Performs Conway's Game of Life (a cellular automata function) on incoming 1- or 4-plane character matrices.
Devised by mathematician John Conway (1937-), the Game of Life treats the cells that comprise a matrix as either dead (0) or alive (non-0). The matrix is then modified according to the following rules:
If a live (non-0) cell has two or three neighbors, it remains alive. otherwise it dies (becomes 0).
If a dead cell has exactly three neighbors it becomes alive (255). otherwise it stays dead.
The jit.conway object works on 1- and 4-plane char data. It is usually used in a matrix feedback network so that multiple generations of the game can be calculated (see the help patch for details). The jit.conway object treats the incoming matrix as a torus space (i.e. the top wraps to the bottom and the left wraps to the right), so that cells can travel off one edge of the matrix and reappear on the opposite edge.
More about Matrix Operators
The Jitter MOP
Since the matrix is Jitter's focus, it is not surprising that the majority of Jitter objects fall in this category of Matrix Operators. Every Matrix operator has some number of matrix inputs and some number of matrix outputs. Matrix inputs are referred to by the names "in", "in2", "in3", etc., from left to right, and matrix outputs are referred to by the names "out", "out2", "out3", etc., from left to right--i.e. the names are appended by the input/output number except for the first (leftmost) input and first (leftmost) output which are simply named "in" and "out". We will refer to the input or output name names as the "I/O-name".
Matrix inputs and outputs typically each have their own matrices internally where information is kept. This is necessary because Jitter is an asynchronous framework (i.e. all the matrices don't arrive at all inputs at the same time). Various aspects of matrix inputs and outputs can be set using the command [I/O-name] combined with one of the following suffixes: "_dim" which will set the dimensions of the specified I/O matrix, "_type" which will set the type of the specified matrix, "_planecount" which will set the plane of the specified matrix, or "_name" which will set the name of the specified matrix. There is one special case which does not have an internal matrix and this is the first input "in". This is the case since this special input actually triggers the calculation of the matrix operator, so it doesn't need to be cached until a calulation takes place, unlike the other inputs. Therefore there is no mechanism to set the dim, planecount, type, or name of "in".
Matrix operators accept what we'll refer to as "matrix args"--i.e.. if these arguments are present, the attribute will be turned off, otherwise it will be turned on. If adapt mode is turned on, each time a matrix is received in the first input, there will also be the equivalent of setting the , , and attributes to that of the input matrix. If the other inputs and outputs are linked to these attributes, this will affect their linked attributes as well. See the "MOP" table to determine which inputs and outputs will be linked to which attributes when adapt mode is turned on. For the leftmost input this is not applicable, and hence all columns are labelled "n/a".
The jit.matrix object is a named matrix which may be used to matrix data storage and retrieval, resampling, and matrix type and planecount conversion operations.
Explicitly sets the number of planes for the output and any righthand inputs. If this is absent, the Matrix Operator will typically adapt to the lefthand incoming matrix attributes, except for special case operators.
Explicitly sets the type of the matrix for the output and any righthand inputs. If this is absent, the Matrix Operator will typically adapt to the lefthand incoming matrix attributes, except for special case operators.
Explicitly sets the dimensions of the matrix for the output and any righthand inputs. If this is absent, the Matrix Operator will typically adapt to the lefthand incoming matrix attributes, except for special case operators.
Matrix adaptation flag (default = 0 if matrix arguments are present, otherwise 1) When the flag is set, the jit.matrix object will adapt to the incoming matrix planecount, type, and dimensions.
[in/out]_dim [32 ints]
The matrix data dimensions (default = 1 1)
The input or output name of the matrix (default = UID)
The number of planes in matrix input our output data. Except in special cases, this value is equal to the.
The input or output matrix data type. Except in special cases, this value is equal to.
Output mode (default = 1 (calculate and output matrix))
0 = No output (no calculation)
1 = Calculate and output the matrix
2 = Pass input (no calculation)
3 = Pass output (no calculation)
The matrix data type (default =
Supported data types are , , , or .
Defines whether newborn cells are set to 255 (off) or to the average of the contributing neighbor cells (on) (default = 0).
deathmask [9 ints]
A mask setting whether a given number of live (non-0) neighbors will make a dead (0) cell come to life (default = 0 0 0 1 0 0 0 0 0). The first element in the list is the mask value for 0 live neighbors.
lifemask [9 ints]
A mask setting whether a given number of live (non-0) neighbors will keep a live (non-0) cell alive (default = 0 0 1 1 0 0 0 0 0). The first element in the list is the mask value for 0 live neighbors.
neighborhood [8 ints]
A mask for which neighbors around a cell are tallied to determine whether the cell changes state (default = 1 1 1 1 1 1 1 1). Ordering is upper-left, upper, upper-right, left, right, lower-left, lower, lower-right.
Common Box Attributes
Sets the text that will be displayed in the Clue window when the user moves the mouse over the object.
background [int] (default: 0)
Adds or removes the object from the patcher's background layer.adds the object to the background layer, removes it. Objects in the background layer are shown behind all objects in the default foreground layer.
color [4 floats]
Sets the color for the object box outline.
Sets the type style used by the object. The options are:
bold italic Possible values:
0 = 'regular'
1 = 'bold'
2 = 'italic'
3 = 'bold italic'
Sets the object's font.
Sets the object's font size (in points).
hidden [int] (default: 0)
Toggles whether an object is hidden when the patcher is locked.
Sets the text that will be displayed in as a pop-up hint when the user moves the mouse over the object in a locked patcher.
ignoreclick [int] (default: 0)
Toggles whether an object ignores mouse clicks in a locked patcher.
JS Painter File
patching_rect [4 floats] (default: 0. 0. 100. 0.)
Sets the position and size of the object in the patcher window.
position [2 floats]
Sets the object's x and y position in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its size unchanged.
presentation [int] (default: 0)
Sets whether an object belongs to the patcher's presentation.
presentation_rect [4 floats] (default: 0. 0. 0. 0.)
Sets the x and y position and width and height of the object in the patcher's presentation, leaving its patching position unchanged.
rect [4 floats]
Sets the x and y position and width and height of the object in both patching and presentation modes (if the object belongs to its patcher's presentation).
size [2 floats]
Sets the object's width and height in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its position unchanged.
textcolor [4 floats]
Sets the color for the object's text in RGBA format.
Sets the justification for the object's text.
0 = 'left'
1 = 'center'
2 = 'right'
Sets the patcher's scripting name, which can be used to address the object by name in pattr, scripting messages to thispatcher, and the js object.
|jit.linden||Lindenmayer string expansion (L-systems)|
|Tutorial 17: Feedback Using Named Matrices||Tutorial 17: Feedback Using Named Matrices|