我有一个矩阵,可以实现John Conway的生命模拟器,其中每个单元代表生命或缺乏生命模拟器。
每个生命周期都遵循以下规则:
任何活着的邻居少于两个的活细胞都会死亡,好像人口不足一样。
任何有两三个活邻居的活细胞都会留在下一代。
任何有三个以上活着邻居的活细胞都会死亡,就像过度拥挤一样。
任何有三个活着的邻居的死细胞都会变成一个活细胞,好像通过繁殖一样。
每个单元格都有一个主题,它将按照上面列出的规则执行更改。
我已经实现了这些类:
import java.util.Random;
public class LifeMatrix {
Cell[][] mat;
public Action currentAction = Action.WAIT_FOR_COMMAND;
public Action changeAction;
public enum Action {
CHECK_NEIGHBORS_STATE,
CHANGE_LIFE_STATE,
WAIT_FOR_COMMAND
}
// creates a life matrix with all cells alive or dead or random between dead or alive
public LifeMatrix(int length, int width) {
mat = new Cell[length][width];
for (int i = 0; i < length; i++) { // populate the matrix with cells randomly alive or dead
for (int j = 0; j < width; j++) {
mat[i][j] = new Cell(this, i, j, (new Random()).nextBoolean());
mat[i][j].start();
}
}
}
public boolean isValidMatrixAddress(int x, int y) {
return x >= 0 && x < mat.length && y >= 0 && y < mat[x].length;
}
public int getAliveNeighborsOf(int x, int y) {
return mat[x][y].getAliveNeighbors();
}
public String toString() {
String res = "";
for (int i = 0; i < mat.length; i++) { // populate the matrix with cells randomly alive or
// dead
for (int j = 0; j < mat[i].length; j++) {
res += (mat[i][j].getAlive() ? "+" : "-") + " ";
}
res += "\n";
}
return res;
}
public void changeAction(Action a) {
// TODO Auto-generated method stub
currentAction=a;
notifyAll(); //NOTIFY WHO??
}
}
/**
* Class Cell represents one cell in a life matrix
*/
public class Cell extends Thread {
private LifeMatrix ownerLifeMat; // the matrix owner of the cell
private boolean alive;
private int xCoordinate, yCoordinate;
public void run() {
boolean newAlive;
while (true) {
while (! (ownerLifeMat.currentAction==Action.CHECK_NEIGHBORS_STATE)){
synchronized (this) {//TODO to check if correct
try {
wait();
} catch (InterruptedException e) {
System.out.println("Interrupted while waiting to check neighbors");
}}
}
// now check neighbors
newAlive = decideNewLifeState();
// wait for all threads to finish checking their neighbors
while (! (ownerLifeMat.currentAction == Action.CHANGE_LIFE_STATE)) {
try {
wait();
} catch (InterruptedException e) {
System.out.println("Interrupted while waiting to change life state");
};
}
// all threads finished checking neighbors now change life state
alive = newAlive;
}
}
// checking the state of neighbors and
// returns true if next life state will be alive
// returns false if next life state will be dead
private boolean decideNewLifeState() {
if (alive == false && getAliveNeighbors() == 3)
return true; // birth
else if (alive
&& (getAliveNeighbors() == 0 || getAliveNeighbors() == 1)
|| getAliveNeighbors() >= 4)
return false; // death
else
return alive; // same state remains
}
public Cell(LifeMatrix matLifeOwner, int xCoordinate, int yCoordinate, boolean alive) {
this.ownerLifeMat = matLifeOwner;
this.xCoordinate = xCoordinate;
this.yCoordinate = yCoordinate;
this.alive = alive;
}
// copy constructor
public Cell(Cell c, LifeMatrix matOwner) {
this.ownerLifeMat = matOwner;
this.xCoordinate = c.xCoordinate;
this.yCoordinate = c.yCoordinate;
this.alive = c.alive;
}
public boolean getAlive() {
return alive;
}
public void setAlive(boolean alive) {
this.alive = alive;
}
public int getAliveNeighbors() { // returns number of alive neighbors the cell has
int res = 0;
if (ownerLifeMat.isValidMatrixAddress(xCoordinate - 1, yCoordinate - 1) && ownerLifeMat.mat[xCoordinate - 1][yCoordinate - 1].alive)
res++;
if (ownerLifeMat.isValidMatrixAddress(xCoordinate - 1, yCoordinate) && ownerLifeMat.mat[xCoordinate - 1][yCoordinate].alive)
res++;
if (ownerLifeMat.isValidMatrixAddress(xCoordinate - 1, yCoordinate + 1) && ownerLifeMat.mat[xCoordinate - 1][yCoordinate + 1].alive)
res++;
if (ownerLifeMat.isValidMatrixAddress(xCoordinate, yCoordinate - 1) && ownerLifeMat.mat[xCoordinate][yCoordinate - 1].alive)
res++;
if (ownerLifeMat.isValidMatrixAddress(xCoordinate, yCoordinate + 1) && ownerLifeMat.mat[xCoordinate][yCoordinate + 1].alive)
res++;
if (ownerLifeMat.isValidMatrixAddress(xCoordinate + 1, yCoordinate - 1) && ownerLifeMat.mat[xCoordinate + 1][yCoordinate - 1].alive)
res++;
if (ownerLifeMat.isValidMatrixAddress(xCoordinate + 1, yCoordinate) && ownerLifeMat.mat[xCoordinate + 1][yCoordinate].alive)
res++;
if (ownerLifeMat.isValidMatrixAddress(xCoordinate + 1, yCoordinate + 1) && ownerLifeMat.mat[xCoordinate + 1][yCoordinate + 1].alive)
res++;
return res;
}
}
public class LifeGameLaunch {
public static void main(String[] args) {
LifeMatrix lifeMat;
int width, length, populate, usersResponse;
boolean userWantsNewGame = true;
while (userWantsNewGame) {
userWantsNewGame = false; // in order to finish the program if user presses
// "No" and not "Cancel"
width = Integer.parseInt(JOptionPane.showInputDialog(
"Welcome to John Conway's life simulator! \n"
+ "Please enter WIDTH of the matrix:"));
length = Integer.parseInt(JOptionPane.showInputDialog(
"Welcome to John Conway's life simulator! \n"
+ "Please enter LENGTH of the matrix:"));
lifeMat = new LifeMatrix(length, width);
usersResponse = JOptionPane.showConfirmDialog(null, lifeMat + "\nNext cycle?");
while (usersResponse == JOptionPane.YES_OPTION) {
if (usersResponse == JOptionPane.YES_OPTION) {
lifeMat.changeAction(Action.CHECK_NEIGHBORS_STATE);
}
else if (usersResponse == JOptionPane.NO_OPTION) {
return;
}
// TODO leave only yes and cancel options
usersResponse = JOptionPane.showConfirmDialog(null, lifeMat + "\nNext cycle?");
}
if (usersResponse == JOptionPane.CANCEL_OPTION) {
userWantsNewGame = true;
}
}
}
}
我的麻烦是同步线程: 每个单元格(一个线程)必须在所有线程检查其邻居之后才改变其生命/死亡状态。用户将通过单击按钮调用每个下一个生命周期。
从run()
方法可以理解,我的逻辑是让每个单元格(线程)运行并等待{{1}中由变量currentAction
表示的正确操作状态} class并继续执行所需的操作。
我挣扎的是如何将这些消息传递给线程以了解何时等待以及何时执行下一个操作?
只要每个单元格都使用单独的线程实现,任何改变程序设计的建议都是非常受欢迎的!
答案 0 :(得分:1)
我会用两个Phaser
来解决这个问题。
您可以使用一个Phaser
来控制周期,并在确定它们是否存活时使用一个来同步单元格。
public class Cell extends Thread {
private LifeMatrix ownerLifeMat; // the matrix owner of the cell
private boolean alive;
private int xCoordinate, yCoordinate;
// Phaser that controls the cycles
private Phaser cyclePhaser;
// Phaser for cell synchronisation
private Phaser cellPhaser;
public Cell(LifeMatrix matLifeOwner, Phaser cyclePhaser, Phaser cellPhaser,
int xCoordinate, int yCoordinate, boolean alive) {
this.ownerLifeMat = matLifeOwner;
this.cyclePhaser = cyclePhaser;
this.cellPhaser = cellPhaser;
this.xCoordinate = xCoordinate;
this.yCoordinate = yCoordinate;
this.alive = alive;
// Register with the phasers
this.cyclePhaser.register();
this.cellPhaser.register();
}
public void run() {
boolean newAlive;
while (true) {
// Await the next cycle
cyclePhaser.arriveAndAwaitAdvance();
// now check neighbors
newAlive = decideNewLifeState();
// Wait until all cells have checked their state
cellPhaser.arriveAndAwaitAdvance();
// all threads finished checking neighbors now change life state
alive = newAlive;
}
}
// Other methods redacted
}
您可以通过cyclePhaser
上的主线程注册来控制周期
并让它arrive
开始下一个周期。
答案 1 :(得分:1)
使用CyclicBarrier应该很容易理解:
(更新为使用2个障碍,并利用内部类使细胞看起来更短更清洁)
psuedo代码:
public class LifeMatrix {
private CyclicBarrier cycleBarrier;
private CyclicBarrier cellUpdateBarrier;
//.....
public LifeMatrix(int length, int width) {
cycleBarrier = new CyclicBarrier(length * width + 1);
cellUpdateBarrier = new CyclicBarrier(length * width);
// follow logic of old constructor
}
public void changeAction(Action a) {
//....
cycleBarrier.await()
}
// inner class for cell
public class Cell implements Runnable {
// ....
@Override
public void run() {
while (...) {
cycleBarrier.await(); // wait until start of cycle
boolean isAlive = decideNewLifeState();
cellUpdateBarrier.await(); // wait until everyone completed
this.alive = isAlive;
}
}
}
}