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>