
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self.evolution_iteration_index = 0
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class _EvolutionProcess:
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def __init__(self, process: Process, pipe: Pipe):
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self.process = process
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self.pipe = pipe
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self.cell = None
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class CellularAutomatonProcessor:
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def __init__(self, process_count: int = 1):
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self._processes = list(_create_processes(process_count))
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def __init__(self, cellular_automaton, process_count: int = 1):
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self.active = multiprocessing.Value('i', 1)
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cells = list(cellular_automaton.grid.get_cells().values())
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chunk_size = int(len(cells) / process_count)
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self._processes = [multiprocessing.Process(target=_process_routine,
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name=str(i),
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args=(cells[i*chunk_size:i*chunk_size + chunk_size],
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cellular_automaton.evolution_rule,
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self.active))
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for i in range(process_count)]
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for p in self._processes:
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p.start()
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self.__cellular_automaton = None
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def evolve_x_times(self, cellular_automaton: CellularAutomaton, evolution_steps: int):
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""" Evolve all cells for x time steps.
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:param cellular_automaton: The cellular automaton to evolve.
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:param evolution_steps: The count of evolutions done.
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:return: True if all cells are inactive
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"""
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for evo in range(evolution_steps):
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finished = self.evolve(cellular_automaton)
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if finished:
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return True
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return False
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def evolve(self, cellular_automaton: CellularAutomaton):
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""" Evolves all active cells for one time step.
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:param cellular_automaton: The cellular automaton to evolve.
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:return: True if all cells are inactive.
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"""
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self.__cellular_automaton = cellular_automaton
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if self._is_evolution_finished():
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print("finished")
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return True
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else:
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cellular_automaton.evolution_iteration_index += 1
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self._evolve_all_active_cells()
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return False
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def _is_evolution_finished(self):
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return len(self.__cellular_automaton.grid.get_active_cell_names()) == 0
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def _evolve_all_active_cells(self):
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active_cells = self.__cellular_automaton.grid.get_active_cells()
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self.__cellular_automaton.grid.clear_active_cells()
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self._evolve_cells(active_cells.values())
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print(len(self.__cellular_automaton.grid.get_active_cells()))
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def _evolve_cells(self, cells):
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cellular_automaton = self.__cellular_automaton
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processes = self._processes
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process_count = len(processes)
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for i, cell in enumerate(cells):
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evolution_process = processes[i % process_count]
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if evolution_process.cell:
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response = evolution_process.pipe.recv()
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evolved_cell = evolution_process.cell
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evolved_cell.state = response[0]
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evolved_cell.is_set_for_redraw |= response[1]
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if evolved_cell.is_set_for_redraw:
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cellular_automaton.grid.set_cells_active([evolved_cell] + evolved_cell.neighbours)
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evolution_process.cell = None
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cell_info = self.read_cell_info(cell, cellular_automaton.evolution_iteration_index)
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evolution_process.pipe.send(cell_info)
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evolution_process.cell = cell
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for evolution_process in processes:
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response = evolution_process.pipe.recv()
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cell = evolution_process.cell
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cell.state = response[0]
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cell.is_set_for_redraw |= response[1]
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if cell.is_set_for_redraw:
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cellular_automaton.grid.set_cells_active([cell] + cell.neighbours)
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evolution_process.cell = None
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# if cellular_automaton.evolution_rule.evolve_cell(cell.state, cellular_automaton.evolution_iteration_index):
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# cellular_automaton.grid.set_cells_active([cell] + cell.neighbours)
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@staticmethod
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def read_cell_info(cell, iteration):
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coordinate = cell.coordinate
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return [coordinate, cell.state, [n.state for n in cell.neighbours], iteration]
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# if cell.state is not None:
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# cell_state = cell.state.get_status_of_iteration(iteration - 1)
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# else:
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# cell_state = None
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#
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# neighbor_states = []
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# for neighbor in cell.neighbours:
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# if neighbor.state is not None:
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# neighbor_state = neighbor.state.get_status_of_iteration(iteration - 1)
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# else:
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# neighbor_state = None
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# neighbor_states.append(neighbor_state)
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#
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# return [coordinate, cell_state, neighbor_states]
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def stop(self):
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self.active.value = 0
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for p in self._processes:
|
||||
p.join()
|
||||
|
||||
|
||||
def _create_processes(count):
|
||||
for i in range(count):
|
||||
parent_pipe_connection, child_pipe_connection = Pipe()
|
||||
p = Process(target=process_routine, args=(child_pipe_connection, ))
|
||||
p.start()
|
||||
yield _EvolutionProcess(p, parent_pipe_connection)
|
||||
def _process_routine(cells, rule, active):
|
||||
while active.value == 1:
|
||||
for cell in cells:
|
||||
cell.evolve_if_ready(rule)
|
||||
|
||||
|
||||
def process_routine(pipe_conn: Pipe):
|
||||
while True:
|
||||
info = pipe_conn.recv()
|
||||
pipe_conn.send(evolve_cell(*info))
|
||||
|
||||
|
||||
def evolve_cell(coordinate, cell_state, neighbor_states, index):
|
||||
if cell_state is None:
|
||||
return _init_state()
|
||||
else:
|
||||
new_state = _evolve_state(cell_state, neighbor_states, index)
|
||||
if new_state is None:
|
||||
print(",".join([str(x) for x in neighbor_states]))
|
||||
return [cell_state, False]
|
||||
else:
|
||||
changed = cell_state.set_status_of_iteration(new_state, index)
|
||||
return [cell_state, changed]
|
||||
|
||||
|
||||
def _evolve_state(cell_state, neighbor_states, index):
|
||||
try:
|
||||
left_neighbour_state = neighbor_states[0].get_status_of_iteration(index - 1)
|
||||
return left_neighbour_state
|
||||
except (IndexError, AttributeError):
|
||||
return None
|
||||
|
||||
|
||||
import random
|
||||
|
||||
|
||||
def _init_state():
|
||||
rand = random.randrange(0, 101, 1)
|
||||
if rand <= 99:
|
||||
return [MyStatus(0), False]
|
||||
else:
|
||||
return [MyStatus(1), True]
|
||||
|
||||
|
||||
class MyStatus(CellState):
|
||||
def __init__(self, initial_state):
|
||||
super().__init__(initial_state)
|
||||
|
||||
def get_state_draw_color(self, iteration):
|
||||
red = 0
|
||||
if self._state_slots[iteration % 2][0]:
|
||||
red = 255
|
||||
return [red, 0, 0]
|
||||
|
||||
def __str__(self):
|
||||
return super().__str__()
|
||||
|
Loading…
Reference in New Issue
Block a user