我借鉴一个Flex画布元胞自动机模拟。余备用计算所述自动机的状态与更新所述面板上的图形。但是,小组的更新似乎没有被“紧跟”与CA状态的更新。

我不知道我是否做错了什么我处理的图形代码。代码如下。很抱歉它是如此冗长,但我不认为会与任何简单发生的问题(当然,它可能会,但我不能肯定我想花时间去找到它)。

<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" creationComplete="init();">
    <mx:Script>
        <![CDATA[
        private static const universeRadius:uint = 8;

        private var universes:Array = new Array();
        private var currentUniverse:uint = 0;
        private var squareHeight:uint;
        private var squareWidth:uint;

        private function init():void {
            squareHeight = myCanvas.height / universeRadius;
            squareWidth = myCanvas.width / universeRadius;
            initUniverses();

            while (true) {
                trace("Calling draw()");
                draw();
                trace("Calling updateUniverse()");
                updateUniverse();
            }
        }

        private function initUniverses():void {
            var universe0:Array = new Array();
            var universe1:Array = new Array();

            var i:int;
            for (i = 0; i < universeRadius; i++) {
                var universe0Row:Array = new Array();
                var universe1Row:Array = new Array();
                var j:int;
                for (j = 0; j < universeRadius; j++) {
                    if (Math.random() < 0.5) {
                        universe0Row[j] = 0;
                    } else {
                        universe0Row[j] = 1;
                    }
                    universe1Row[j] = 0;
                }
                universe0[i] = universe0Row;
                universe1[i] = universe1Row;
            }

            universes[0] = universe0;
            universes[1] = universe1;
        }

        private function normalize(pos:int):int {
            return (pos + universeRadius) % universeRadius;
        }

        private function updateUniverse():void {
            var newUniverse:int = 1 - currentUniverse;
            var i:int;
            for (i = 0; i < universeRadius; i++) {
                var j:int;
                for (j = 0; j < universeRadius; j++) {
                    var dx:int;
                    var dy:int;
                    var count:int = 0;
                    for (dx = -1; dx <= 1; dx++) {
                        var neighborX:int = normalize(i + dx);
                        for (dy = -1; dy <= 1; dy++) {
                            var neighborY:int = normalize(j + dy);
                            if ((dx != 0 || dy != 0) && 
                                universes[currentUniverse][neighborX][neighborY] == 1) {
                                    count++;
                                }
                        }
                    }
                    var currentCell:int = universes[currentUniverse][i][j];
                    if (currentCell == 1) {
                        // 1. Any live cell with fewer than two live neighbours 
                        //    dies, as if caused by underpopulation.
                        if (count < 2) {
                            universes[newUniverse][i][j] = 0;
                        }
                        // 2. Any live cell with more than three live neighbours
                        //    dies, as if by overcrowding.
                        else if (count > 3) {
                            universes[newUniverse][i][j] = 0;
                        }
                        // 3. Any live cell with two or three live neighbours 
                        //    lives on to the next generation.
                        else {
                            universes[newUniverse][i][j] = 1;
                        }
                    } else {
                        // 4. Any dead cell with exactly three live neighbours 
                        //    becomes a live cell.
                        if (count == 3) {
                            universes[newUniverse][i][j] = 1;
                        } else {
                            universes[newUniverse][i][j] = 0;
                        }
                    }
                }
            }

            currentUniverse = newUniverse;
        }

        private function draw():void {
            myCanvas.graphics.clear();
            myCanvas.graphics.beginFill(0xFFFFFF, 1.0);
            myCanvas.graphics.drawRect(0, 0, myCanvas.width, myCanvas.height);
            var i:int;
            for (i = 0; i < universeRadius; i++) {
                var j:int;
                for (j = 0; j < universeRadius; j++) {
                    if (universes[currentUniverse][i][j] == "1") {
                        myCanvas.graphics.beginFill(0x000000, 1.0);
                        myCanvas.graphics.drawRect(
                            j * squareWidth, i * squareHeight, squareWidth, squareHeight)
                    }
                }
            }
            myCanvas.graphics.endFill();
        }
        ]]>
    </mx:Script>
    <mx:Panel title="Life" height="95%" width="95%" 
        paddingTop="5" paddingLeft="5" paddingRight="5" paddingBottom="5">

        <mx:Canvas id="myCanvas" borderStyle="solid" height="100%" width="100%">
        </mx:Canvas>
    </mx:Panel>
</mx:Application>
有帮助吗?

解决方案

可怕:

while (true) {

Flex是单线程的,所以我想你永远给UIComponents的机会完全更新。

替代品。将运行在一个定时器的拉伸和更新方法,或在ENTER_FRAME事件运行它们。无论是这些将让发生在你的

之间的显示列表的更新
private function cycleUniverse(event:Event):void {
    updateUniverse();
    draw();
}

和然后要么的

private var t:Timer;

private function init():void {
    t = new Timer(500); // every 500 ms
    t.addEventListener(TimerEvent.Timer, cycleUniverse);
    t.start();
}

<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" enterFrame="cycleUniverse(event)">
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