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cacatoo

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Building, exploring, and sharing spatially structured models

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<!-- EXAMPLE FILE: Voting rule This file shows the most easy use-case for the Cacatoo library, and illustrates it's core functionality with Conways Game of Life. It simply load the library and other dependencies using <script> tags, load some CSS-stylesheets for the GUI, and than starts with defining the model. --> <!-- ---------------Do not change the part below ------------------ --> <html> <script src="../../dist/cacatoo.js"></script> <!-- Include cacatoo library (compiled with rollup) --> <script src="../../lib/all.js"></script> <!-- Load other packages --> <link rel="shortcut icon" type="image/jpg" href="../../patterns/cacatoo.png"/> <link rel="stylesheet" href="../../style/cacatoo.css"> <!-- Set style sheet --> <script> /*-----------------------Start user-defined code ---------------------*/ // First, we declare a variable named "sim" globally, so that we can access our cacatoo-simulation from wherever we need. let sim; /** * function cacatoo() contains all the user-defined parts of a cacatoo-model. Configuration, update rules, what is displayed or plotted, etc. It's all here. */ function cacatoo() { /* 1. SETUP. First, set up a configuration-object. Here we define how large the grid is, how long will it run, what colours will the critters be, etc. */ let config = { title: "Voting rule", // The name of your cacatoo-simulation description: "State (0 or 1) is determined by the majority in the local neighbourhood.", // And a description if you wish maxtime: 1000000, // How many time steps the model continues to run // (note, the onscreen FPS may drop below 60 fps when using fast mode, although many more timesteps may be handled per second) ncol: 500, // Number of columns (width of your grid) nrow: 500, // Number of rows (height of your grid) wrap: [true, true], // Wrapped boundary conditions? [COLS, ROWS] scale: 1, // Scale of the grid (nxn pixels per grid point) sleep: 0, statecolours: { 'vote': { 0: '#333333', 1: '#CCCCFF' } }, // Colours for each state. Background (0) defaults to black. } /* 1. SETUP. (continued) Now, let's use that configuration-object to generate a new Cacatoo simulation */ sim = new Simulation(config) // Initialise the Cacatoo simulation sim.makeGridmodel("model") // Build a new Gridmodel within the simulation called "model" sim.initialGrid(sim.model, 'vote', 0,1, 0.50) // Set half (50%) of the Gridmodel's grid points to 1 (white) sim.createDisplay("model", "vote", "") // Create a display so we can see our newly made gridmodel /* 2. DEFINING THE RULES. Below, the user defines the nextState function. This function will be applied for each grid point when we will update the grid later. */ sim.model.nextState = function(x, y) { let neighbours = this.countMoore9(this, x, y, 'vote', 1) if (neighbours > 5 || neighbours == 4) this.grid[x][y].vote = 1 // If majority votes "in favour" (has 1), this position also becomes 1 else this.grid[x][y].vote = 0 // If majority votes "against" (has 0), this position also becomes 0 } /* 3. MAIN SIMULATION LOOP. Finally, we need to set the update-function, which is the mainwill be applied to the whole grid each time step. For now, all we will do is call "synchronous", which applies the next-state function shown above to each grid point. All cells are updated at the same time, rather than in turn (for this, use the function "asynchonous") */ sim.model.update = function() { this.synchronous() // Applied as many times as it can in 1/60th of a second } sim.start() } </script> <body onload="cacatoo()"> <div class="header" id="header"> <h2>Cacatoo </h2> </div> <div class="content" id="canvas_holder"></div> <div class="content" id="form_holder"></div> <div class="content" id="graph_holder"> </div> <div class="footer" id="footer"></div> </body> </html>