Pour simplifier: Lorsque j'exécute mon programme Game of Life, il commence par un tableau vide de cellules mortes. Si je lance la simulation pour un seul cycle, il devrait rester vide, car il n'y a pas de cellules vivantes à traiter. Cependant, lorsque je lance mon programme, quelques petites cellules mortes deviennent «vivantes» dans le coin inférieur droit. Je ne suis pas certain de savoir pourquoi, mais je crois que c'est à cause de la façon dont je vérifie les voisins des cellules vivantes, ou dans la manière dont j'affiche les cellules. Voici une image de ce que je veux dire:Le jeu de la vie de Conway: des cellules étrangères sont imprimées lorsque le programme fonctionne avec des cellules vides/vides (C/SDL2)
#include <SDL.h>
#include <stdio.h>
#include <stdbool.h>
#define CELL_SIZE 10
#define GRID_WIDTH 100
#define GRID_HEIGHT 100
#define SCREEN_WIDTH (GRID_WIDTH * CELL_SIZE)
#define SCREEN_HEIGHT (GRID_HEIGHT * CELL_SIZE)
typedef enum {ALIVE, DEAD} State;
typedef struct{
int x;
int y;
State state;
} Cell;
// SDL related functions
SDL_Window *createWindow(char *title);
SDL_Renderer *createRenderer(SDL_Window *window);
void drawGrid(SDL_Renderer *r);
void drawCells(SDL_Renderer *r, int a[][GRID_WIDTH]);
// Game of Life functions
void updateCells(int a[][GRID_WIDTH]); // takes cells array as input
int countLivingNeighbours(int a[][GRID_WIDTH], int x, int y);
int main(int argc, char *argv[]){
// Initialise SDL
SDL_Init(SDL_INIT_VIDEO);
// Create window and renderer
SDL_Window *window = createWindow("Game of Life");
SDL_Renderer *renderer = createRenderer(window);
// Setup event handling + mouse co-ordinate handling
SDL_Event event;
int mouseX, mouseY;
bool mouse_left_down = false;
bool mouse_right_down = false;
// Set all cells to initial state of dead
int cells[GRID_HEIGHT][GRID_WIDTH];
int cx, cy;
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
cells[cy][cx] = DEAD;
}
}
// MAIN LOOP //
while(1){
// Handle events/input
while(SDL_PollEvent(&event) != 0){
switch(event.type){
case SDL_QUIT: // Check if user has quit
return 1;
// Check if user is HOLDING left or right mouse button
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP:
switch(event.button.button){
case SDL_BUTTON_LEFT: mouse_left_down = !mouse_left_down; break;
case SDL_BUTTON_RIGHT: mouse_right_down = !mouse_right_down; break;
}
// If user presses space, simulate a single change
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_SPACE)
updateCells(cells);
}
}
// Get user mouse button input - left click gives life to cell at current co-ords, right click kills
SDL_GetMouseState(&mouseX, &mouseY);
if(mouse_left_down == true)
cells[mouseY/CELL_SIZE][mouseX/CELL_SIZE] = ALIVE;
else if(mouse_right_down == true)
cells[mouseY/CELL_SIZE][mouseX/CELL_SIZE] = DEAD;
// Set screen colour to white
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
// Render white to screen (clear screen)
SDL_RenderClear(renderer);
// Draw the grid and living cells
drawGrid(renderer);
drawCells(renderer, cells);
// Update screen
SDL_RenderPresent(renderer);
}
// Exit SDL and SDL_image
SDL_Quit();
return 0;
}
/*
1. Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.
2. Any live cell with two or three live neighbours lives on to the next generation.
3. Any live cell with more than three live neighbours dies, as if by overpopulation.
4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
*/
void updateCells(int a[][GRID_WIDTH]){
int new[GRID_HEIGHT][GRID_WIDTH];
int cy, cx; // vertical count, horizontal count
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
// Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.
if(a[cy][cx] == ALIVE && countLivingNeighbours(a, cx, cy) < 2)
new[cy][cx] = DEAD;
// Any live cell with two or three live neighbours lives on to the next generation.
else if(a[cy][cx] == ALIVE && (countLivingNeighbours(a, cx, cy) == 2 || countLivingNeighbours(a, cx, cy) == 3))
new[cy][cx] = ALIVE;
// Any live cell with more than three live neighbours dies, as if by overpopulation.
else if(a[cy][cx] == ALIVE && countLivingNeighbours(a, cx, cy) > 3)
new[cy][cx] = DEAD;
// Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
else if(a[cy][cx] == DEAD && countLivingNeighbours(a, cx, cy) == 3)
new[cy][cx] = ALIVE;
else
new[cy][cx] = DEAD;
}
}
// Update all cells into new states
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
a[cy][cx] = new[cy][cx];
}
}
}
// THERE'S NO ERROR CHECKING HERE WHICH IS BAD
// Should ideally check if a cell even exists before checking its state
int countLivingNeighbours(int a[][GRID_WIDTH], int x, int y){
int count = 0, cx, cy;
for(cy = y - 1; cy <= y + 1; cy++){
for(cx = x - 1; cx <= x + 1; cx++){
// Ensure neighbouring cell is not out of bounds
if(!(cy < 0 || cx < 0 || cy > GRID_HEIGHT || cx > GRID_WIDTH)){
// If there is a living neighbouring cell, add to count
if(a[cy][cx] == ALIVE)
count++;
// disregard current cell as it is not a neighbour
if(a[cy][cx] == ALIVE && cx == x && cy == y)
count--;
}
}
}
return count;
}
void drawGrid(SDL_Renderer *r){
// Draw vertical grid lines
for(int v = CELL_SIZE; v < SCREEN_WIDTH; v += CELL_SIZE){
// Set draw colour to grey
SDL_SetRenderDrawColor(r, 110, 110, 110, 110);
// Draw vertical line
SDL_RenderDrawLine(r, v, 0, v, SCREEN_HEIGHT);
}
// Draw horizontal grid lines
for(int h = CELL_SIZE; h < SCREEN_HEIGHT; h += CELL_SIZE){
// Set draw colour to grey
SDL_SetRenderDrawColor(r, 110, 110, 110, 110);
// Draw horizontal line
SDL_RenderDrawLine(r, 0, h, SCREEN_WIDTH, h);
}
}
void drawCells(SDL_Renderer *r, int a[][GRID_WIDTH]){
// Define cell width/height
SDL_Rect cellRect;
cellRect.w = CELL_SIZE + 1; // Same size as one cell +1 so it covers the grid line fully
cellRect.h = CELL_SIZE + 1; // Same size as one cell +1 so it covers the grid line fully
// Draw living cells
int cx, cy;
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
if(a[cy][cx] == ALIVE){
// Set cell x/y pos
cellRect.x = cx * CELL_SIZE;
cellRect.y = cy * CELL_SIZE;
SDL_SetRenderDrawColor(r, 0, 0, 0, 0);
SDL_RenderFillRect(r, &cellRect);
}
}
}
}
SDL_Window *createWindow(char *title){
SDL_Window *window = SDL_CreateWindow(
title, // Title
SDL_WINDOWPOS_CENTERED, // Initial window x position
SDL_WINDOWPOS_CENTERED, // Initial window y position
SCREEN_WIDTH, // Window Width
SCREEN_HEIGHT, // Window Height
0 // Flags
);
if(window == NULL){
printf("Failed to create window. %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
return window;
}
SDL_Renderer *createRenderer(SDL_Window *window){
SDL_Renderer *renderer = SDL_CreateRenderer(
window, // Window
-1, // Monitor index (-1 for first available)
SDL_RENDERER_ACCELERATED // Flags
);
if(renderer == NULL){
printf("Failed to create renderer. %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
return renderer;
}
Étrangement, cela ne semble se produire lorsque GRID_WIDTH et GRID_HEIGHT sont aussi des valeurs élevées. Cela arrive quand les deux sont à 100, et le programme se bloque/se bloque si GRID_WIDTH est réglé à 150, mais en les réglant tous les deux à une valeur inférieure (j'ai testé avec 30) et tout fonctionne correctement.
Toute aide très appréciée :)
Avez-vous fait le débogage du tout? Utilisez un débogueur pour cela. Au minimum, il vous dira où votre programme se bloque ou ce qu'il fait quand il est "suspendu". Si vous l'avez déjà fait, partagez ce que vous avez trouvé. – kaylum
'cells' est un tableau défini localement. Il pourrait être juste trop grand pour tenir dans votre pile. –
J'ai remarqué de votre [question précédente] (http://stackoverflow.com/questions/42955950/conways-game-of-life-cell-changes-being-calculated-incorrectly-after-changing) sur ce sujet, vous n'avez jamais vérifiez que plus ou moins un casse la limite du tableau. Sans regarder à nouveau la fonction de comptage des voisins, vous devez faire 8 tests explicites pour chaque voisin, sans boucle. –