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There s a lot of free software available for running Conway s game, such as Life32 by Johan Bontes (http://psoup.math.wisc.edu/Life32.html), and MCell by Mirek Wojtowicz (http://www.mirwoj.opus.chelm.pl/ca/index.html), a general-purpose 1D and 2D cellular automata package. The 3D aspects of Life have been explored in several papers by Carter Bays (see his list at http://www.cse.sc.edu/~bays/articles.html). His team developed a 3D Life applet with many controls at http://www.cse.sc.edu/~bays/d4d4d4/guide.html. Robert Trujillo has a comprehensive list of 3D cellular automata links at http:// www.geocities.com/robisais/3dca.html. Two 3D versions of Life that I ve tried are Life3D by Michael Shelley (http://wwwcsif.cs.ucdavis.edu/~shelley/projects/), which is fun to play with, and the Kaleidoscope of 3D Life applet at http://www.people.nnov.ru/fractal/Life/Game.htm, which has very nice controls and includes examples. I got the idea of using birth and die ranges for my game rules from this site.

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Note Use this technique only when you actually need to return to the set of suspended game objects. If your game has finished and there is no need to return to it, simply clear the GameObjects collection instead. This saves .NET from having to keep all the obsolete objects alive. The exception is if you are going to recycle the suspended objects, in which case suspending them can save the need to create more objects later.

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Configuration smack files are composed of sections, formatted in a way that resembles C syntax. These sections define the following parts of the benchmark test: Client configuration: Defines a named client for the smack program (you can view this as a client connection to the database). Table configuration: Names and defines a table to be used in the benchmark tests. Dictionary configuration: Names and describes a source for data that can be used in generating test data. Query definition: Names one or more SQL statements to be run during the test and defines what those SQL statements should do, how often they should be executed, and what parameters and variables should be included in the statements. Main: The execution component of Super Smack. Going from the top of the smack file to the bottom, let s take a look at the code. First Client Configuration Section Listing 6-4 shows the first part of select-key.smack. Listing 6-4. Client Configuration in select-key.smack // this is will be used in the table section client "admin" { user "root"; host "localhost"; db "test"; pass ""; socket "/var/lib/mysql/mysql.sock"; // this only applies to MySQL and is // ignored for PostgreSQL }

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This is implemented in the game framework by allowing a stack of suspended game objects to be maintained. If we want to suspend the current set of objects (for example, the game itself) so that we can temporarily display another set (the objects that form the settings screen), we can push the main game s list of objects onto the stack. This clears the GameObjects collection so that it is empty, ready for objects for the settings screen to be added. Once we are done with the settings screen, we pop the stack, discarding the current game objects list (containing the objects for the settings screen) and restoring those objects that were placed on the stack earlier. In this way, we can interrupt the active objects as many times as we want and always return back to them later. It is similar in effect to clicking a link in a web browser to reach a second page and then clicking the Back button to return to the previous page. .NET provides a generic Stack class, and we will use this to implement the game object stack. As the game objects are implemented as a list of GameObjectBase classes, the stack will be a stack of lists of GameObjectBase. Each item on the stack holds a complete collection of game objects, rather than the individual objects themselves. The declaration for the stack, taken from the top of the GameHost class, is shown in Listing 9 4.

mysql> UPDATE ZCTA -> SET lat_radians = lat_degrees -> , long_radians = long_degrees Query OK, 32038 rows affected, 64076 Rows matched: 32038 Changed: 32038

Listing 9 4 The stack variable onto which collections of game objects will be pushed // A stack of gameobjects lists so that we can work with multiple object sets private Stack<List<GameObjectBase>> _gameObjectsStack; To provide access to the stack, we provide two related methods inside GameHost The first of these, PushGameObjects, places the current GameObjects list on to the top of the stack and creates a new list for the game to work with The second, PopGameObjects, discards the current GameObjects list and replaces it with the list on the top of the stack These methods can be seen in Listing 9 5 Listing 9 5 Pushing and popping the game object list stack public void PushGameObjects() { // Push the current GameObjects list on to the stack _gameObjectsStack.

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