Three rules of life
Three rules of life
Three Rules of Life
Three Rules of Life – новелла для взрослой аудитории, в центре сюжета которой становится старшеклассник из небольшого провинциального городка. До определенного момента он был счастливым подростком с множеством друзей, хотя с девушками ему особо не везло. Жизнь начала ухудшаться с того момента, когда родители сильно поссорились и все привело к тому, что они решили развестись. Герой понимал, что теперь их семья никогда не будет вместе, что он воспринял весьма остро.
Затем протагонист интерактивного романа Three Rules of Life впадает в депрессию. К счастью, в скором времени все налаживается. Он с матерью переезжает в новый город и поселяется в достаточно престижном районе. Огромным плюсом этого места становится тот факт, что ближайшими соседями становятся очень сексуальные девушки и женщины среднего возраста, которые давно не вступали в контакт с мужчинами.
Life Has Three Rules: Paradox, Humor, and Change
“If you worry about what might be, and wonder what might have been, you will ignore what is.” – Unknown
Mindfulness is the art of staying aware and paying close attention to the here and now with interest and curiosity.
Or, at least, that’s how I think about it at this stage of the game.
If you’re practicing mindfulness, three rules from Peaceful Warrior can help. In Peaceful Warrior, Socrates shares three rules of life with Dan.
It goes like this …
Life has three rules: Paradox, Humor, and Change.
I’m a fan of simple sets of three, and I like this set.
I believe you can create more meaningful moments when you embrace the rules. For example you can apply the rules to how you think and act in the moment, by shifting your mindset or your focus or your approach.
Here’s how I think about the three rules and put them into action …
Rule #1 – Paradox
We can waste our time trying to figure out some aspect of life when there’s nothing to figure out. Or, we try to figure it all out up front, only to find out we got it all wrong, or that things change under our feet. Or, we forget that, it will come to us when it needs to (“when the student is ready, the teacher will appear.”).
Most importantly, we miss out on the journey … The journey of life.
Life is inconsistent. Life changes under your feet. Life doesn’t go as planned. Things happen. Don’t try to figure it all out up front.
Instead, embrace the journey as it unfolds both the mystery and the opportunity.
Rule #2 – Humor
Whether it’s work or whether it’s life, find a way to play with it. You’ll be kinder and gentler to yourself, and, as a result, kinder to others. It helps you build compassion, ease the stress, and acknowledge that in any situation, there’s a lighter side that, if you can find it, will help you keep things in perspective.
And, most importantly, enjoy the journey, a moment at a time.
Rule #3 – Change
Holding onto something is often what holds you back. It’s the often the shift that makes the difference. Whether that means look with a new lens, lean into the challenge, or learn to let go, you can make more from your moments when you embrace change.
Act in the Present
If the past and the future are illusions of the mind, the present is the moment to act in. The past and the present only have power over you if you let them. Here’s what Dan Millman says about taking action:
“Action always happens in the present, because it is an expression of the body, which can only exist in the here and now. But the mind is like a phantom that lives only in the past or future. It’s only power over you is to draw your attention out of the present.”
You Are This Moment
One thing to keep in mind is that you get to redefine your moments. Here’s another famous take from Peaceful Warrior, where Socrates reminds Dan to make the most of his moments:
Where are you? …. HERE.
What time is it? … NOW.
What are you? … THIS MOMENT.
If you don’t get hung up by the mystery of life, develop your sense of humor, and embrace change, you can make more moments that matter and you can take your mindfulness to new levels.
Три правила жизни / Three Rules of Life (Red Dust) (ENG+RUS) [L]
Старшеклассник, борющийся со своей матерью, внезапно покидающей семью, вынужден повторить год. Когда он пытается осмыслить свою жизнь, он оказывается втянутым во все более сложные дела окружающих его людей.
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Стаж: 1 год 4 месяца
Местами банальная, но со своей изюминкой. Сюжет в новеллах всегда играет большую роль. Всё зависит от истории, которая повествуется, и тут он изначально может показаться примитивным. От части оно так, но в игре большой акцент сделан на происходящие события. В игре присутствует возвращение к воспоминаниям, к которому я отношусь скептически, если ничего не изменится. Персонажи в игре хороши, как и рендер окружения с персонажами (немного напрягает рендер персонажа Наоми, какая-то она малость кринжовая, но может, кому-то она понравится).
На вопрос: советую ли я данную визуальную новеллу?
Стаж: 9 лет 7 месяцев
Стаж: 1 год 4 месяца
«Наконец, статус апдейт!
Июнь был для меня напряжённым, поскольку это месяц как раз перед ежегодным обзором эффективности работы (ИРЛ). Стоит ли говорить, что я был особенно эффективен на этом фронте 😎. Дела идут хорошо, и я надеюсь, что все остальные увидят лучшие экономические возможности, поскольку мы приближаемся ко второй половине года и пандемия отступает в (некоторых) местах.
Что касается разработки, я совмещал рендеринг и написание. Многие идеи об остальной части игры были превращены из абстрактных в конкретные написанные чернилами (или компьютерные) слова и наброски. Это будет большим подспорьем в процессе разработки. Я не самый страстный планировщик, но это определенно тот случай, когда более предварительное планирование означает более быструю и лучшую работу в будущем. Эпизод 4 уже готовится к тому, чтобы стать большим эпизодом со значительным количеством основных сцен, которые появятся / не появятся в зависимости от предыдущих выборов, поэтому я очень хочу ускориться, сократив ⛰ предстоящей работы!
У нас, как обычно, будет опрос про ежемесячный специальный рендер, а также про что-то ещё в игре. Ещё один опрос, который я проведу, касается уровня, включающего кастомные рендеры, так как некоторые люди просили об этом. Учитывая, что моё время ограничено, я до сих пор не хотел создавать такую подписку, но я думаю, что есть несколько вариантов, которые могут сработать, чтобы фанаты были счастливы, поэтому я поставлю их на голосование позже в этом месяце 📅.
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Three rules of life
Категория позволяет скачать гонки через торрент бесплатно. Здесь собраны игры, где главное – скорость, и неважно за рулем чего вы будете ехать (автомобиль, мотоцикл, гоночный болид или что-то более оригинальное транспортное средство).
Многие современные гонки поддерживают мультиплеер для игры с другими оппонентами. Он позволяет сразиться в навыках управления транспортом со своими друзьями на одном компьютере, через интернет соединение или сеть. Таким образом, гоночные игры позволят получить массу удовольствия игрокам, решившим состязаться.
Перед тем, как скачать игру советуем ознакомиться с подробной информацией о ней. Будь-то список характеристик, скриншоты, текстовое описание геймплея или видеоролик посвященный гонке – все это позволит вам сложить общее впечатление и понять: стоит ли тратить драгоценное дисковое пространство на выбранный экземпляр.
Скачать игры стратегии на пк бесплатно через торрент
Категория «Стратегии» содержит в себе множество игр. Они позволят вам реализовать тактические и стратегические навыки. Используйте свой острый ум, чтобы грамотно выстроить защиту и атаковать врага при первой попавшейся возможности. Действуйте на опережение, развивайтесь, не тратя времени попусту, и сможете победить в великой битве против любого противника.
В этом разделе вы найдете и бесплатно скачаете не только классические игры, но и новинки, которые уже успели набрать популярность среди выдающихся стратегов. Для того чтобы загрузить понравившуюся игру на свой ПК вам следует использовать специальную ссылку торрента. Однако не стоит спешить. Сперва советуем вам ознакомиться с геймплеем. Сделать это вам поможет детальное описание игры, а также дополнительные материалы, ярким примером которых может быть видео обзор.
Action
Жанр «Action» позволяет тысячам игроков получить свою толику адреналина от качественного и зрелищного геймплея. Одной из ключевых особенностей таких игр является динамичный игровой процесс. Вместе с великолепными спецэффектами, он превращает игрока в настоящего героя. Вам предстоит увлекательное приключение в новом мире. Вы встретите массу интересных персонажей и опасных врагов, которые созданы разработчиками в соответствии с тщательно продуманной сюжетной линией.
В этой категории вы сможете найти только лучшие из существующих игр данного жанра. Как только вы найдете подходящий экземпляр, вы сможете ознакомиться с ним, благодаря детальному описанию и видео обзору. Затем воспользуйтесь трекером для того, чтобы бесплатно скачать ее через соответствующий торрент, размещенный на нашем портале.
Спортивные
Спортивные игры, присутствующие в этой категории, позволят вам почувствовать себя знаменитым спортсменом. Участвуйте в различных соревнованиях, чтобы завоевать звание лучшего. Футбол, баскетбол, бейсбол, олимпийские состязания и многие другие виды спорта – выбирайте то, что вам больше всего по душе. Некоторые из игр позволяют сыграть не только против искусственного интеллекта, но и других игроков. Воспользуйтесь шансом вызвать на поединок своего друга по сети или через интернет, чтобы узнать, кто из вас станет безоговорочным победителем.
Для того чтобы скачать понравившийся спортивный симулятор вы можете воспользоваться бесплатной ссылкой на торрент, которая находится рядом с детальным описанием. Трекер быстро загрузит нужный дистрибутив, а затем вам останется лишь установить выбранную игру и насладиться ею в полной мере.
Если вам нравятся игровые симуляторы, тогда эта категория именно для вас. В ней вы найдете только лучших представителей данного жанра, собранных специально для ценителей. Кроме классических симуляторов, в этом разделе вы сможете найти множество необычных новинок. Они позволят вам побывать у руля интересного бизнеса и прочувствовать всю сложность этой работы.
Воспользуйтесь удобным каталогом для того, чтобы выбрать для себя игру. У каждого симулятора есть подробное описание, в котором имеются не только технические характеристики и информация о геймплее, но и видео обзор. Ознакомившись с этим, вы наверняка определитесь с выбором. Как только это произойдет, воспользуйтесь ссылкой, чтобы загрузить игру. Как и остальные представители жанра, она будет бесплатно скачана через торрент. Такой способ позволит избежать проблем с падением соединения, которое способно прервать загрузку.
Космос – популярная тематика для большинства фантастических игр. В этой категории собраны лучшие представители игровых приложений, которые тем или иным образом связаны с космосом и обладают не только качественной графикой, но и отличным геймплеем. Предварительно ознакомиться с ними можно путем прочтения информации, изложенной в описании каждой игры.
Иногда в качестве дополнительного материала вы встретите видео обзор. Он наглядно продемонстрирует игровой процесс, что будет очень важным фактором для того, чтобы окончательно определится с выбором.
Захотели скачать одну из игр? Тогда просто нажмите на бесплатную ссылку, ведущую на торрент. Она запустит ваш торрент-трекер и позволит начать скачивание дистрибутива необходимого для установки понравившейся игры, не боясь обрыва соединения и других проблем с провайдером.
Категория с детскими играми, содержит в себе развлекательные приложения для персонального компьютера, которые подойдут не только для самых маленьких, но и для детей среднего возраста. Обучающие представители раздела будут полезны для ребенка. Они позволят заинтересовать его и повлиять на развитие определенных знаний или навыков.
Определить, какое из приложений вам подходит больше всего, вы сможете благодаря описанию. В нем вы найдете информацию, а иногда и видео обзор. Обратите внимание на комментарии, если таковые имеются. Они позволят узнать мнение об игре от уже испробовавших ее пользователей, а также самому оставить оценку игрового процесса, увиденного вами.
Найдя подходящую игру для себя или своего ребенка вы сможете бесплатно скачать ее через соответствующий торрент. Для загрузки вам не нужно регистрироваться, но должен быть установлен торрен-трекер.
Приключения в играх не редкость, однако, не каждое игровое приложение может по настоящему захватить игрока и превратить обычное развлечение в увлекательное путешествие по оригинальному миру. Ощутите себя героем, которому предстоит познать неизведанное, встретить опасность лицом к лицу и сделать все зависящее для того, чтобы спасти себя и выполнить главную цель, обозначенную сюжетной линией.
В этой категории вы можете выбрать и скачать бесплатную приключенческую игру для своего персонального компьютера через торрент. Ссылка доступна без регистрации, но требует наличия у вас торрент-трекера – программы для бесперебойной загрузки. Она позволит вам не волноваться о том, что может произойти обрыв соединения, и в кратчайшее время получить действующий дистрибутив и установить игру на свое устройство.
Для посетителей мы бы хотели дать совет: ознакомьтесь с описанием игры перед тем, как бесплатно скачать ее через торрент. В нем вы узнаете не только о сюжете и особенностях игрового процесса, но и о минимальных технических рекомендациях. Если ваш компьютер им полностью соответствует смело приступайте к загрузке через трекер. Обратите внимание на то, что сделать это можно даже без регистрации на нашем сайте.
Для тех, кто устал от экшенов и симуляторов, мы собрали множество бесплатных игр логического жанра. Каждая из них обладает уникальным игровым процессом, механикой, сюжетом и необычной графикой. Узнать подробнее о приложениях вы сможете из описаний и сопутствующих материалов, которые вы легко найдете рядом ссылкой на торрент. Каждая игра позволит напрячь извилины и будет полезна для развития интеллектуальных способностей игроков.
Скачать понравившуюся игру на свой ПК вы сможете через торрент. При этом вам нет необходимости проходить процесс регистрации, а загрузка не будет прервана даже в случае падения интернет соединения. Не забудьте оставить свой отзыв на сайте, в котором вы можете описать свои ощущения от игрового процесса и вступить в дискуссию с другими пользователями, которым также понравилась игра.
Категория «Поиск предметов» содержит в себе множество игр, главной целью которых является проверка вашей внимательности при помощи необычных заданий. Находите ключевые предметы, стараясь сделать это за минимальное время и без ошибок. Таким образом, вы сможете добиться лучшего результата. Иногда вам придется выполнять дополнительные задания, которые позволят увеличить количество заработанных очков или получить возможность перейти на следующий этап с существенными бонусами.
Для того чтобы скачать игру из этого раздела на свой персональный компьютер, вы сможете использовать ссылку на торрент. Она позволит загрузить необходимый для установки бесплатный дистрибутив. Установив игру и немного освоившись в ней, не забудьте поделиться своими впечатлениями, оставив комментарий под ее детальным описанием.
Для тех, кто любит мини игры, эта категория будет настоящей находкой. В ней вы найдете лучших представителей своего типа, которые были выпущены за последние несколько лет. Обратите внимание на то, что у игр нет общего жанра. Их объединяет лишь краткость, которая проявляется в той или иной особенности игрового процесса. Несмотря на эту отличительную черту, они позволят приятно провести время любому посетителю нашего сайта.
Определиться в выборе подходящей игры вам позволит детальное описание. Как только вы найдете что-то интересное для себя, вы легко сможете скачать эту игру при помощи бесплатного торрента без необходимости в регистрации.
Наш сайт позволяет посетителям делиться своими впечатлениями об играх. Если у вас возникнет такое желание, просто напишите комментарий и оставьте свой отзыв, за который наверняка вас поблагодарят другие игроки.
Классические игры, созданные еще на ранних стадиях развития игровой индустрии, заинтересуют в первую очередь настоящих гурманов. Если вы помните, что же такое Doom, Arcanoid, Tetris, Sonic adventure, Dark stone и т.д. – этот раздел определенно для вас. Игры категории позволят вам вспомнить былое, отправившись в захватывающее путешествие вместе с любимыми героями. Они гарантируют приятные воспоминания, а значит – подарят вам отличное настроение.
Освежить в памяти особенности игрового процесса вы сможете благодаря описанию. Как только вы поймете, что игра вам абсолютно подходит, вы сможете скачать ее при помощи прямой ссылки на торрент файл. Позаботьтесь о том, чтобы у вас на компьютере был установлен трекер, иначе вы не сможете воспользоваться файлом для загрузки дистрибутива необходимого для установки игры.
Для многих пользователей ролевые игры, расположенные в данной категории, окажутся настоящей находкой. Они позволят на какое-то время переместиться в иной мир и побывать в шкуре главного героя. Каждая из имеющихся игр обладает уникальными особенностями и собственным сюжетом. Уникальной является и игровая механика, благодаря которой станет возможным постепенное развитие персонажа при помощи найденных предметов, пройденных заданий или полученного опыта от бесконечных сражений.
Стоит учитывать все особенности игрового процесса перед тем, как вы захотите бесплатно скачать одну из них через торрент. Используйте детальное описание, чтобы получить все нужную информацию. Кроме описания геймплея в нем вы найдете технические характеристики. Они наверняка будут важным дополнением, так как станут решающим фактом в принятии решения о загрузке.
Игры в жанре «Инди» стали популярными сравнительно недавно. Не смотря на это, они наверняка заинтересуют и вас. Их общей чертой является оригинальность. Она касается не только графической реализации, но и сюжетной линии, механики, общих правил и других особенностей геймплея. В каждой из инди игр разработчики стараются создать тщательно продуманную историю, которая позволит вам стать участником увлекательного приключения в фантастическом мире.
Определившись с выбором игры, вы сможете воспользоваться торрентом. Он поможет вам бесплатно скачать дистрибутив себе на персональный компьютер для дальнейшей установки. Не забывайте обращать внимание на требования перед началом загрузки. В них указаны минимальные характеристики, которыми должно обладать ваше устройство, в том числе и занимаемое игрой место.
Категория ананосов позволит вам познакомиться с самыми ожидаемыми проектами игровой индустрии. В ней вы найдете не только описание будущих новинок, но и видео ряд, который познакомит вас поближе с их историей и особенностями геймплея. Мы стараемся своевременно добавлять новые материалы, посвященные игровой индустрии, что наверняка оценят настоящие игроманы и люди ожидающего выхода очередной части любимой игры.
Пока вы находитесь в ожидании, вы можете воспользоваться меню комментариев для того, чтобы найти друзей или высказать свое мнение по поводу выхода игры. Обратим ваше внимание на то, что для этого нет необходимости в регистрации. Просто укажите свое имя и введите код. Если хотите узнать об ответах других пользователей, обязательно укажите действительный почтовый адрес, на который будут приходить соответствующие уведомления.
«Аркадные игры» – категория, которая позволит вам найти приложения для своего компьютера, отличающиеся простым и понятным геймплеем, качественной графикой и интересным сюжетом. Игры аркадного жанра предназначены для отвлечения от повседневных забот и приятного проведения времени в уютной обстановке. Именно поэтому их выбирают тысячи пользователей, желающих отдохнуть в офисе или дома, после работы или учебы, а также те, кто ищет нечто новое и необычное.
В данном разделе вы не только сможете ознакомиться с детальным описанием каждой аркады, но и скачать понравившуюся игру через специальную ссылку на торрент. Перед тем, как воспользоваться торрент-файлом, обязательно убедитесь в том, что у вас есть программа трекер. Если ее нет, то немедленно скачайте и установите на свой персональный компьютер, чтобы продолжить загрузку.
Категория станет находкой для всех, кто ищет игры на русском языке. Переведенные профессионалами, они представляют особую ценность для игрока, ведь позволяют получить истинное удовольствие от геймплея. Качественная озвучка полностью погружает в игровой процесс и превращает игру не просто в развлечение, а в увлекательное путешествие по неведомому миру.
В этом разделе вы найдете не только дублированные аркады. Локализации стратегий, симуляторов, стрелялок, инди, РПГ и прочих игр также представлены здесь. Жанровые особенности вы сможете легко определить по превью. Рядом с изображением игры на русском, присутствует ее жанр, что позволит легко определиться с выбором.
Перед тем, как начать играть в одну из игр с русской озвучкой, вам предстоит скачать установочный файл к себе на компьютер. Сделать это можно при помощи ссылки на торрент.
Для тех, кто ищет острых ощущений, хоррор игры окажутся настоящей отдушиной. Любого представителя этой категории вы сможете бесплатно скачать на пк через соответствующий торрент. Обратим ваше внимание на то, что здесь собраны лишь игры вызывающие страх по-настоящему. Если вы не готовы ощутить трепет, ужас и адреналин в крови, выберете для развлечения игру иного жанра. То же самое советуем тем посетителям, которые имеют проблемы со здоровьем, чтобы стресс, вызванный игровым процессом, не отразился на общем состоянии организма.
Мы предусмотрели возможность общения игроков нашего сайта. Воспользуйтесь меню комментариев для того, чтобы рассказать о своих впечатлениях и помочь другим посетителям понять стоит ли игра их внимания. Если вы хотите вступить в диалог, не забывайте оставлять адрес почтового ящика.
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Rule of ThreeEdit LockedSometimes called trebling, the Rule of Three is a pattern used in stories and jokes, where part of the story is told three times, with minor variations. The first two instances build tension, and the third releases it by incorporating a twist. Three is the smallest number required to create a pattern, so it’s especially common in storytelling.The third of three siblings succeeds after their older siblings each failed. The protagonist is given three tests and receives the prize after the third. It’s almost unusual to find a folktale that does not incorporate the Rule of Three in some form. Following on from the oral tradition, speech-writers have learnt the ‘Rule of Three’ — listen to a political speech — the points come in threes, from ‘Ein Volk, Ein Reich, Ein Führer’ to Tony Blair declaring ‘Education, education, education’. In persuasive or educational speaking, it also is a foundational concept: «Tell ’em what you’re going to tell ’em; Tell ’em; Tell ’em what you told ’em» note Formally: An Introduction and Precis; the Body of the speech, the Summary. The Rule of Three is also used widely in comedy. Many popular jokes are based on three Stock Characters (e.g. Priest, Imam, Rabbi), all in the same situation. The first two react normally, the third does something ridiculous (but stereotypically in character). In Britain, Englishman, Irishman and Scotsman jokes denigrate either the Irishman as stupid or the Scotsman as a tightwad, while the Englishman is usually the Straight Man of the gag (Unless it’s being told by the Scots or Irish. When an American tells it, Englishmen are stuffed shirts.) This is why most Americans have never heard of Wales. Another (geeky) variant is the engineer/physicist/mathematician series of jokes, however, these are virtually never considered offensive, largely because the stereotypes are often jokingly accepted by the members of those three groups. (e.g. The engineer is overly practical, the physicist makes large assumptions, and the mathematician comes up with a correct, but useless answer; these are played up for humorous effect, but have some valid basis.) Alternatively, the twist can come during the second iteration (such as Chekhov’s Skill) failing the first time it’s used only to return to its original form on the third pass; this version tends to accompany Chekhov’s tropes. The Overly Long Gag could be seen as a subversion of the Rule Of Three, because it fails to deliver the expected twist. Sometimes, an event needs to be shown three times to establish that a variation to the norm is happening. The first time the audience sees this event, they see it happening a certain way, but they don’t yet know that this is typical. The second time they see it, it is the same as the first. This establishes that this is the standard way that things always happen. The third time they see the event in question, it is different, so the audience knows that this is a deviation from the norm. For example, in The Shawshank Redemption, we see Red appear before the parole board three times. The first two appearances are practically identical. The third instance is different, indicating how Red changed after Andy left. The trope is also incredibly common in fairytales and ghost stories that are part of oral tradition. The reason above is important, as audiences don’t have a good idea of how this ghost/gnome/witch would typically behave, and it works well for building tension too. But another reason is that it’s easy to remember. You get three times the story padding for only having to remember one short story and some minor variations. This makes the story easier to remember than non-repeating tales of the same length, both for professionals who collect as many stories as possible, and for people that pass a story on pretty much because they happened to remember it. In art, there’s a rule of thirds The Rule of Three may be a subtrope of a more general psychological phenomenon, as threes are well-noted in all forms of culture. Films, books and plays come in trilogies. They have a Three-Act Structure, a Beginning, Middle and End. Counts of three elements are used widely in rhetoric, writing and myth: «Ready, aim, fire», «Veni, Vidi, Vici», «Lights, camera, action», «Reading, ‘riting, ‘rithmetic,» «rhetoric, writing and myth». Just try and think about how many times you’ve heard the phrase «On the count of three. » A constructed phrase such as «Veni, Vidi, Vici.» that has three grammatically and logically connected elements is known as a Tricolon. When the three elements increase in length, it’s a Tricolon Crescens. This is why there are Power Trios and Terrible Trios. Variations on this trope include uses of 5, 7, 12, and convenient multiples of 5 afterwards (i.e., 25 or 50, but not 35 or 70). See also Basic Conflicts and other plot devices which often come in 3s or 7s, and Three Rules of Three, a wiki guideline. Not to be confused with 4, unless you’re counting elements, bodily fluids, elite badasses, and other dimensions. note 5 is right out, and so is two. Три правила жизни / Three Rules of Life (Red Dust) (ENG+RUS) [L]Старшеклассник, борющийся со своей матерью, внезапно покидающей семью, вынужден повторить год. Когда он пытается осмыслить свою жизнь, он оказывается втянутым во все более сложные дела окружающих его людей. 4,700 lines of script v0.1.1 Скачать (бесплатно и на максимальной скорости)!Стаж: 1 год 4 месяца Местами банальная, но со своей изюминкой. Сюжет в новеллах всегда играет большую роль. Всё зависит от истории, которая повествуется, и тут он изначально может показаться примитивным. От части оно так, но в игре большой акцент сделан на происходящие события. В игре присутствует возвращение к воспоминаниям, к которому я отношусь скептически, если ничего не изменится. Персонажи в игре хороши, как и рендер окружения с персонажами (немного напрягает рендер персонажа Наоми, какая-то она малость кринжовая, но может, кому-то она понравится). На вопрос: советую ли я данную визуальную новеллу? Стаж: 9 лет 7 месяцев Стаж: 1 год 4 месяца «Наконец, статус апдейт! Июнь был для меня напряжённым, поскольку это месяц как раз перед ежегодным обзором эффективности работы (ИРЛ). Стоит ли говорить, что я был особенно эффективен на этом фронте 😎. Дела идут хорошо, и я надеюсь, что все остальные увидят лучшие экономические возможности, поскольку мы приближаемся ко второй половине года и пандемия отступает в (некоторых) местах. Что касается разработки, я совмещал рендеринг и написание. Многие идеи об остальной части игры были превращены из абстрактных в конкретные написанные чернилами (или компьютерные) слова и наброски. Это будет большим подспорьем в процессе разработки. Я не самый страстный планировщик, но это определенно тот случай, когда более предварительное планирование означает более быструю и лучшую работу в будущем. Эпизод 4 уже готовится к тому, чтобы стать большим эпизодом со значительным количеством основных сцен, которые появятся / не появятся в зависимости от предыдущих выборов, поэтому я очень хочу ускориться, сократив ⛰ предстоящей работы! У нас, как обычно, будет опрос про ежемесячный специальный рендер, а также про что-то ещё в игре. Ещё один опрос, который я проведу, касается уровня, включающего кастомные рендеры, так как некоторые люди просили об этом. Учитывая, что моё время ограничено, я до сих пор не хотел создавать такую подписку, но я думаю, что есть несколько вариантов, которые могут сработать, чтобы фанаты были счастливы, поэтому я поставлю их на голосование позже в этом месяце 📅. Rule Of Threes: The Basic Guide To SurvivalFebruary 11, 2019 Click Here To See The CommentsWhen push comes to shove, don’t forget the rule of threes of survival! In this article: The Survival Rule of Threes to Learn TodaySimply StatedRemembering the rule of threes is what’s going to separate you from the rest of the world when SHTF. In an extreme situation, a person cannot survive for more than: Note that this is not a guarantee. Take shelter, for instance. If you fall into and stay in a large body of cold water, it is highly unlikely you will last three hours. If you end up on dry land and with nice weather, you may live for over three hours. These rules are your guide when your experience is different from what you learn from the book. Mind you, both can vary significantly. Given your set of skills and equipment, how do you make sure you survive for as long as you can? Applying the Rule of ThreesLet’s expand on this and consider three seconds. What can kill you in three seconds? You die when someone shots you, for sure. But then, you may also meet your demise by simply falling over and cracking your skull. You can also perish if a blunt object hits any part of your body. In the first scenario, you may have to check your weapons and self-defense skills. How do you counter a gun attack? In the second situation, your climbing knowledge or sense of balance will play a key. Lastly, in the third situation, your agility and alertness may help you survive. All these may need your avoidance skills. How fast can you dodge a bullet or any type of attack? Sometimes, these situations can occur in the darkness. Your skills may be useless if you don’t have enough light sources such as a flashlight. Three Minutes Without AirThree minutes without air is definitely a problem, but there is not a lot one can do about that. If you KNOW you are going to be in a place without air, then perhaps you can include having tanks of air on your to-do list. But this is not practical just “in case.” No, about all you can do is have a filtration mask to filter out “bad” stuff in any air which does exist. This might be a full CBRN mask, all the way down to a wet bandana, depending on likely circumstances, weight, space, and even budget. Three minutes with severe bleeding is also a problem, and there are practical options for this. It includes various types of tourniquets and combat bandages. Although this is not considered as one of those in-demand skills. What is a tourniquet? It’s a tool used to stop the blood flow through the veins by compressing the limb with a bandage or cord. Three Hours Without ShelterA shelter is a difficult subject that requires more in-depth discussion. First of all, a really good shelter is not portable. Then a decent shelter (a good tent, insulating pad, and sleeping bag), while portable, tends to be larger and heavier than other equipment. But, it is often possible to make a shelter using the material at hand. This may be a long process, though. In some circumstances, it may not be practical within the time limits as well. Thus, the rule of thumb is having materials and tools to assist in building a shelter is usually wise. Consider what “shelter” really entails, too. Basically, it is that the human body can only last in an environment that is significantly outside its “normal” range. “Exposure” is perhaps the leading cause of death for those lost or trapped “in the wild.” If the body gets “too cold” or “too hot” long enough, it will shut down or at least result in serious injury. Thus, “shelter” requires materials and skills to keep the body dry when it is wet, warm when it is cold and/or cool when it is hot. Keep in mind that the temperature of a large object (ground or body of water) with which the body is in contact is at least as dangerous as the temperature of the air. So any consideration of shelter must include insulation from the ground. Fire can be a key component of “shelter” as well as many other survival aspects. That is why having fire making equipment and skills is critical. Three Days Without WaterWater is pretty straightforward. Although it is possible to live for three days without it, this should not go on. It will be very unpleasant and may cause long-term damage. It also reduces your ability to think and act in support of other survival aspects. To avoid this, you can have water stored and/or have ways of getting, carrying, and using the water you find. It is also wise to always assume that water may have contaminated particulates present. Therefore, also consider the skills and equipment necessary to “purify” these problems. Not to mention, the skills to “find” water that may not be readily visible. Three days with serious illness could be a problem as well, so consider ways of preventing and curing infections, as well as other dangerous diseases. Thirty Days Without FoodFood then would be the lowest priority, but not ignored. Like with water, going without food for significant periods of time is not only unpleasant but reduces your ability to think and act. It can eventually result in long-term damage as well. Again, you can have food stored and/or have the skills and equipment to get food from the environment around you. Keep in mind though, that all “food” is not created equal. Be aware that filling your belly may be ok short-term but should not be your long-term goal. You want to have food that has the stuff your body needs (vitamins, minerals, protein) and as little “harmful” stuff as practical. Something to keep a particular eye on is “calories.” If you look for storage food, you may find places that brag on the number of “servings” they offer. Do the math. If the calories per day are under 800, then you are looking at a diet that is usually only appropriate for an extreme weight loss regimen which is doctor monitored. This would not be appropriate for long-term survival. Usually, the recommendation for a minimal survival diet is 1200 calories per day, and if you will be active, 2000 calories per day may not be too much. Another Application of the Rule of ThreesAs we see, the “Rule of Threes” provides guidance on selecting which skills and equipment you might need. It also is a key factor in deciding your ACCESS to the equipment. If you have the defensive equipment, it needs to be immediately available. In a holster or sheath or pouch on your person is just barely adequate. I suspect if someone was to attack you, the odds are pretty low that you could talk them into waiting while you dig out your defenses from the bottom of your pack. Similarly, your air filtration and severe bleeding equipment should be easily and reliably available in under a minute. This means in an external pocket(s) or pouch(s), probably with nothing else in there. They should also be secured but accessible because you don’t want to lose the items in the process. A light source should also be readily available, and reliably accessible in total darkness. After this, access becomes less critical. Fire equipment should be fairly accessible, and perhaps some of the shelter supplies. Everything else can be packed where it best fits, within reason. Things Which Are Not “Critical” Can Still Be ImportantWhen considering long-term survival, remember that there are a number of things which although not a matter of “life or death,” make survival easier. Or, at least more pleasant and reduce the long-term impacts of the emergency. Toilet paper and toothbrushes are things which first leaped to my mind but I’m sure there are things which occur to you. The Rule of 3Estimated Reading Time: 1 minute, 19s. One of the simplest, most powerful time management techniques I’ve come across lately is the “Rule of 3” (from the book Getting Results the Agile Way ). With A Year of Productivity, I have a lot of stuff to tackle. Media interview requests that are coming in (!!), interviews to book, articles to write, and books to read. With so much stuff, it’s hard to figure out what to focus on. Needless to say, the Rule of Three has helped me immensely. The rule is simple: The book has four recommendations for when you implement the rule: The problem with a lot of productivity and time management systems is they require a lot of overhead, but the Rule of Three doesn’t. Every morning you think about the main three things you have to do, and then you do them. It’s a great technique to figure out what you need to focus on. I’ll be diving deeper into the Agile Results methodology, and will write more as I discover and experiment with it. Written byChris BaileyChris Bailey has written hundreds of articles on the subject of productivity, and is the author of two books: Hyperfocus, and The Productivity Project. His books have been published in 20 languages. Chris writes about productivity on this site, and speaks to organizations around the globe on how they can become more productive, without hating the process. The Recap NewsletterAfter you sign up, I’ll send you a brand new article every couple of weeks that will help you become more productive. No spam—ever. My podcast!My books!A practical guide for managing your attention—the most powerful resource you have to get stuff done, become more creative, and live a meaningful life. A personal and entertaining exploration of how to be more productive at work and in every facet of our lives. Игра «Жизнь» онлайнБолее новая реализация Реализация знаменитой игры «Жизнь» — клеточного автомата, изобретённого английским математиком Джоном Конвеем. Обратите внимание, что размер поля, скорость появления новых поколений и другие аспекты можно настраивать (кнопка «Setup» ). Правила игры «Жизнь»Удивительные свойства игры «Жизнь»Лично меня поражает, что такие простые правила могут породить великое разнообразие форм жизни. На этой странице я привожу лишь немногие из известных. В основном, это движущиеся и осциллирующие фигуры. Разве они не удивительны! Этим игра «Жизнь» похожа на фракталы, где замысловатые формы порождаются весьма небольшим набором правил. КстатиЭтот движок поддерживает два метода отображения. Более приоритетный — canvas. Если браузер его не поддерживает, то используется простая HTML-таблица, которая работает значительно медленней. Кроме того, в таблице не так удобно редактировать картинку. Если вы видите красноватые квадраты, значит ваш браузер не поддерживает canvas. Я очень рекомендую использовать более современный браузер. Если квадраты тёмно-синие, значит вы используете самые передовые технологии. Если у вас что-то не работает, — пишите, — буду очень признателен. Три правила жизни / Three Rules of Life (Red Dust) (ENG+RUS) [L]Старшеклассник, борющийся со своей матерью, внезапно покидающей семью, вынужден повторить год. Когда он пытается осмыслить свою жизнь, он оказывается втянутым во все более сложные дела окружающих его людей. 4,700 lines of script v0.1.1 Скачать (бесплатно и на максимальной скорости)!Стаж: 1 год 4 месяца Местами банальная, но со своей изюминкой. Сюжет в новеллах всегда играет большую роль. Всё зависит от истории, которая повествуется, и тут он изначально может показаться примитивным. От части оно так, но в игре большой акцент сделан на происходящие события. В игре присутствует возвращение к воспоминаниям, к которому я отношусь скептически, если ничего не изменится. Персонажи в игре хороши, как и рендер окружения с персонажами (немного напрягает рендер персонажа Наоми, какая-то она малость кринжовая, но может, кому-то она понравится). На вопрос: советую ли я данную визуальную новеллу? Стаж: 9 лет 7 месяцев Стаж: 1 год 4 месяца «Наконец, статус апдейт! Июнь был для меня напряжённым, поскольку это месяц как раз перед ежегодным обзором эффективности работы (ИРЛ). Стоит ли говорить, что я был особенно эффективен на этом фронте 😎. Дела идут хорошо, и я надеюсь, что все остальные увидят лучшие экономические возможности, поскольку мы приближаемся ко второй половине года и пандемия отступает в (некоторых) местах. Что касается разработки, я совмещал рендеринг и написание. Многие идеи об остальной части игры были превращены из абстрактных в конкретные написанные чернилами (или компьютерные) слова и наброски. Это будет большим подспорьем в процессе разработки. Я не самый страстный планировщик, но это определенно тот случай, когда более предварительное планирование означает более быструю и лучшую работу в будущем. Эпизод 4 уже готовится к тому, чтобы стать большим эпизодом со значительным количеством основных сцен, которые появятся / не появятся в зависимости от предыдущих выборов, поэтому я очень хочу ускориться, сократив ⛰ предстоящей работы! У нас, как обычно, будет опрос про ежемесячный специальный рендер, а также про что-то ещё в игре. Ещё один опрос, который я проведу, касается уровня, включающего кастомные рендеры, так как некоторые люди просили об этом. Учитывая, что моё время ограничено, я до сих пор не хотел создавать такую подписку, но я думаю, что есть несколько вариантов, которые могут сработать, чтобы фанаты были счастливы, поэтому я поставлю их на голосование позже в этом месяце 📅. Let’s Play Game of Life with PythonIs it fascinating to see how simple rules can lead to something so complex? For example, like the flock of birds or school of fish. The rule for them is pretty simple, they will survive if they are able to avoid predators. One of the explanations of how birds work as a flock was stated by a Zoologist Wayne Potts in journal Nature in 1984. His work showed that birds in flocks don’t just follow a leader or their neighbours. Instead, they anticipate sudden changes in the flock’s direction of motion. So, if there is a bird at the edge of the flock changes its direction, the rest will follow like a wave. The rules in flocking boiled down to three main rules: Because of these three rules, we can see an astounding unison movement of birds; its wonderful, graceful, and synchronized display. But all the birds do is just trying to stay alive. Now, we will see how simple rules can lead to a complex yet interesting system. But we won’t see it in nature, we will see it on our screen through programming simulation. It’s time to talk about Conway’s Game of Life. BackgroundA bit of background before we jump into the coding session. Quoted from Wikipedia: Conway’s Game of Life universe is an infinite two-dimensional grid, each of which has two states, alive or dead, or populated or underpopulated. Each cell is surrounded by eight neighbours which will determine whether the centre cell will become alive, dead, or stay alive in the next period of time. These are the transition rules that governed Conway’s Game of Life universe: With only four rules, Game of Life able to create many forms, some are static (still lifes), others are oscillating statically in-place (oscillators), and also there are moving objects (spaceships). The result will be such an amazing display of grid. Coding SessionThe simulation of Conway’s Game of Life will be made using pygame in Python. We will go through the basic of pygame, then start to fully implement it. But you can skip the basic if you want to go right away to the implementation. Pygame’s BasicLet’s start with the foundation of pygame that will let us create the simulation. For our minimalistic simulation, we will only need to learn a small number of tools which pygame provides. So if you want to learn more about pygame, I will list the resources you need at the end of the article. Before we start to code, you have to make sure that you have pygame installed in your environment. After that, we can start to write the code. First, we import pygame module in line 1, initialize the pygame module in line 3, and create a screen as the canvas for our drawings in line 8. Also, we defined the screen width and screen height in line 5 and 6, then we put them as set_mode method arguments. If you run this code, what will happen? Wait, it opens a new window but the window is immediately closed. This is where an infinite loop will come to be handy. Because if we want to keep the window open, we will need an infinite loop so the program has no time to reach the end of the process. But, an infinite loop would be a bad thing if we don’t provide it with halting conditions, otherwise, it will just run forever. Now, let’s make some change to our code. The default background colour of the screen is black, but we can change it. For example, we want to change it to white. In line 17, we provided an RGB value (255, 255, 255) which means white into screen.fill, so we can have a white-coloured background. Note that, we also added line 18, because if you forget to add this line, the background colour won’t change into white. We always need this line, if we want to update our screen. In the last part of this subsection, we will draw a rectangular shape on our screen. In line 19, the drawing method is called. Here, we draw a rectangular shape with midnight-blue colour. The first argument we have to provide to the draw-rectangle method is the surface (or canvas) we want to draw on. The second argument is the colour we want to use, and the last argument is a list composed by the coordinate of the top left corner (x and y) and followed by the size of the rectangle (width and height). The ImplementationThat’s pretty much pygame’s basic we need to create our simulation. Now, we will implement it one by one. Now, let’s create the main file ( main.py ) where the running program is placed. The above code is not so different from the last code in learning basic section right? The main differences are in line 13 and 28. We will create GameOfLife class in a different file and try to understand how it works. Note that if you are confused about what line 6 does, this line is to provide a running window with a good title. Let’s start by creating the class and its constructor. Here, we defined the constructor and all its arguments (mostly keyword arguments, since I don’t want to specify a lot of arguments when trying to call it). The surface is the screen we use to draw, width and height are the screen’s properties, scale will determine the level of zoom of our grid (the larger it gets, the larger the grid will be), offset is to specify the space between cell, active colour and inactive colour are self-explanatory right? columns, rows and grid are probably the most important components. So at the time the object is created, the grid will be filled randomly by True and False (provided by NumPy module) and the size of the grid is equal to the values of columns and rows. We still can’t see how our code will show us the result. Now, let’s put another piece of code inside our class definition. Method run is the one we call in the main file. Method draw_grid will draw the current state of our grid. Here, we defined two for-loop that will go through each cell and draw them on the screen. In line 9, we check whether the value in position row and col is True or False. If it’s True, then we draw with active colour and if it’s False we draw with inactive colour. Then, Let’s run the code by typing python main.py. Probably the result you’ll see will be like this. Good good, we have our grid. But we still missing the evolution part. The job of these two methods is to update our current grid values. In update_grid, first, we copy the current grid because we don’t want to update it one by one as the loop goes through each cell, the grid will be updated after all cells get updated. In line 6, the value in position row and col of updated_grid will be changed by update_cell method. This is where the rules for Conway’s Game of LIfe is implemented. From line 16 to 25, we check how many alive neighbours around our current cell. In line 28 to 37, we determine what the next value of the current cell will become. Now let’s change run method so we can see our grid updating. Run python main.py to see how it looks like. Pretty cool right? Well, I think this is cool. ConclusionThere are several reasons why I build this programming simulation. First, I knew Conway’s Game of Life pretty long time ago, even before I knew how to code and I was amazed by how it looks. Second, this is a great and simple coding challenge for me, it’s quite good to get my hands dirty and have some entertainment. Probably the next project similar to this is to simulate how a flock of birds work or how the virus spread through people. Until then, see you next time and thank you for reading. If you have some questions or feedback, please let me know. Три правила жизни / Three Rules of Life (Red Dust) (ENG+RUS) [L]Старшеклассник, борющийся со своей матерью, внезапно покидающей семью, вынужден повторить год. Когда он пытается осмыслить свою жизнь, он оказывается втянутым во все более сложные дела окружающих его людей. 4,700 lines of script v0.1.1 Скачать (бесплатно и на максимальной скорости)!Стаж: 1 год 4 месяца Местами банальная, но со своей изюминкой. Сюжет в новеллах всегда играет большую роль. Всё зависит от истории, которая повествуется, и тут он изначально может показаться примитивным. От части оно так, но в игре большой акцент сделан на происходящие события. В игре присутствует возвращение к воспоминаниям, к которому я отношусь скептически, если ничего не изменится. Персонажи в игре хороши, как и рендер окружения с персонажами (немного напрягает рендер персонажа Наоми, какая-то она малость кринжовая, но может, кому-то она понравится). На вопрос: советую ли я данную визуальную новеллу? Стаж: 9 лет 7 месяцев Стаж: 1 год 4 месяца «Наконец, статус апдейт! Июнь был для меня напряжённым, поскольку это месяц как раз перед ежегодным обзором эффективности работы (ИРЛ). Стоит ли говорить, что я был особенно эффективен на этом фронте 😎. Дела идут хорошо, и я надеюсь, что все остальные увидят лучшие экономические возможности, поскольку мы приближаемся ко второй половине года и пандемия отступает в (некоторых) местах. Что касается разработки, я совмещал рендеринг и написание. Многие идеи об остальной части игры были превращены из абстрактных в конкретные написанные чернилами (или компьютерные) слова и наброски. Это будет большим подспорьем в процессе разработки. Я не самый страстный планировщик, но это определенно тот случай, когда более предварительное планирование означает более быструю и лучшую работу в будущем. Эпизод 4 уже готовится к тому, чтобы стать большим эпизодом со значительным количеством основных сцен, которые появятся / не появятся в зависимости от предыдущих выборов, поэтому я очень хочу ускориться, сократив ⛰ предстоящей работы! У нас, как обычно, будет опрос про ежемесячный специальный рендер, а также про что-то ещё в игре. Ещё один опрос, который я проведу, касается уровня, включающего кастомные рендеры, так как некоторые люди просили об этом. Учитывая, что моё время ограничено, я до сих пор не хотел создавать такую подписку, но я думаю, что есть несколько вариантов, которые могут сработать, чтобы фанаты были счастливы, поэтому я поставлю их на голосование позже в этом месяце 📅. Game of Life
The Game of Life (sometimes known simply as Life) is an example of a cellular automaton and a zero-player game. It takes place on an infinite two-dimensional grid in which cells can be ‘on’ (alive) or ‘off’ (dead), and is defined by a set of rules that jointly determine the state of a cell given the state of its neighbours. Following specification of an initial configuration, patterns evolve over time across the grid requiring no further user input (thus ‘zero-player’). First popularized in 1970 in the Scientific American (Gardner, 1970), the Game of Life has attracted lasting appeal among both scientific and amateur communities. One reason for its appeal is that it is very simple to program, yet at the same time it appears to exemplify emergent and self-organized behaviour. Even though its (simple) rules are specified at the level of individual cells, one sees entities at coarse-grained ‘higher’ levels of description, whose behaviors are better described by rules at these higher levels. ContentsRulesIn its standard format, the Game of Life unfolds on an infinite two-dimensional grid composed of cells each of which is either ‘on/alive’ or ‘off/dead’. The game takes place in discrete time, with the state of each cell at time t determined by its own state and the states of its eight immediate neighbours at t-1 (the Moore neighbourhood of radius 1), according to the following simple rules: These rules can be thought to represent basic processes of life and death, motivating the name ‘Game of Life’. Rule 1 represents ‘death by under-population’; rule 2 represents ‘sustainable life’; rule 3 represents ‘death by over-population’, and rule 4 represents ‘birth’. The initial state of the game is the ‘seed’ and all cells are updated simultaneously. Time steps are sometimes called ‘generations’. The Game of Life rules were carefully chosen by Conway to satisfy three simple criteria (Gardner, 1970): The Game of Life generates what Wolfram has called ‘class 4’ cellular automata behaviour; that is, behaviour which is neither completely random nor completely repetitive (Wolfram, 2002). The basic Game of Life is very easy to implement in almost any computer language. HistoryThe Game of Life was first published in the Martin Gardner’s column in October 1970 issue of Scientific American, resulting in the greatest number of letters from readers at that time. While John Conway was an undergraduate at Cambridge University, he would write letters to Martin Gardner on various mathematical games. Sometimes, Martin would use the letters in his Scientific American column on mathematical puzzles. While at Cambridge, John Conway used to play various games using Go board with his friends during teatime. Being bored with real games, like “five in a line”, John tried to invent new games. The book “Automata Studies” (Ashby, 1956) and the cellular automata of Von Neumann motivated John Conway to look for set of rules that would result in interesting dynamics. Earlier version: 3-state systemAfter 18 months or so of trying to discover rules for a 2-state system (live or dead), John gave up and switched to 3-state system: off, A and B. A friend of John Conway, Martin Huxley, referred to A and B as being “actresses” and “bishops”, as in the famous at that time stories with a secondary meaning that is a bit suggestive (but deceitful). The most popular set of rules was the following: There were many variations on the rules, leading to the perpetual fight: If the birth rule is too strong – everything expands. If the death rules are too strong – everything dies. It turned out to be quite hard to balance the rules. Game of Life using Go stonesIt took about 18 months of teatime (and coffee time) to come up with good set of rules resulting in configurations that do not tend to explode or die out too soon. A best way to experiment was to use Go boards with Go stones. Some cheap Go sets have flat stones, which are perfect for experimentation. The configuration at time t is set in white Go stones. John would put a black stone when there is a birth. If anybody is going to die, John would put a little shell on top. To step to the configuration at time t+1, John would remove any stones with shells, then see what is the color of the majority, and flip the other color. This would work, except for the time when there is a huge massacre and most of organisms should. John would say “shell a living” and put the shells on the survivors. Discovery of the gliderJohn and his friends always had in mind that they might simulate a computer with the Game of Life. However, it was not obvious until they found a glider. This was the moment that John realized that he got the right set of rules. Keeping track of Go stone configuration was a daunting and a bit annoying task, especially when the configuration has blinkers. John needed a “blinker watcher” and he recruited his friend, Richard K. Guy, who visited him at Cambridge. Richard was responsible for watching not only blinkers, but anything else that is small and changes periodically. One day, Richard said to John “my blinker is walking”. John suspected that there might have been moving configurations and he referred to them as “space ships”; the glider was the first such “space ship”. Within a few weeks after the discovery of the glider, John had proven that Game of Life is equivalent to the universal Turing machine. Game of Life vs. Life GameJohn Conway often refers to the Game of Life as “Life Game”. This is to avoid the confusion with “Game of Life” owned by Parker Brothers (who also own the “Monopoly Game”). We got first PDP machine in Cambridge, and we watch the game on screen without Go boards. PatternsSince its inception there has been considerable interest in discovering novel patterns within the Game of Life. Patterns can be categorized according to the complexity of their behaviour, from simple unchanging ‘still lives’ to emulations of universal Turing machines (see below). Here are some examples of some Game of Life patterns at the simple end of the scale: Patterns within the Game of Life can be much more complex than illustrated in the above examples, and can even be organized in ways that perform functional operations. Streams of gliders (and other moving objects, generally known as ‘spaceships’) can be considered as signals which have causal effects on other patterns with which they interact. These interactions can be organized to furnish basic computational procedures such as logic gates (AND, OR, NOT) as well as simple memory counters. These properties imply that the Game of Life is theoretically equivalent to a ‘Universal Turing Machine’; that is, it is ‘Turing complete’ (Berkelamp, Conway, & Guy, 1982). Turing completeness means that, absent any constraints of memory or time, the Game of Life has unlimited computational power. More recently, Universal Turing Machines have been implemented in practice in Game of Life environments (Rendell, 2000, see FIGURE). Another recent development, the ‘Gemini’ pattern, reaches back to John Von Neumann’s early interest in self-replicating automata (see http://conwaylife.com/forums/viewtopic.php?f=2&t=399&start=0). Gemini is a self-constructing pattern which creates a copy of itself while destroying its parent (over the course of 34 million iterations). The exploration of novel Game of Life patterns has been supported by dedicated software which accelerates the computations needed to follow large populations over millions or billions of iterations (e.g., the ‘Golly’ environment, available at http://golly.sourceforge.net). A growing community of enthusiasts has developed around this and other software platforms, continually extending the boundaries of Life patterns. Subjects discussed within this community include such topics as ‘stable pseudo-Heisenburp device and other P1 wiring projects’ (http://b3s23life.blogspot.com). VariationsRecalling that the original Game of Life rules were chosen very carefully, there remain a large variety of alternative rule sets defining similar games, at least some of which also have interesting properties supporting apparently emergent behaviour. There is now a nomenclature differentiating different varieties of Game of Life cellular automata. The original game is referred to as B3/S23 because a cell is born (B) if it has exactly three neighbours, and stays alive (S) if it has two or three neighbours. The automaton B36/S23 defines what has been called ‘High Life’, which is known for having frequently occurring replicators (see http://www.tip.net.au/ dbell/). Among the very many possible Games of Life, only a very few seem able to generate rich (emergent, self-organized) behaviour. The challenge of determining a priori (i.e., without instantiation) whether a given rule set will lead to rich behaviour remains an open challenge. Implications: Emergence, self-organization, autopoeisis, and the physics of informationEmergence and self-organization are controversial topics within the science of complexity. Both appear to be exemplified by the Game of Life. Emergence is colloquially taken to mean that the whole is (somehow) greater than the sum of the parts. This concept can be cashed out in several ways (Bedau, 2003). At one extreme, so-called ‘nominal’ emergence refers to a property that can pertain to a collection of items that by definition cannot pertain to the components themselves; for example, a circle is nominally emergent from the points which make it up. At the other extreme, ‘strong emergence’ refers to a global property which in principle cannot be accounted for by interactions among the constituent parts. Concrete examples of strong emergence are hard to come by: conscious experience is one frequently suggested possibility, though this may reflect simply equating one difficult-to-understand concept with another (Seth, 2010). The Game of Life rather exemplifies so-called ‘weak emergence’, according to which global properties result from interactions among the parts but in ways which are difficult (or maybe impossible) for an external observer to understand, except by explicitly simulating these interactions. Thus, in the Game of Life, global entities such as gliders, puffer trains and other such wonders arise from the interaction of simple components behaving according to well-defined rules. Extending this notion, a recent study has examined how some Game of Life configurations can give rise to an ever-growing variety of novel local interaction patterns (Gotts, 2009). Self-organization and emergence are closely related concepts. Self-organization is usually defined as the spontaneous formation of spatiotemporal patterns without external guidance. More specifically, one may attribute self-organization to a system on the basis that (i) it exhibits (at least weakly) emergent behaviour and (ii) it does so without any explicit external input, given an initial configuration. On these criteria, the Game of Life is a good example of both emergence and self-organization. Beer (2004) has considered glider patterns within the Game of Life from the perspective of autopoeisis. Autopoeisis is a fundamental concept in the biology of cognition; an autopoeitic (literally, self-producing) system is a network of component-producing processes with the property that the interactions between the components generate the very same network of processes that produced them, as well as constituting a distinct entity (a ‘unity’) (Maturana and Varela, 1973). The biological cell is a canonical example of autopoeisis; its components underlie processes (supported by external energy and material flow) which continually regenerate the components in a structure that defines itself against the surrounding medium. In a similar way, a glider pattern can be considered as a ‘coherent localized pattern of spatiotemporal activity in the Life universe that continuously reconstitutes itself’ (Beer, 2004, p.311). The analogy is complicated, since one may query whether states in the Game of Life can really be thought of as components, whether the glider pattern really possesses a boundary that generates and constrains it, and so on. Emergence, self-organization, and autopoeisis are important concepts applicable to a broad range of systems, biological and non-biological. By providing concrete examples of these phenomena, the Game of Life serves a useful purpose. However, some people take its implications to be considerably more far-reaching. These implications are based on the notion that information has equivalent ontological status to mass, charge, and the like; the so-called ‘it from bit doctrine’ (Wheeler, 1990). Following this line of thought, one can consider that interactions among emergent objects within cellular automata (including of course the Game of Life) are equivalent to interactions among physical objects. (One implication of taking this view would be that gliders could more reasonably be thought of as autopoeitic.) At the limit, one can think of the Game of Life as demonstrating the plausibility of an information-based physics as a fundamental description of reality, with computation as a fundamental physical principle. One does not however need to accept these provocative notions in order to appreciate the many insights into emergence and self-organization, and the simple joys of discovery, offered by the Game of Life. ReferencesAshby, W. R. (1956). Automata studies (Vol. 267). C. E. Shannon, & J. McCarthy (Eds.). Princeton, NJ: Princeton University Press. Beer, R.D. (2004). Autopoeisis and cognition in the Game of Life. Artificial Life 10:309-326. Bedau, M. (1997). Weak emergence. Philosophical Perspectives, 11:375–399. Berkelamp, E.R., Conway, J.H., and Guy, R.K. (1982). Winning ways for your mathematical plays, Vol. 2. New York: Academic Press. Gardner, M. (1970). Mathematical Games: The fantastic combinations of John Conway’s new solitaire game “life”. Scientific American Gardner, M. (1983). Wheels, life, and other mathematical amusements. New York: W.H. Freeman. Gotts, N.M. (2009). Ramifying feedback networks, cross-scale interactions, and emergent quasi-individuals in Conway’s Game of Life. Artificial Life 15:351-375. Rendell, P. (2000) Turing universality of the Game of Life. In Collision Based Computing, ed. A. Adamatzky, Springer-Verlag, pp.513-538. See also http://rendell-attic.org/gol/fullutm/index.htm Seth, A.K. (2010). Measuring emergence and autonomy via Granger causality. Artificial Life 16:179-196 Wheeler, J.A. (1990) Information, physics, quantum: The search for links. In Complexity, Entropy, and the Physics of Information, ed. W. Zurek; Addison-Wesley, Redwood City. Wolfram, S. (2002) A new kind of science. Wolfram Media Inc. The Game of Life Game RulesComponentsObject of the GameTravel the path of LIFE making decisions, building a family, earning money (and paying some out too), buying homes and collecting LIFE tiles. Have the highest value at the end of the game and win. SetupAttach the Buildings, Mountains, Bridge and SpinnerBuildings, Mountains & Bridge: Match the circled letters on the plastic buildings, mountains and bridge to the letters on the gameboard. Then insert each piece by first sliding the long tab through the slot and under the gameboard, then press down to secure the small tab into place. Spinner: Match the circled letter on the plastic spinner to the letter on the gameboard. Then insert the 3 posts on the spinner base into the 3 holes in the gameboard. NOTE: The spinner can be removed at any time and passed around for easier play. Game ElementsLife TilesEach LIFE tile carries a dollar amount that counts toward your total cash value at the end of the game. Place the LIFE tiles value-side down on the table and mix them up. Then randomly draw three tiles and stack them LIFE-side-up at Millionaire Estates. Place the remaining tiles near the edge of the gameboard to form a draw pile. Spin to Win TokensPlace all of the Spin to Win tokens in a pile near the edge of the gameboard. Spin to Win StripPlace the multi-color Spin to Win strip along any edge of the gameboard. CardsSeparate the cards into six decks (according to the card backs): College Career cards, Career cards, Starter Home Deeds, House Deeds, Share the Wealth cards, and Long-Term Investments. Shuffle each deck separately and then place them facedown in piles near the gameboard. Now deal three Share the Wealth cards to each player. Long-term InvestmentsYou can only have one Long-Term Investment at a time. Money, Bank Loans and Pay RaisesChoose one player to be the banker. This player is in charge of all money paid to and from the bank as well as issuing bank loans and handing out pay raises. The banker separates the Bank Loans, Pay Raises and money by denomination and places each into the slots in the Banker’s Tray. Cars and PegsCarefully twist the pink and blue pegs off their plastic runners. Discard the runners. Put the pegs in a pile near the edge of the gameboard. Choose a car and fit a people peg into the driver’s seat (don’t forget to buckle up!). All players do the same. Place any extra cars back in the box. Game PlayAll players spin the spinner. The player with the highest spin takes the first turn. Play then continues clockwise. On your turn, spin the spinner. (If the spinner arm stops between numbers, spin again). Then move your car the number of spaces spun. Always move your car forward, in the direction of the arrows. (Just like in real life, you can’t go back in time!) If you land on an occupied space, move ahead to the next open space. Now, follow the space directions. This ends your turn. Your first turn is an exception. Start a CareerIf you decide to start a career, place your car on the START CAREER space, then do the folIowing: Draw a Career Card: Have another player fan out the Career card deck facedown, while you randomly draw one card. The card will list your career, salary, salary maximum and taxes due. Note: You may not choose a College Career card. These are reserved for college graduates only. Place your Career card faceup in front of you. Now spin the spinner and move as you would on a regular turn. Start CollegeNow spin and move as you would on a regular turn. Job SearchChoose Your Career Card: Have another player fan out the Career Card deck facedown, while you draw 3 cards at random. Look at the cards, choose any 1 card, then return the other 2 cards to the deck. See the Career Guidance section, below. Choose Your salary Card: Now choose your Salary Card the same way (pick 1 card from the 3 cards you draw). Place your Career Card and your Salary Card faceup in front of you. Now spin and move again. The SpacesSpace ColorsGold SpacesMost spaces are gold. Whenever you land on a gold space, you must follow the directions. Collect/pay SpacesCollect from or pay to the bank the amount of money indicated on the space. Life SpacesThese spaces show pictures of LIFE tiles, and are all about family activities, community service and good deeds! Whenever you land on a LIFE space, take one LIFE tile from the draw pile. If the draw pile runs out, take one LIFE tile from any opponent. Do not look at the value side of the LIFE tile, just place it LIFE-side-up in front of you. Taxes DuePay the bank the amount of taxes shown on your Career/College Career card. Tax RefundCollect from the bank the amount of taxes shown on your Career/College Career card. Lose your JobLand here and you MUST trade in your Career/College Career card for a new one. Have another player fan out the Career card deck facedown. Randomly draw one card. Important: When you lose your job, you also lose all of your pay raises and you must choose your new career from the Career card deck, NOT the College Career card deck regardless if you went to college or not. Babies and TwinsSpin to WinLand on one of these spaces and all players get a chance to Spin to Win. Play any Spin to Win cards to increase your chances. Take one Spin to Win token from the draw pile (matching the color of your car) and place it on any number on the Spin to Win strip. If the number spun matches the number you chose, the bank pays you 10 times the amount you invested. If the number spun does not match the number you chose, you lose your investment. Place the token back in the draw pile. Green SpacesPay DayWhenever you land on or pass over a green PAY DAY space, collect your salary from the bank. Some PAY DAY spaces have Pay Raises attached to them. When you land on or pass over a PAY DAY space with a Pay Raise on it, take a Pay Raise from the bank and place it near your Career card. Orange SpacesCollege Career ChoiceChoose your College Career card: Have another player fan out the College Career cards facedown, then randomly draw two cards. Look at the cards and choose one. The card will list your career, salary, salary maximum and taxes due. Place the card you chose faceup in front of you and return the other card to the deck. Buy a Starter HomeTake a look at all the available Starter Home cards. Decide which one you want to buy and pay the bank the price on the card. If you’re short on cash, you MUST borrow from the bank. Return to SchoolChange CareerIf you choose to take a new College Career card, have another player fan out the College Career cards facedown and randomly draw two cards. Choose either card for your new career; or choose neither and keep your current Career card. Return the cards you didn’t choose to the deck. If you choose the salary increase, take two Pay Raises from the bank and place them near your Career card. Family PathBefore you spin, choose either to take the family path and increase your chances of having children, or to continue on the path of life. Buy a «better» HouseDecide if you want to sell your Starter House and buy a better one. If so, look at the House cards and choose the house you want to buy. If you decide to buy a better one, sell your Starter House back to the bank for the selling price listed on its card, then pay the bank the price on the new card. If you’re short on cash, borrow from the bank. Note: You can never own two houses at the same time. If you already own a house, you must sell it before you can buy a new one. Risky PathBefore you spin, decide if you want to take the Risky path, which contains many Spin to Win opportunities, or the Safe path, and spend time with your family. Get MarriedAdd one «people» peg to your car and take a LIFE tile. Then spin for your wedding gifts. Note: If you can’t afford to give a wedding gift, you MUST borrow from the bank. Blue Lawsuit SpacesBank LoansShare the Wealth CardsThere are five kinds of Share the Wealth cards. If you have any, keep them facedown so only you will know what they are. Use these cards when you choose, but use them wisely. Here’s what they can do. Highway PatrolNote: If there’s no Police Officer in the game, there’s no fine for spinning «10». Collect Card: Give these cards to your opponents when they land on gold COLLECT spaces. Now they have to give YOU half of the money they collected. After you play the card, discard it to the bottom of the deck. Pay Card: Give these cards to your opponents when YOU land on a gold PAY space. Your opponent must now pay the bank half of what you owe for the space. After you play the card, discard it to the bottom of the deck. Important: If you can’t split an amount equally, the person who played the card always collects/pays the lower amount. Exemption Card: These cards allow you to ignore COLLECT or PAY cards when an opponent gives you one, as well as LAWSUITS. Just show this card to your opponent, then discard it along with your opponent’s card to the bottom of the deck. Note: Only one card may be given to an opponent in a turn. If two or more players wish to give an opponent a card, each of you must spin the spinner. If you spin the highest number, only you give your opponent a card. Spin To Win (2): These cards allow you to use two Spin to Win tokens instead of one when someone lands on a Spin to Win space. Take two tokens (matching the color of your car) from the draw pile and place them on any two numbers on the Spin to Win strip. Give your investment to the bank. Now, spin the spinner. If the number spun matches one of your numbers, the bank pays you 10 times the amount you invested. If the number does not match, you lose your investment. Return the two tokens to the pile and discard the card to the bottom of the deck. Spin To Win (4): These cards allow you to use four Spin to Win tokens instead of one when someone lands on a Spin to Win space. Take four tokens (matching the color of your car) from the draw pile and place them on any four numbers on the Spin to Win strip. Give your investment to the bank. Now, spin the spinner. If the number spun matches one of your numbers, the bank pays you 10 times the amount of money you invested. If the number does not match, you lose your investment. Return the four tokens to the pile and discard the card to the bottom of the deck. RetirementRetiring at Millionaire EstatesIf you are the first player to retire at Millionaire Estates, take a look at the three LIFE tiles there, choose one and return the other two to the space. The second player to retire may choose from the remaining two LIFE tiles and the third player to retire will take the last LIFE tile. Any players arriving after that get no tiles for retiring at Millionaire Estates. If you retire at Millionaire Estates, your LIFE tiles are NOT safe! If the draw pile runs out, players may take tiles from you when they land on LIFE spaces. Retiring at Countryside Acres You get no additional LIFE tiles for retiring at Countryside Acres, however, your LIFE tiles are safe! If the draw pile runs out, players cannot take tiles from you when they land on LIFE spaces. End of the GameOnce all players have retired, you add up your total value. The player with the highest total value wins!
Три правила жизни / Three Rules of Life (Red Dust) (ENG+RUS) [L]Старшеклассник, борющийся со своей матерью, внезапно покидающей семью, вынужден повторить год. Когда он пытается осмыслить свою жизнь, он оказывается втянутым во все более сложные дела окружающих его людей. 4,700 lines of script v0.1.1 Скачать (бесплатно и на максимальной скорости)!Стаж: 1 год 4 месяца Местами банальная, но со своей изюминкой. Сюжет в новеллах всегда играет большую роль. Всё зависит от истории, которая повествуется, и тут он изначально может показаться примитивным. От части оно так, но в игре большой акцент сделан на происходящие события. В игре присутствует возвращение к воспоминаниям, к которому я отношусь скептически, если ничего не изменится. Персонажи в игре хороши, как и рендер окружения с персонажами (немного напрягает рендер персонажа Наоми, какая-то она малость кринжовая, но может, кому-то она понравится). На вопрос: советую ли я данную визуальную новеллу? Стаж: 9 лет 7 месяцев Стаж: 1 год 4 месяца «Наконец, статус апдейт! Июнь был для меня напряжённым, поскольку это месяц как раз перед ежегодным обзором эффективности работы (ИРЛ). Стоит ли говорить, что я был особенно эффективен на этом фронте 😎. Дела идут хорошо, и я надеюсь, что все остальные увидят лучшие экономические возможности, поскольку мы приближаемся ко второй половине года и пандемия отступает в (некоторых) местах. Что касается разработки, я совмещал рендеринг и написание. Многие идеи об остальной части игры были превращены из абстрактных в конкретные написанные чернилами (или компьютерные) слова и наброски. Это будет большим подспорьем в процессе разработки. Я не самый страстный планировщик, но это определенно тот случай, когда более предварительное планирование означает более быструю и лучшую работу в будущем. Эпизод 4 уже готовится к тому, чтобы стать большим эпизодом со значительным количеством основных сцен, которые появятся / не появятся в зависимости от предыдущих выборов, поэтому я очень хочу ускориться, сократив ⛰ предстоящей работы! У нас, как обычно, будет опрос про ежемесячный специальный рендер, а также про что-то ещё в игре. Ещё один опрос, который я проведу, касается уровня, включающего кастомные рендеры, так как некоторые люди просили об этом. Учитывая, что моё время ограничено, я до сих пор не хотел создавать такую подписку, но я думаю, что есть несколько вариантов, которые могут сработать, чтобы фанаты были счастливы, поэтому я поставлю их на голосование позже в этом месяце 📅. 12 правил жизни от Джордана Питерсона
Правило 1. Распрямись и расправь плечиСуществует простой житейский закон: плохое притягивается к плохому, а хорошее притягивается к хорошему. Достаточно начать чего-то добиваться, и тогда обязательно появится возможность добиться чего-то ещё. Начать можно с такой простой вещи, как изменение языка тела. Исследования показывают, что эмоции – это во многом телесные проявления. Если мы улыбнёмся, то почувствуем себя счастливее, и наоборот. Если человек сгорбился, опустил плечи и голову, выглядит маленьким, побеждённым и униженным, то так к нему и относятся окружающие. Если же он распрямился и прямо смотрит в лицо трудностям, то отношение к нему будет совсем другим. Конечно, чтобы выбраться с самого дна, исправить осанку недостаточно. Но речь здесь идёт не столько о физической, сколько о метафизической стороне дела. Человек – это не только тело, но и дух. Распрямиться значит сознательно принять на себя ответственность за свою жизнь. Правило 2. Обращайся с собой как с тем, кому ты должен помогатьЛюди довольно хорошо справляются, когда им приходится о ком-то заботиться. Когда речь идёт о них самих, далеко не все проявляют подобную заботу. Существуют исследования, показывающие, что даже в очень серьёзных случаях, как например, после пересадки органов, люди часто бросают принимать необходимые им лекарства. Почему они проявляют подобное пренебрежение по отношению к самим себе? Относиться к себе как к человеку, которому ты должен помогать, означает подумать, что сделает твою жизнь лучше, как стать и оставаться хорошим человеком. Это значит ответить на вопросы: Чем мне заниматься, чтобы моя жизнь не пропала зря? Как мне улучшить моё здоровье, укрепить моё тело и развить дух? Как уменьшить хаос в моей жизни и восстановить порядок? Заботиться о себе значит уметь постоять за себя и не давать себя в обиду, уметь дисциплинировать себя и двигаться к своим целям, уметь вознаграждать себя и держать обещания, данные себе. Это сделает мир лучше и придаст твоей жизни Смысл. Правило 3. Дружи с людьми, которые желают тебе лучшегоЕсть поговорка: «Короля играет его свита». По сути, она верна по отношению к любому человеку: его образ жизни во многом зависит от того, какие люди его окружают. Довольно часто люди выбирают себе плохое окружение. Плохие друзья – это те, кто тянет человека на дно, вместо того чтобы поддерживать его движение наверх. Это те, кто предложат сигарету бывшему курильщику или пиво бывшему алкоголику. Это те, кто завидует твоим успехам, вместо того чтобы радоваться им вместе с тобой. Люди выбирают себе плохих друзей по разным причинам. Однако стоит задать себе вопрос: если у тебя есть друг, которого ты не хотел бы видеть рядом с твоими сестрой, дочерью, сыном или отцом, то зачем такой друг тебе? Ты не обязан поддерживать кого-то, кто делает мир худшим местом. Наоборот, нужно выбирать в друзья людей, которые хотят сделать мир лучше. В этом нет никакого эгоизма. Правило 4. Сравнивай себя с тем, кем ты был вчера, а не с тем, кем кто-то другой является сегодняМы привыкли сравнивать себя с окружающими нас людьми. Причем, чаще всего, с теми, кто намного успешнее. Даже в том случае, если мы только встали на выбранный путь. Питерсон предлагает перестать слушать внутреннего критика. Безусловно, у него есть своя роль – он честно указывает на недостатки. Никто не смог бы развиваться, если бы не знал себя, своих сильных и слабых сторон. Однако внутреннего критика нужно уметь выключать, иначе груз постоянной критики может раздавить личность. Как это сделать? Во-первых, принять простую мысль, что мир сложен: не бывает так, чтобы кто-то во всём был лучшим, а другой – полным лузером. У каждого в жизни есть карьера, семья, друзья, хобби, спорт и т.д. Просто невозможно быть лучшим сразу во всём, но можно быть лучшим в чём-то конкретном. Можно быть плохим офисным работником, но быть хорошим родителем, или быть мастером в какой-нибудь настольной игре, или выращивать самые вкусные помидоры на даче. Если не получается что-то одно, можно попробовать что-то другое, можно придумать что-то новое. Можно выбрать что-то, что хорошо отвечает индивидуальному сочетанию достоинств и недостатков, и реализовать себя в этой сфере. Во-вторых, необходимо осознать, что игры, в которые играет каждый, настолько индивидуальны, настолько специфичны, насколько связаны с конкретной ситуацией, что нет никакого смысла сравнивать себя с другими. Внутренний критик представляет всё так, как будто значимой является только одна-единственная область деятельности, и подсовывает для сравнения настоящую звезду в этом деле. Человек начинает рассуждать в следующем ключе: «Или я Стив Джобс, или никто». Однако реальность сложнее, каждый участвует во многих играх сразу, и в каждой из этих игр он растёт, развивается, постепенно совершенствуется. Возможно, он никогда не станет Стивом Джобсом, но в целом его жизнь представляет движение вверх. Каждый день – это победа над собой вчерашним. Правило 5. Не позволяй своим детям делать то, за что ты станешь их меньше любитьВ воспитании Питерсон предлагает опираться на несколько простых базовых принципов. Во-первых, чем меньше правил, тем лучше. Детям будет легче в них ориентироваться, а родителям следить за их исполнением. Какие правила ввести? Например: Во-вторых, при нарушении установленных правил нужно применять наименьшую необходимую силу. Некоторым детям хватает пристального взгляда. Вербальная команда остановит другого. Щелчок по руке будет действовать для третьего. Для многих детей очень эффективной формой наказания является тайм-аут, особенно если ребёнок принимается обратно, когда он снова может себя контролировать. В-третьих, родители должны действовать заодно. Они должны договориться о правилах и стратегиях дисциплинирования и помогать друг другу, брать ответственность за ребёнка и его воспитание на себя, если второй не справляется. В-четвёртых, родители должны осознавать, насколько сами они могут быть жестокими, мстительными и злыми. Никто не планирует быть плохим родителем, но это происходит постоянно. Никакой взрослый не может долго терпеть доминирующего над ним ребёнка. Если ребёнок устроил истерику в магазине, а его родители остались спокойны, это не значит, что они не отомстят ему позже – проявят меньше участия, меньше заботы, останутся безразличны к его достижениям и открытиям. Это может привести – и часто приводит – к тому, что родитель отворачивается от ребёнка. Если родитель знает о своей неспособности терпеть определённое поведение, то ему стоит заранее продумать способы дисциплинирования, чтобы такое поведение не повторялось изо дня в день. Правило 6. Приведи свой дом в идеальный порядок, прежде чем критиковать мирЛюди ограничены, конечны и очень уязвимы. Поэтому человеческая жизнь наполнена болью, страданием и несчастьями. При встрече с ними каждый хоть раз задавался вопросами: «Почему это происходит со мной? Почему жизнь так несправедлива? Чья это вина?» Когда человек начинает искать виновников своих неудач, в итоге, он легко может скатиться во всепоглощающую критику. Питерсон полагает, что критика мира озлобляет и погружает людей в ещё более глубокую пропасть. Поэтому если ты хочешь сделать свою жизнь лучше, пора перестать критиковать мир и заняться собой. Тебе рано управлять государством и переделывать мир, если в твоём собственном доме не всё в порядке. Начни с малого – проверь, навёл ли ты у себя дома порядок, хорошие ли у тебя отношения с членами твоей семьи, есть ли у тебя дурные привычки, работаешь ли ты над карьерой, окружил ли ты себя хорошими людьми? Выбери что-то, о чём ты знаешь, что это делает твою жизнь хуже, и просто прекрати это делать. Очисти свой дом и свою жизнь. Делай это каждый день, и через какое-то время твои мысли начнут проясняться, а твоя повседневная жизнь станет проще и лучше, в ней будет меньше горечи, жалоб и неаутентичных поступков. Правило 7. Стремись к тому, что наполнено смыслом, а не к тому, что выгодноЧеловечество на протяжении всей своей истории пытается ответить на вопрос: «Как нужно жить?» Наиболее простой ответ: стремись к удовольствиям, живи сегодняшним днём, делай то, что тебе выгодно в данный момент, обманывай, кради, манипулируй, если это облегчит твою жизнь прямо сейчас, потому что никто не знает, что ждёт тебя потом. Есть и другой ответ. Он возник в рамках религии и строится на идее жертвоприношения: сегодня я принесу в жертву что-то ценное, зато в будущем меня ждёт что-то лучшее, я пожертвую своим сиюминутным удовольствием ради чего-то большого и важного. По мнению Питерсона, это хороший ответ, потому что он придаёт жизни смысл и структуру. Если мир тебя не устраивает, то дело не в мире. Дело в тебе и в том, что ты считаешь наиболее ценным. Люди видят мир через призму своих ценностей. Следовательно, если с миром, который ты видишь, что-то не так, пришло время пересмотреть свои ценности, пожертвовать самым ценным сейчас, чтобы стать кем-то большим в будущем. Если ты поставишь уменьшение страдания на вершину пирамиды ценностей, твоя жизнь обретёт смысл, а мир станет более обитаемым местом. Сделай мир лучшим местом, начинай с себя. Правило 8. Говори правду или, по крайней мере, не лгиВо-первых, ложь разрушительно действует на личность. В момент лжи человек всегда знает, что он лжёт – это его осознанный выбор. Однако люди устроены так, что они пытаются рационализировать свои поступки. Они начинают думать следующим образом: «Я обманул, потому что мир несправедлив ко мне или потому что люди глупы и сами заслужили такого обращения. В любом случае это не моя вина». Таким образом, человек, обманывающий других, очень быстро начинает обманывать самого себя. В результате, он предаёт самого себя, делает себя слабее, погружается в неаутентичное бытие. Во-вторых, ложь – это дорога к тоталитаризму. Довольно часто люди предпочитают солгать, чтобы не идти на конфронтацию, не вступать в конфликт и не нарушать зыбкий социальный мир. В результате, люди, не привыкшие говорить правду, не в состоянии постоять за себя и сказать «Нет!», когда это действительно необходимо. Каждый раз, когда человек видел, что творятся несправедливости, но закрыл на это глаза, он сделал себя слабее, а государство сильнее. Тоталитаризм всегда строится на лжи, он отрицает необходимость брать на себя ответственность за Бытие, он призывает опираться на веру в то, что ты уже знаешь, а не смотреть вокруг и видеть то, что происходит у тебя перед глазами. Ложь развращает государство. Поэтому открой глаза, возьми на себя ответственность, скажи правду и тогда можно будет починить то, что требует починки, можно будет улучшить твою жизнь и жизнь людей вокруг. Правило 9. Полагай, что человек, которого ты слушаешь, знает нечто, чего не знаешь тыПо мнению Питерсона, каждому человеку необходимо иметь кого-то, с кем он мог бы поговорить, и кто бы его внимательно выслушал. Дело в том, что в процессе разговора люди приводят в порядок свои мысли. Когда они говорят, они думают, то есть симулируют мир и понимают, как поступить. Если человеку некому рассказать свою историю, он просто сходит с ума, потому что без реакций окружающих он не в состоянии дать адекватную оценку тому, что происходит в его сложном Я. Таким образом, говорить важно. Но также важно и слушать. Суть настоящей беседы состоит не в говорении, а во внимательном слушании, когда каждый участник диалога исходит из предпосылки, что ему есть чему поучиться. Питерсон утверждает, что высшее искушение разума – полагать, что всё уже познано, открыто, изобретено. Того, что люди знают, никогда не может быть достаточно, потому что они всё так же подвержены болезням, страданию и смерти. Мудрость – это не то знание, которое у тебя уже есть, но постоянный поиск нового знания. Примером идеального слушателя был Сократ. Хотя Дельфийский оракул назвал его мудрейшим человеком на земле, сам он всегда утверждал, что единственное, что он знает с достоверностью – это то, что он ничего не знает. В своих диалогах Сократ никогда никого ничему не учил, но только внимательно слушал, задавал вопросы, искал противоречия, исследовал. Правило 10. Выражайся точнееЛюди не воспринимают мир сам по себе, потому что он очень сложен. Вместо этого они воспринимают объекты в мире либо как инструменты для достижения желаемых целей, либо как препятствия на их пути. То, что им не нужно, они просто не видят. Когда неожиданно что-то идёт не так, мир открывается во всей своей сложности, а человек оказывается окружён настоящим хаосом. Если в этот момент человек предпочитает спрятаться от надвигающихся проблем, окружить себя туманом, только чтобы сохранить такой привычный и хрупкий порядок, то через какое-то время реальность его всё-таки настигнет, привычный порядок разлетится в дребезги, а выбраться из хаоса будет очень трудно. Поэтому лучше с самого начала взять на себя ответственность и посмотреть в глаза своим проблемам, лучше чётко заявить о том, что тебя не устраивает, лучше вступить в открытый конфликт, чем прятаться в тумане. Выражайся точнее, говори чётко, потому что тогда ты сможешь понять, что происходит, разложить всё по полочкам, определить свои новые цели и достигнуть их. Если же ты будешь выражаться туманно, твои проблемы вырастут в гигантских монстров, которых уже невозможно будет победить. Правило 11. Не лезь к детям, когда они катаются на скейтбордеПитерсон утверждает, что идеальное место для человека – на границе между порядком и хаосом. Поэтому люди так любят риск. Риск возможен как раз там, где человек сознательно отказывается от порядка, чтобы погрузиться в хаос и выйти оттуда с новыми знаниями и умениями. Риск – это двигатель развития. Следовательно, у людей, в том числе у детей, должна быть возможность рисковать. Однако в современном обществе существует тенденция на устранение любого риска из жизни детей. Детей пытаются оградить от любой опасности, любой фрустрации, любой агрессии, любых конфликтов и негативных эмоций. Особенно это сказывается на мальчиках. Мальчики изначально более агрессивны, более склонны к риску, менее дисциплинированы. Это обусловлено чисто биологически. Попытки воспитывать их как девочек, когда во главу угла ставятся только мягкость и бесконфликтность, имеют несколько далеко идущих негативных последствий: Таким образом, не лезь к детям, которые катаются на скейтборде, занимаются паркуром или играют в футбол. Дай детям, особенно мальчикам, возможность рисковать и вступать в конфликты. Риск нужно не минимизировать, а оптимизировать. Детям нужно играть на достаточно опасных площадках, чтобы им было что преодолевать и чему учиться. Мальчикам нужно бегать, лазить по деревьям, драться, заниматься опасными видами спорта и вступать в соревнования. Их агрессии нужно давать выход. Эта агрессия не будет вести к антисоциальному поведению, напротив, она позволит им развиваться, выяснять возможности собственного тела, учиться взаимодействовать с другими и понять, где проходят границы власти, чтобы знать, насколько она надёжна, когда её вмешательство действительно необходимо. Правило 12. Погладь кошку, встреченную на улицеЧеловеческое бытие динамично, постоянно находится в процессе становления и изменения. Поэтому человеческая жизнь конечна и ограничена, то есть наполнена болью, страданием и смертью. Наверное, каждому приходят в голову вопросы: «Но не является ли это страдание чересчур тяжёлым? Не лучше ли отказаться от такого бытия вообще?» Питерсон полагает, что даже если такие заключения логичны и понимаемы, они прокладывают прямую дорогу в ад. Дело в том, что, если довести отказ от Бытия до своего логического конца, то человек приходит либо к суициду (мне незачем существовать), либо к геноциду (человечеству незачем существовать). И то, и другое делает жизнь только хуже, потому что и то, и другое только увеличивает количество страдания в мире. Что же делать, если твоя жизнь каждый день наполнена невыносимыми страданиями? Как не свалиться в пропасть? Согласно Питерсону, чем больше думаешь о своих проблемах, тем больше эти размышления затягивают тебя на дно. Поэтому нельзя позволять себе думать о них постоянно: отведи себе время на размышления над своей ситуацией, а в остальное время не думай о ней. Ты выберешься, если поставишь перед собой правильную цель – видеть не страдания, а добро в Бытии. Научись замечать маленькие моменты счастья: девочку, танцующую на улице, хорошую чашку кофе, улыбнувшегося тебе ребёнка, смешную серию Симпсонов, кошку, которая подошла к тебе поластиться на улице. Такие моменты не дадут тебе погрузиться на дно, когда в твоей жизни бушует хаос. РезюмеИтак, кредо Питерсона – это философия максимальной индивидуальной ответственности за свою жизнь. Одна из его пациенток как-то сказала: «Я надеюсь, что во всех своих проблемах виновата я сама. Если в моих проблемах виноваты другие или мир в целом, у меня нет шансов что-то исправить, но если дело во мне, то я смогу изменить свою жизнь». Питерсон считает такую позицию очень продуктивной: возьми ответственность за свою жизнь в свои руки, перестань жаловаться на несправедливость мира, начни что-то делать, заботься о себе, ставь правильные цели, будь точным и честным, и тогда твоя жизнь изменится, и ты сам изменишься, и мир вокруг тебя станет лучше. elliotwaite/rule-30-and-game-of-lifeUse Git or checkout with SVN using the web URL. Work fast with our official CLI. Learn more. Launching GitHub DesktopIf nothing happens, download GitHub Desktop and try again. Launching GitHub DesktopIf nothing happens, download GitHub Desktop and try again. Launching XcodeIf nothing happens, download Xcode and try again. Launching Visual Studio CodeYour codespace will open once ready. There was a problem preparing your codespace, please try again. Latest commitGit statsFilesFailed to load latest commit information. README.mdRule 30 and Game of Life This code generates a 2D animation of a 1D cellular automaton, Rule 30 (or other rules), being fed as input to a 2D cellular automaton, Conway’s Game of Life. The following Python packages are required (I use a combination of Conda and Pip): A version of ffmpeg that support the libx264 encoder is also required. I use the Homebrew version. To install Homebrew (if you don’t already have it installed): To install ffmpeg: Note: If you want use a version of ffmpeg other than the Homebrew version, you’ll have to change the FFMPEG_PATH value in video_writer.py to the path where your ffmpeg executable file is installed. Running the Code To change the settings for the output video, just edit the constants at the top of the rule_30_and_game_of_life.py file. The low quality renderer uses OpenCV’s VideoWriter. The high quality renderer writes all the frames to PNG image files, then combines those image files into a video using FFmpeg. Join the communitySign upSign inEverything in Economy Class plus: Home » Three rules of life Three rules of lifeYou may not take him for a great philosopher or self-help guru, but I found the rules of life Jerry Seinfeld shared on Denton’s Enough Rope a few years back very inspiring for business and life. He pondered the question “What are my three rules of life?” In summary, this is what he came up with: 1. Bust your assJerry Seinfeld: “…whatever you do just kill yourself. Work as hard as you can, only good can come of it.” 2. Pay attentionJerry Seinfeld: “People just don’t notice enough about what’s going on around them. You can absorb and learn from everything around you all the time. Ask people questions all the time.” 3. Fall in loveJerry Seinfeld: “[this] isn’t really a romantic love … like if I get a really good cup of coffee I like to just go, you know what, just hang on a second, ‘This is a fantastic cup of coffee!!’ And I’ll ask everyone, ‘Isn’t this great coffee?’ … you will enjoy life more if you do that.” These three really resounded with me and got me thinking up my own rules of life: Want more articles like this? Check out the business values section. 1. Get your priorities straightBefore you ‘bust your ass’ doing anything, make sure you know what’s important in your life. For me the top three are family, friends and health. I believe if you look after these, you’ll be ready to tackle your professional and community goals. 2. Appreciate the nowIf you’re always chasing ‘more’ it’s easy to lose touch with what you have. A blend of Jerry’s ‘pay attention’ and ‘fall in love’ rules above, this rule’s about living in the now. People who do this are so infectiously energetic. The past is history, the future is unknown – now is where it counts. 3. Follow your passionIf you’re going to invest 40 hours a week for several decades doing ‘work stuff’, make sure you’re doing something you truly believe in. Follow your passion and it’ll add up to your life’s greatest work. Fail to do so and you may look back with regret. Do you think it’s important to have rules of life to live by or does this sort of talk scream mumbo-jumbo to you? We’d love you to share your rules, thoughts and other words of wisdom. And if you want to watch Jerry’s interview with Andrew Denton, head here and skip to the 7:40sec mark for his rules of life section. How to Use the ‘Rule of Three’ to Create Engaging ContentWhat’s so magical about the number three? It’s no accident that the number three is pervasive throughout some of our greatest stories, fairy tales, and myths. It’s also no coincidence that some of the most famous quotes throughout history are structured in three parts, nor is it surprising that the Rule of Three also works wonders in the world of comedy. It all comes down to the way we humans process information. We have become proficient at pattern recognition by necessity, and three is the smallest number of elements required to create a pattern. This combination of pattern and brevity results in memorable content, and that’s why the Rule of Three will make you a more engaging writer. StorytellingHave you ever wondered: The Rule of Three works in stories due to the presence of the concise, memorable patterns that I mentioned above. But even if that wasn’t the case, the number three has been used so widely throughout some of the most memorable works from our childhoods, it’s likely that we are preconditioned to respond favorably to elements grouped in threes. Think in terms of three when crafting your content strategy and you’ll likely end up with a more engaging outcome. If at first you don’t succeed, remember: the third time’s the charm. Sticky ideasYou see the Rule of Three used all the time across diverse areas of life. Because information presented in groups of three sticks in our heads better than other clusters of items. The United States Marines are big believers in the Rule of Three when it comes to getting things done and keeping people alive. The Corps apparently experimented with a rule of four, and retention and effectiveness took a nose dive. If you want something stuck in someone’s head, put it in a sequence of three. Rule 1 Beyond Order 12 More Rules For Life 03:26 4.52 MB 383.9K 12 RULES FOR LIFE RULE 1 STAND UP STRAIGHT WITH YOUR SHOULDERS BACK 03:02 3.99 MB 10.9K Dr Jordan Peterson Explains 12 Rules For Life In 12 Minutes 14:21 18.89 MB 1.6M Beyond Order Rule 1 Do Not Carelessly Denigrate Social Institutions Or Creative Achievement 29:36 38.96 MB 177.8K Nate Seltzer Surprises Fellow Kid Geography Expert Landon Gregory 05:37 7.39 MB 4.4M 12 Rules For Life Rule 1 8 Top And Bottom Audiobook 05:09 6.78 MB 41.6K Sonic Vs Rule 34 PART FIVE 04:55 6.47 MB 632K Fight Club 2 5 Movie CLIP The First Rule Of Fight Club 1999 HD 02:41 3.53 MB 2.7M 12 Rules For Life Animated Jordan Peterson 11:11 14.72 MB 1.4M Kid Geography Expert Nate Seltzer Is Back 04:32 5.97 MB 15M Rule 2 Beyond Order 12 More Rules For Life 03:04 4.04 MB 175K Jordan B Peterson On 12 Rules For Life 01:30:33 119.17 MB 17.9M Effortless English Rule 1 English Phrases 09:37 12.66 MB 2.9M Retirement Savings Rule 1 Reduce Investment Risk As The Day Nears 03:59 5.24 MB 68.9K SECRET RULE One More Official Video 04:50 6.36 MB 210.3K 02:22 3.11 MB 48.7K Life Under Taliban Rule One Month On BBC News 04:51 6.38 MB 1.8M Clara Oswald Rule One Doctor Who 03:11 4.19 MB 35.5K Don T Ever Forget Rule 1 Around Here 32 718.75 KB 103K Rule 1 Review THE BEST STOCK MARKET BOOK EVER 14:37 19.24 MB 37.4K 31 696.29 KB 4.7K Which Is The True Rule 1 05:27 7.17 MB 41.2K Painting Rule 1 Stand Up Straight With Your Shoulders Back 03:47 4.98 MB 1.2M Is This Breaking Rule 1 In Rocket League 16 359.38 KB 11.8K The 100 Percent Rule That Will Change Your Life Benjamin Hardy TEDxKlagenfurt 17:24 22.90 MB 2.5M Ja Rule Mesmerize Ft Ashanti Official Music Video 05:46 7.59 MB 223.9M Rule No 1 Stand Up Straight With Your Shoulders Back By Jordan Peterson Try It For 7 Days 05:13 6.87 MB 885 हम Smart ह Thug Life Major Vivek Jacob Sigma Rule 1 Indian Army Motivation Para SF 30 673.83 KB 658.6K Warren Buffett You Only Need To Know These 7 Rules 10:38 13.99 MB 2.6M Iceland 12 Rules For Life Tour Lecture 1 02:40:13 210.86 MB 738K Rule 4 Fish In A Birdcage 03:01 3.97 MB 453.6K JORDAN PETERSON BEYOND ORDER 12 MORE RULES FOR LIFE LECTURE 01:19:19 104.39 MB 328.5K The Gentlemen Exclusive Movie Clip One Rule In The Jungle 2020 Movieclips Coming Soon 02:43 3.58 MB 3.3M Frank Turner Only Two Rules At My Shows Rule 1 Don T Be A Dickhead Shorts 37 831.05 KB 3.3K Sales क सबस महत वप र ण न यम Most Important Rule Of Sales SONU SHARMA Contact Us 7678481813 11:06 14.61 MB 552.1K 3 Golden Rules For Saving Money In 2021 CA Rachana Ranade 09:59 13.14 MB 2.3M Sonic Vs Rule 34 02:16 2.98 MB 5.6M Numerical Integration Trapezoidal Rule Simpsons 1 3 3 8 Rule 31:59 42.09 MB 837.1K How I Trapped Minecraft S Untrappable Player 09:33 12.57 MB 1.7M Fighter Pilot Rule 1 12:08 15.97 MB 19.2K Marcus Aurelius 3 Rules Of Life Stoicism 15:13 20.03 MB 714.4K Bruno Mars Just The Way You Are Remix Feat Lupe Fiasco Official Audio 03:59 5.24 MB 5.3M Rule 1 Retirement Calculator 10:50 14.26 MB 17.1K Beyond Order 12 More Rules For Life By Jordan Peterson Book Summary 1 2 12:59 17.09 MB 2.5K 10 Signs You Re A Sigma Male 10:41 14.06 MB 2.5M WATER SYSTEM PHASE RULE ONE COMPONENT SYSTEM 44:13 58.19 MB 191.5K Phase Rule One Component System 05:26 7.15 MB 133.4K One Rule That Will Change Your Life Tamil Guru Mithreshiva 12:32 16.49 MB 411.7K In This School Students Rule Over The Teachers Control The School 13:32 17.81 MB 1.5M Для вашего поискового запроса Rules Of Life Rule 1 мы нашли 50 песен, соответствующие вашему запросу. Теперь мы рекомендуем загрузить первый результат Rule 1 Beyond Order 12 More Rules For Life который загружен Jordan B Peterson размером 4.52 MB, длительностью 3 мин и 26 сек и битрейтом 192 Kbps. Слушают сейчасRules Of Life Rule 1 Аудиоэнциклопедия Для Детей Чевостик Доктор Ливси Идёт Под Фонк 1 Час Игорь Прокопенко Тайны Пришельцев Сурудхой Кадами Курбон Қазақтай Ел Қайда Dschinghis Khan Moskau Slowed Фон На Вынос Флага Дылды 3 Сезон Саундтреки Чаки Чаки Борони Бахор Diriliş Ertuğrul 2 Sezon Otağ Müziği Музон Без Слов 2022 Kim Øneheart Nightexpress Call Out My Name The Weeknd Speed Up Mama Im Criminal В Поле Деревце Одно Грустное Томится Апина Иди Домой Женатый Мой Flo Rida Eminem Imkavy Original Song Эй Девчонкк В 16 Ряду Remix Bass Бит Без Авторских Прав Devil Русский Стилль Екатерина Денисова Что Ж Ты Лето New Version 2021 Сергей Завьялов Была Не Была Studio Video Relanium Deen West Kovalski Never Be Lonely Bass Boosted Лучший Суперхит Лета 2020 Евгении Путилов Блеск Твоих Глаз Премьера 2020 Дети Фристайла Ревную Белорусский Плаг Вся Картошка В Автозак Акулич Мамки Speed Up Да Всё Завали Свой Ебасос Ебаный Free Beat Биты Для Рэпа Без Ап Бит Без Авторских Прав Бесплатный Бит Биты Без Ап Dj Polkovnik Светлый Дип Хаус Безумный Кот И Компания Веселых Животных Поют И Танцуют Deep House Полный Коран В Исполнении Мишари Рашид Аль Афаси 3 1 Hello Welcome Song 2020 Demons Kim Petras Official Audio Narr Ft Andi Mashup 2020 New Music My Insta Narr Nikoghosyan Natan Feat Тимати Дерзкая Slowed Reverb Вина Ilzaam Русские Субтитры Pahle Pahle Pyar Ki Говинда Нилам Three Rules Of Life Apk [V0.4.0] [Android, Pc, Mac] Adult Game + Gameplay + Download Link 06.12.2021Adultxpro HD 02:18 ОписаниеMost recent channel videos:More channel videos:
Поделиться с друзьями: Добавить временную метку Фото обложки и кадры из видеоThree Rules Of Life Apk [V0.4.0] [Android, Pc, Mac] Adult Game + Gameplay + Download Link 06.12.2021, Adultxpro Аналитика просмотров видео на канале AdultxproГистограмма просмотров видео «Three Rules Of Life Apk [V0.4.0] [Android, Pc, Mac] Adult Game + Gameplay + Download Link 06.12.2021» в сравнении с последними загруженными видео. Подписывайтесь на наш Telegram канал! @thewikihow открыть Мониторим видео тренды 24/7 31 Life rules explaining the real meaning of lifeLife is beautiful, it teaches lot of lessons; these lessons can be treated as life rules to pursue. These life rules helps as guiding principles and be more conscious about the real meaning of life. In this article I will be sharing with you the principles which I use to guide everything I do. These thumb rules have helped me to understand the life meaning and living it more meaningful and purposeful. Life rules which make you more conscious about the real meaning of lifeThese are extremely basic and small-small things, which if you imbibe in your day to day life, you can fill your life with happiness and success. Here are the 31 life rules; which makes you more conscious about the real meaning of life. Life Rule #1 – GratitudeGratitude does wonders. Count your blessings. Say Thank you to at least 5 people every day. Life Rule #2 – Accept mistakesLife Rule #3 – Respect othersAlways respect others. Do not laugh at someone’s dreams. Life Rule #4 – Give chance to others alsoGive the person standing behind you; a chance to go ahead sometimes. Life Rules #5 – Cap your cost of livingEnsure that your cost of living is always less than your own income. Life Rule #6 – Borrow consciouslyDo conscious borrowings. Borrow something only when necessary. Life Rule #7 – Request with discretionIf you want to know something from someone, ask twice … with discretion! Life Rule #8 – Debts and enemiesNever let your debts and enemies get bigger. Life Rule #9 – Believe in yourselfBelieve in yourself. Always have complete confidence in yourself but be aware of your limitations. Life Rules #10 – PrayersNever forget to pray, prayer has immense power. Life Rules #11 – Mind your own businessWhat other people think of you is none of your business. Always mind your own business. Life Rule #12 – Importance of time managementTime is most precious; do not spend it in unnecessary or useless work. Life Rule #13 – SatisfactionLearn to be happy in whatever you have. Life Rule #14 – Never do evilNever do evil to anyone, because evil is like a hole in a boat, evil is small, but the big boat only sinks. Life Rule #15 – Positive attitudeHave a positive attitude and look for the bright side of things. Always keep positive thinking. Life Rule #16 – Show your talentsEvery person is born with a talent, one need to just bring that skill to the world. Life Rule #17 – Make effortsTo get something, you have to do something, not to lose anything. Life Rule #18 – Drop Emotional baggageGet rid of your emotional baggage Make peace with your past, so it won’t disturb your future. Life Rule #19 – Karma importanceSuccess comes only to those who do something. Life Rule #20 – Work-life balanceSpend quality time with your family and friends.. Life Rules #21 – Don’t run after moneyThere are few things which you can’t not buy through money, don’t keep running after money. Work to live; don’t live to work. Life Rule #22 – Comparison with othersDon’t compare yourself with others; comparison is the biggest thief of joy. Life Rule #23 – No work is smallLife Rule #24 – Control your angerLearn to control your anger to find peace in life. Life is 10 percent what happens to you and 90 percent how you react to it. So, control your anger before it controls you…! Life Rule #25 – Learn to compromiseLife is all about compromises you make. One who has learned to compromise with life becomes a monk/saint. Life Rules #26 – Don’t accept negativityIf someone abuses you and you do not accept it, then those abuses will remain with that person only. Life Rule #27 – Be persistentLife Rule #28 – Time heals everythingTime is extremely powerful. Time heals almost everything. Just give it some time. Life Rule #29 – Don’t over analyzeMore analysis is paralysis. STOP thinking so much. It’s alright not to know the all answers. Life Rules #30 – Unsolicited adviceDon’t give unsolicited advice to anyone. Life Rules #31 – Happiness is withinThe only person in charge of your happiness is you. Look for happiness within you, you will never find it in outside materialistic world. Share your tested Life rulesI hope these life rules will help you to enhance the quality of life and live a more purposeful & meaningful life. Ashleigh Brilliant has said very well in one of his famous quote –
So keep learning and keep sharing. Over to you now, please share below in the comment section, if you have any more useful Life rules that have helped you to become the outstanding person you are today. If you have liked this article, please share it with your friends and relatives at your favorite social networks. House of RulesHouse of Rules начинается с того, как главный герой получает заветную должность в корпорации «Black Kiwa». Он становится новым поливом, которому потребуется ухаживать за растениями, зарабатывая 30 G в час. В городе нет более щедрой работы, чем эта, а работодатели пообещали не скрывать ничего от центрального персонажа. Взамен ему необходимо соблюдать поставленные условности и правила работы, не попадая в неприятности. Игровой процесс выполнен в стиле головоломки с элементами хоррора. Дизайн локаций и история вдохновлена крипипастами и основана на правилах, рассказанных в неаполитанском повествовании о привидениях. Протагонист оказывается в особняке, где и должен выполнять свою работу. Но его любопытство побеждает дисциплину, из-за чего он начинает исследовать местность и сталкивается с необычными явлениями. Геймер столкнется с многочисленными головоломками и загадками, постепенно раскрывающими правду, скрытую в особняке. Подопечному часто будут угрожать препятствия и ловушки. Геймплей включает 20 концовок, основывающихся на предпринятых решениях юзера. Выборы появляются часто и могут сильно повлиять на прохождение. Задачи связаны с окружением и информацией, которую можно достать, тщательно изучая комнаты. Game Play, Three Rules Of Life, V.0.2.0, Offline 28.04.2021How To Hack Channel HD 13:27 Описаниеoke kali ini saya akan mengreviwe tentang apk game The Three Rules Of Life v.0.2.0 || tanpa basa basi langsung saja tonton videonya ××MC MENU×× Most recent channel videos:More channel videos:
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This was my early path that led to becoming an Eagle Scout, exploring Alaska after college, and falling in love with the isolated outdoors. Along the way, the “Rule of 3” came up again and again as a great starting rule of thumb to always come back to in an emergency situation. Being the adventurous type, understanding wilderness survival inside and out wasn’t just common sense for me, it was crucial. So read on to learn more about the survival rule of 3, and some ways to train yourself in safe situations for how to respond to it so you’re ready when a true emergency arrives. Learn the basics: The basics of survival start with the understanding of what is vital to your existence. The rule of 3 for survival is an easy way to remember what is important so you can be prepared the next time you go out into the wilderness. Table of Contents The Rule Of 3 ExplainedThe Rule of 3 talks about the various needs of the human body and how long you can go without each. This generally refers to Air, Shelter, Water, & Food in that order (although I have heard some who just attach “severe bleeding” or “icy water” to the 3-minute mark that air has). The survival rule of 3s is four separate rules that encompass the basics of survival. The understanding of each rule will help you to prepare and keep calm so you can take the appropriate action. Put simple, you can survive; While there are some variations depending on the conditions, for the most part, they serve as a reminder about how long you can survive under each circumstance. The rules are designed to focus your mind on the most immediate issue and solve it before you move on to something else. This is often a best case scenario, but it is meant as a practical rule of thumb that creates a foundation you can then build off of. If you are breathing clearly, out of the icy water, and not severely injured or bleeding, then you have three hours to find decent shelter from the harsh environment. If you can find (or create) that shelter, then you have 3 days to worry about water. If you can get even a bit of water, you have a full 3 weeks before food does you in. What is the Goal?The Rule of Three serves a variety of purposes. First, it’s an easy way to remember how much time you have for each necessary. Second, it’s set up so you remember the order of what’s important. Yes, food and water are important, but if you’re in a desert or blizzard, your mind needs to snap to attention and take care of shelter first. Each step buys you more time to take care of the next issue. This means the 3 3 3 rule allows you to focus when your brain is scattered or panicked, as well as easily keeping in mind what your main priorities in a survival situation are. Being able to focus on what’s most important is crucial in any wilderness survival situation. Dealing With Air IssuesThe worst air issue you could find yourself with is choking. Three minutes is optimistic if you find yourself choking because there’s a good chance unconsciousness is going to strike first. Ideally, someone you’re with knows the Heimlich but what you can do to prepare is to learn the self-Heimlich maneuver. Beyond choking your most common issues would come potentially from asthma attacks, a life-threatening allergy (like a bee sting on the throat), or extreme altitude issues. Fortunately, most of these can be handled. If you have asthma you should always have an inhaler on hand. If you have allergies, always carry medication. For example, I always carry six tabs of Benadryl on me. Generally speaking, a bee sting shouldn’t be fatal for me in most situations. Even several shouldn’t be unless a rash gets me on my neck at once. Benadryl might not work like an asthma inhaler or epee pen, but it greatly reduces or stops swelling in my case. Even if that’s just enough to barely keep me breathing for a day until the body starts healing itself, that is better than being dead! When the altitude is making things harder, remember that the body adjusts over time and slowly and safely making your way down even 1,000 feet can have a major positive effect in making it easier to breathe. So to review:Dealing With Shelter IssuesExtreme environments can absolutely devastate you. Whether it’s the desert and temperatures soaring in the triple digits without offering any shade or being stuck outside unexpectedly when a blizzard comes in, an extreme environment can quickly turn deadly well before food and water become issues. A good shelter is going to vary depending on what type of situation you’re dealing with. In a desert, this means shade that brings much-needed relief from direct sunlight and hopefully a temperature drop in that area. In a snowy or sleet filled situation that means preferably a small area with a solid roof whether cave or a created shelter using branches and pine boughs to keep all moisture out. You’ll also want a fire in those cases.
Remember that… The main idea behind a shelter is helping you to keep your core body temperature at the right place so you can survive. In hot temperatures that means staying cool. In cold temperatures that means staying warmer. Always tell individuals where you will be heading during a trip or outing and bring even basic survival gear with you even if you don’t think you’ll need it. One of my experiences: One time in Alaska while visiting a state park across the bay via water taxi we ended up unexpectedly falling behind and missing the water taxi back. Because of tides that meant we were stuck for at least 16 hours. Not a big deal except no food, no drinks, and those gnarly storm clouds rolling in as the temperature dropped. While we did a lot wrong in prepping for that day trip, we did a few things right. Three of us had cotton balls for kindling and lighters/fire starters. We all had long sleeve shirts or jackets on top of the jeans & t-shirts, we had knives and survival hatchets, and we knew shelter didn’t have to be fancy, just functional since people knew we were there and would look for us in the morning. We used some down branches and harvested some pine boughs, long “prairie grass” in from the beach and made a functional roof at the edge of the treeline and had a fire going in an hour. It wasn’t the most comfortable next 16 hours, but we made it with no real risk of dying because we were prepared. Practice using these tools or honing these skills at a local campsite when the weather is nice that way you’re in a safe area mastering skills so you can be confident in them when a real disaster strikes. So to review:Dealing With Water IssuesWater is far more important than food, and that was my first introduction to the Rule of Three while in Scouts. 3 days for water, 3 weeks for food. That stark contrast showed just how important water was in a survival or emergency situation, and this definitely holds up in the wild. One of the easiest things to do is carry around some water purification tablets or a “Lifestraw” type device whenever heading into woods or non-desert areas. This gives you many options when it comes to drinking water that would otherwise make you sick but instead can be “instantly” filtered instead. Even if you find yourself without any way to boil or filter water, in a true emergency situation you are almost always better off drinking polluted dirty water when at death’s door instead of taking a chance of dying of dehydration. Even contaminated water often takes time to affect your system and you’re still buying yourself time to survive. Bring along plenty of water in case you become trapped or lost in the wilderness. You may want to bring along two sources of water so that if something happens to one, you’ll have a backup. Plus, if you are out on the water or in the ocean, a water pump that filters out the salt and impurities will help you get what you need. So to review:Dealing With Food IssuesFood is the least important because if people are looking for you and you’ve done a good job of handling air, shelter, and water then chances are you’ll be able to get found prior to this being a serious problem. There are a few places that have a true lack of food available with a little bit of training and remember that 3 weeks is for no food at all. Even having a 12 pack of granola bars or a small jar of peanut butter can keep you going weeks longer, especially if you have any excess body fat. That being said, the longer you go without food the more tired you’ll get. Few Life Saving Tips: Do research ahead of time to see what grows naturally. Are there acorns and walnuts? Wild berries? Can you dig for insects to cook or worms? While not necessarily appealing even after cooking, those are calories. They are nutrients. Also, do the study ahead of time to see what might be available and don’t take a chance on wild food like you might get with water – mistakes here can be deadly and that would be tragic if rescue was only a day or two away and you had a week or two left to go without food. So to review:In ConclusionSurvival is never easy. Knowledge goes a long way but certainly doesn’t guarantee success. However, without knowledge, your chances go from slim to none. Practicing the various skills you’ll need to be prepared for any Rule of Three situations in a normal campsite during a weekend camping trip or other safe places when there’s no pressure is the best way to get comfortable and strengthen your skills for when a real emergency comes along. Remember the Rule of Three, train for it, and you’ll drastically increase your chances of survival. Book Summary: 12 Rules for Life: An Antidote to Chaos by Jordan b. PetersonVersions Available: Article, Audio (Podcast) This post + podcast combination covers the first three of twelve rules from Jordan Peterson’s book 12 Rules for Life. (Get the full version of this book summary here) Over the years, (former) Harvard and (current) University of Toronto professor and clinical psychologist Dr. Jordan B. Peterson has developed what he believes to be a definitive set of rules for leading a successful and fulfilling life. Originally conceived of with 40 rules, Peterson has condensed them into a well thought out, manageable list of 12 total rules that he shares in this book. He believes strongly in truth telling, human hierarchy, and gender roles. He believes that suffering is an inevitable aspect of life, that we can usher in heaven or hell on earth, and that people have it within themselves to create order out of chaos. It’s also worth noting that this is an aggressive, in-your-face kind of Self-Help book — one which he packages and presents as the intersection of ancient wisdom and scientific research. Much of the ancient wisdom seems to come from religious scripture, while the scientific research serves as a way to backup the beliefs the author already holds near and dear to his heart. Nonetheless however—regardless of whether you consider yourself religious, un-religious, or somewhere in between—this is a powerful book that can help you develop a higher sense of self-discipline and self-reliance. Here’s What You’ll Learn About in This Summary: “ We must each adopt as much responsibility as possible for individual life, society and the world. We must each tell the truth and repair what is in disrepair and break down and recreate what is old and outdated. It is in this manner that we can and must reduce the suffering that poisons the world. It’s asking a lot. It’s asking for everything. ” “ Clear rules and proper discipline help the child, and the family, and society establish, maintain, and expand the order that is all that protects us from chaos and the terrors of the underworld. Where everything is uncertain, anxiety provoking, hopeless and depressing. There are no greater gifts that a parent can bestow. ” “ The successful among us delay gratification. The successful among us bargain with the future. ” Always tell the truth. Admit and learn from the past, make order of its chaos, and work towards not repeating the same mistakes. Pay close attention. 3 Big Ideas from 12 Rules for Life by Jordan b. Peterson1. Stand Up Straight With Your Shoulders Back“ Standing up straight with your shoulders back is something that is not only physical, because you’re not only a body, you’re a spirit so to speak, a psyche as well. Standing up physically also implies and invokes and demands standing up metaphysically. Standing up means voluntarily accepting the burden of being. ” Using examples from nature, like the humble lobster, Peterson explains the importance of understanding dominance. How order and chaos work together, how paying attention to your posture, speaking your mind, walking tall, and being daring encourages serotonin to flow and portrays an image of competence to the world. In return you will begin to be less anxious, more confident, and increase the probability of good things happening in your life. This newfound confidence will help you develop grit to be bold during difficult times. It will help you face the terror of the world and still find joy. Here’s how Peterson sums up this first rule for life: “So, attend carefully to your posture. Quit drooping and hunching around. Speak your mind. Put your desires forward, as if you had a right to them— at least the same right as others. Walk tall and gaze forthrightly ahead. Dare to be dangerous. Encourage the serotonin to flow plentifully through the neural pathways desperate for its calming influence. People, including yourself, will start to assume that you are competent and able (or at least they will not immediately conclude the reverse). Emboldened by the positive responses you are now receiving, you will begin to be less anxious. You will then find it easier to pay attention to the subtle social clues that people exchange when they are communicating. Your conversations will flow better, with fewer awkward pauses. This will make you more likely to meet people, interact with them, and impress them. Doing so will not only genuinely increase the probability that good things will happen to you— it will also make those good things feel better when they do” 2. Treat yourself like someone you are responsible for helping.» Strengthen the individual. Start with yourself. Take care with yourself. Define who you are. Refine your personality. Choose your destination and articulate your being. ” It is easier to show sympathy to others, including animals, than it is to self. Part of the reason is because there is no greater critic than the self. The self knows all of its flaws. But you should take care of yourself in the same way that you would take care of someone else that you love. Give yourself grace, you have a responsibility to care of yourself. You must consider what is truly good for you, not what you want or what would make you happy—but what is *actually* good for you. 3. Make friends with people who want the best for you.“ People create their worlds with the tools they have directly at hand. Faulty tools produce faulty results. Repeated use of the same faulty tools produces the same faulty results. ” Don’t keep friends around that you wouldn’t recommend for a sister, a brother, or another loved one. You have to choose people who want the world to be better not worse. You need to associate with people who support your upward aim and will not tolerate you when you self-sabotage. Wanna get the full version of this book summary?Checkout the full version of this summary of 12 Rules for Life by Jordan B. Peterson at FlashBooks Book Summaries. Additional Links + ResourcesSurvival Rules of Three – How Long Could You Last?Click Here To See The CommentsIt is easy to forget what is truly important when it comes to preparedness. With the huge amounts of gear, tips, tricks, and projects available to learn about, it isn’t hard to get distracted from some of your more vital needs. Though all of these things are excellent things to have/know for survival, you should always make sure to have the absolute necessities covered before getting too bogged down in all the extras. For survival, you really can’t get more basic than shelter, water, and food. These necessities are all looked into in more depth by the survival rules of three. For each of these three items, we’ll give you a few of our best tips to help you achieve complete preparedness in these three vital areas. First, check out this video to get acquainted with the idea of the survival rules of three. A. Jesse Jiryu DavisOn May 30, 2021, I spoke at the Village Zendo about a math puzzle called John Conway’s Game of Life, and how it helps us understand the Buddhist teaching of no-self. Here’s the video recording, with slides and animations. Paraphrase of the dharma talk: I’m going to describe some wonderful math. It will eventually be about Buddhism. Let’s simulate life, with the simplest mathematical model possible. Imagine this is a colony of cells in a flat layer on a Petri dish. The black squares are living cells, the white squares are empty space. So, how are these cells born, how long do they live, how do they die? Let’s make three simple rules. Rule 1: Survival.A cell with two or three neighbors survives. Each cell has eight possible neighbors. At each step of the simulation, mark all the cells that have two or three neighboring cells. In the next step of the simulation, those cells will still be alive. Rule 2. Death.A black square with four+ neighbors dies of overcrowding. A black square with zero or one neighbor dies of isolation. A cell with four or more living neighbors dies, as if by overcrowding. In the next step, its space is replaced by an empty white square. A cell with zero or one neighbors dies of isolation. Rule 3. Birth.An empty space with exactly three neighboring cells becomes a live cell. The empty white square in the center will spring to life. In the next step of the simulation it will be black. John ConwayA mathematician named John Conway came up with these three rules around 1970. It’s not intended to be a realistic description of biology, it’s a mathematical game, which Conway called “the Game of Life”. (It’s not the heteronormative board game where you play a family trying to fill its car with children.) Conway’s idea came from decades of mathematicians exploring the question, can simple systems produce complex behavior? Could a system with a few basic rules behave unpredictably? Could it produce self-replicating organisms? John Conway’s not a computer scientist, but he’s well-known among programmers like me for the Game of Life and similar math research that veers into computer science. I studied some of his work in college, but hadn’t thought about him much until he died last year. I read his obituary in the New York Times, and learned what a delightful person he was. Photo: Mariana Cook, 2007. He was born in England in 1937 and spent most of his career at the University of Cambridge, and then at Princeton. The Times said his work “ranged from the rigorously highbrow to the frivolously fun, earning him prizes and a reputation as a creative, iconoclastic and even magical genius”.
Hired at Cambridge as an assistant lecturer, Dr. Conway gained a reputation for his high jinks (not to mention his disheveled appearance). One day when he was lecturing on symmetry and the Platonic solids, he brought in a turnip as a prop, carved it one slice at a time into an icosahedron, with its 20 triangular faces, eating the scraps as he went. Photo: Dith Pran / New York Times. When Conway was first playing with the Game of Life, he did it by hand, trying configurations on a board for the game of Go. Soon some computer scientists made programs that can run large games fast, eventually simulating boards with billions of squares, playing thousands of steps per second. The question everyone’s researching is, given how simple the game is, what can it do? What can Game of Life patterns do?Can a pattern in the Game of Life do nothing? Yes it can. This pattern is called a “block”. Each cell has 3 neighbors, so they all stay alive. No empty square has three neighbors, so there are no births. If this pattern is your initial configuration, nothing ever changes in this game. Here are some more still lifes: So a pattern in the Game of Life can do nothing. Can it disappear? Yes it can. In the first step, if we apply the three rules, then the center cell survives, the other two cells have one neighbor each so they die of isolation, and one cell is born on the right because it has three neighbors. In the next step there are two cells, both die of isolation, and in the third step the board is empty. So yes, a pattern in the Game of Life can disappear. Can it oscillate, moving through repeating shapes? Yes it can. Blinker (period 2) Penta-decathlon (period 15) Remember, all these animations show is steps in a simulation, where we apply the three rules at each step to produce the next shape. The only difference between these animations is the initial shape: the subsequent shapes are determined by the initial shape. So, patterns in the Game of Life can oscillate. Can they move across the board? Yes, a pattern can move across the board. Can a pattern grow to infinite size? Conway originally thought not: if your initial configuration has a finite number of cells, he conjectured, the population can’t grow forever. He offered fifty dollars to the first person who could prove or disprove the conjecture before the end of 1970. A team at MIT won the prize with this “glider gun”. It shoots a new glider every 30 steps, which flies off forever. Thus from an initial configuration, the glider gun expands the size of the board infinitely in one direction, and it turns an infinite number of cells black. Gosper glider gun Computation in the Game of LifeLet’s take a big jump now. Can a pattern in the Game of Life do computation? For example, could it calculate pi, play tetris, or give you a credit score? Let’s take a digression, and talk about a different English mathematician for a minute: Alan Turing. Godrey Argent Studio He’s famous for building computers during WWII that decrypted German submarines’ radio messages. Tragically, his work on physical computers had little influence, because it was classified until the 1970s, by which time it was obsolete. His main contribution to computer science was theoretical. In a 1936 paper, Alan Turing described an imaginary machine. It has an infinitely long tape, which it can move forward or backward. It can read, write, or alter one symbol at a time on any position on the tape. (The tape is like its hard drive.) Additionally, the machine has a fixed number of modes (known as “states” in computer science), and it can transition from one mode to one other mode each time it reads a symbol from its tape. That’s it. The machine is so simple, you can prove theorems about it. In fact, Turing never built one, the video above shows a hobbyist’s interpretation. You should watch it in action. Turing described his machine and claimed that anything which can be computed, could be computed by this simple machine. There’s been a century of intense research into this claim. The term “computable” is unfortunately vague, but it means something like “a series of actions, following precise rules”. For any reasonable definition you can think of, Turing’s claim is true. This is a useful fact because we can compare any system (such as real computer) to Turing’s machine to see if they are equivalently capable. Can the Game of Life compute anything a Turing machine can? Yes it can. This pattern is a Turing machine, constructed in the Game of Life. It’s enormous, covering millions of squares. The long diagonal line is the tape, and the rectangle in the middle is the part that transitions between modes, and moves back and forth along the tape. When the video zooms in, you can see that the machine is made of the basic patterns we saw before: still lifes, oscillators, and gliders. Every square in this machine is following the three rules of survival, death, and birth. All its power comes from how the squares are arranged at the beginning; after that, the three rules determine how the machine behaves. This is a Turing machine, and it can compute anything that can be computed. If you put the right symbols on its tape, it can play chess, it can forecast the weather, it can translate German to Chinese. Consciousness in the Game of LifeHere’s another big leap: can a pattern in the Game of Life experience consciousness? So far, everything I’ve said is mathematically proven. Now we’re entering the Twilight Zone. To decide whether the Game of Life can experience consciousness, we have to answer two philosophical questions that can’t be answered with math. Question OneDoes consciousness arise from heaps of parts, interacting according to rules? I think that my consciousness arises from chemistry and electricity and so on, interacting mostly in my brain but also in my body and my environment. All these parts follow the laws of physics. They’re rules—not as simple as the Game of Life, but rules nevertheless. Lots of modern people with the scientific worldview believe this, maybe you do too. The Buddha taught that consciousness arises from interacting parts. He didn’t believe consciousness arises from the brain and body, that’s a modern idea, and his theory of reincarnation doesn’t fit with it. But, he did teach that consciousness is formed from parts called “the five skandhas”, or “the five heaps”. They’re called “heaps” because they are parts that contain more parts, and each of those contains more parts and so on. Buddha taught that these parts interact according to rules, which he called karma or the law of cause and effect. His descendants wrote big analyses called abhidharma, breaking down each part of consciousness into tiny sub-sub-parts and describing the rules of their interactions. So, Buddha and modern neurology both teach that consciousness arises from heaps of parts, interacting according to rules. Question TwoIf I made a simulation of these parts of consciousness, interacting according to their rules, is the simulation conscious? If you simulate a brain, or the five skandhas, is that consciousness? I think it is. Here’s my argument: Consider these heaps of parts of consciousness, each part is made of parts and so on, and you replace just one of the tiniest parts with a machine that simulates it. For example, say you replace just one of my hundreds of trillions of synapses with an electronic device. The device follows the same rules, so the whole collection of parts behaves exactly the same as before you replaced one synapse. The change isn’t detectable to me or anyone who observes me. It would be unreasonable to claim that I’ve lost consciousness. You see where I’m going with this. If you replace the parts of my consciousness with a simulation, one by one, there’s never a moment when it’s reasonable to say I’ve lost consciousness. The final result must still be conscious, therefore a simulation of consciousness is conscious. In summary: This hasn’t happened yet, since we don’t know the rules governing consciousness in enough detail to design a Life pattern that could simulate it. But it’s theoretically possible, and that’s important. No-SelfBuddha Expounding the Dharma, 8th C. Sri Lanka (Anuradhapura). Metropolitan Museum of Art. Why am I talking about the Game of Life in a dharma talk at the Village Zendo? A foundational teaching of Buddhism is that there’s no self, even though we experience being individual people. It’s important to develop insight into this fact, to grasp it intuitively, not just study no-self as a concept. The Game of Life was helpful for me: there’s just white and black squares and three simple rules, yet you can see how, with the right starting configuration, it produces any universe you could imagine. It could produce a conscious being, who is unaware that it is made of black and white squares. The same with the ourselves. We’re heaps of parts, interacting according to rules. That’s not how it feels. I feel like I’m one permanent thing, therefore it’s easy for me to get attached to the thing of my self, and to mourn at the thought of losing my self to sickness, old age, and death. But all that happens is the heaps of parts that produce my consciousness come together, persist for a time, and then dissolve. John Conway died in April of 2020, of COVID. He was 82 years old. He made serious contributions to the foundations of mathematics, and he made delightful toys, like the Game of Life. A cartoonist produced this pattern in the Game of Life to honor him: Conway was made of heaps of parts, and they dissolved. That will happen to all of us. He treated his life a bit like a game, but a game with no goal or points. Not a game to play, but a game to play with, to see what’s possible with it, to find ways to enjoy it, to stretch it into new shapes. If we didn’t take our own lives so seriously, if we saw our temporary existence as just some heaps of parts, just some squares on a grid, maybe we could suffer less, and have more fun. Rules of Life by R.TemplarР. Темплар «Правила Жизни» на английском языке.People who are content, mostly happy on a day-to-day basis, Rule of Life 1. KEEP IT UNDER YOUR HAT.There may well be times when you do want to talk to other people about what you’re doing because, quite naturally, you want to share it with somebody. Well, you can’t and you don’t. Let people find out for themselves with no clues from you. It’s a bit like when you give up smoking and suddenly find this new healthier way of living and you simply have to convert all your old smoking friends. Trouble is, they aren’t ready to quit yet and you find they label you as smug or self-righteous or, even worse, an ex-smoker. And how we all hate those. So the first Rule is, quite simply, don’t propagate, try to convert, shout from the rooftops, or even mention this. Rule of Life 2. YOU’LL GET OLDER BUT NOT NECESSARILY WISER.Rule of Life 3. ACCEPT WHAT IS DONE IS DONE.People make mistakes. Sometimes very serious ones. As often as not, the mistakes aren’t deliberate or personal. Sometimes people just don’t know what they are doing. This means that if, in the past, people have behaved badly toward – по отношению к — you, it wasn’t necessarily because they meant to be horrid, but because they were as naive, as foolish, as human as the rest of us. They made mistakes in the way they brought you up or finished a relationship with you or whatever, not because they wanted to do it that way, but because they didn’t know any different. If you want to, you can let go of any feelings of resentment, of regret, of anger. You can accept that you are a fabulous human being because of all the bad things that have happened to you, not in spite of them. Don’t use the labels «good» and «bad.» Let them go, embrace them as character forming, and in general as positive rather than negative. рекомендую прочитать полностью книгу «Rules of Life» на русском и английском языках. также советую к прочтению мою статью «как правильно читать английские тексты«. Game of Life in PythonIf you don’t know, the game of life is a simulation for population. Conway’s Game of LifeThe Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton…The wikipedia page explains the very basic rules of the Game of Life and how you decide the states of a tile. This video also gives a visual explanation if you’re a visual learner. Rules:A living state is black and a dead state is white. We If you look at the code, you might realise that it using very similar code to the chess grid, and this is because a lot of this program is a copy of the chess with new logic. So I copied most of the grid set-up (I might have accidentally left a new comments from the chess code too). Full CodeFirtst I’ll share the full code and then explain it below. Code Explained:All of this code is a copy from the chess program I made, and I basically just creates the tiles of the grid using a class which I have called a Node. If you want an explanation of the grid, I would recommend going and looking at my code for chess. The following code is the new code that I had to write for this to work. Also I do want to credit Edwin again here, because I made some pretty stupid logic errors in the code where I was indexing the 2D arrays using [column][row] and I couldn’t debug where the logic error was and Edwin was the one who found the logic error for me and fixed the code. Neighbour:This function is very similar to the logic we put in the chess pieces in the chess program, but now we are just taking the position of the node we are in and then checking each of its neighbours and if they are in the range of the grid then they are placed in a 2D array which we return Note: This is a very inefficient way of figuring out the nodes that we want to switch to alive/dead, a more efficiency way fo doing this is going to add the alive nodes on the screen and incrementing a counter on all the nodes around it and then working out whether the node should be alive or dead. This way still works but your CPU won’t be enjoying very much. Update_grid:This function is going to figure out which tiles are going to become alive and dead for the next window update. You may be wondering why I didn’t immediately implement the colour changes directly onto the tiles and instead put it into an array, I did this because if you immediately update the values, the this new value will affect the results of the next checks on the tiles next to it so we need to calculate all the nodes before implementing the change. If you know anything about Linear Regression and more particularly Gradient Descent inside of it, this is why we update all the parameters after we’ve done all the calculations involving the gradient descent equation. The if statements are also where we implement the rules that we displayed earlier, this is where we decide whether the tile is going to be dead/alive in the next iteration of the program. The main loop is what runs when the program starts. We start the game by letting the user click the space button and when they do, it switches the state of run to True which starts an infinite loop where the calculation functions we made are run. Before that, we let the user be able to click on any tile and then we would colour it black(to be alive) and if they click a live tile it would turn it back to dead. This allows the user to customise whatever starting arrangement they would want and also helped me and Edwin validate that the logic in the program was all actually working correctly. That is the Game of Life complete! I remember looking at this program probably only a month ago and thinking it was a very hard program completely out of my reach but all of the code was completed within 2 hours which astounds me(although this does involve the logic error which I never found(edwin did)). The Rule of 3“Three great forces rule the world: stupidity, fear and greed.” — Albert Einstein The Rule of 3 is a very simple way to get results. Rather than get overwhelmed by your tasks, you choose 3 things you want to achieve. This puts you in control. If nothing else, it gives you a very simple frame for the day. I’ve been using the Rule of 3 for a few years to drive results for myself and for my teams. It’s the simplest way to go from running around like a chicken with your head cut off to a peaceful calm. It’s also one of the first skills I teach my mentees to help them get on track and learn the art of ruthless prioritization. 3 is the Magic NumberWhen I explain parts of my new book to my friends, they seem to really latch on to this Rule of 3. Three is an interesting number, not just in fairy tales, but I recently learned that the military uses the rule of 3 to teach survival: 3 minutes without air, 3 days without water, 3 weeks without food, 3 months without hope. Three is the magic number. The Rule of 3 AppliedHere is how the Rule of 3 applies to time: The outcomes at each level support each other and help guide your results. See the Forest for the TreesHaving 3 outcomes at each level (day, week, month, year) helps you see the forest for the trees. To put it another way, your 3 results for the year are bigger than your 3 results for the month, are bigger than your 3 results for the week, are bigger than your 3 results for the day. It’s your simple sanity check. Outcomes Over ActivitiesDon’t confuse activities with results. You’re driving for 3 results (or outcomes). This helps you ground your activity against something meaningful for you. It also helps you focus on the end, not the means. One of the best ways to get results is to stay flexible in your approach, while keeping your eye on the prize. Yearly GoalsIf you find you get lost in your goals or if your goals are too complex, try the rule of 3. For example, my 3 outcomes for this year are: Outcomes are Simple VisionsThe outcomes are simple visions of the future. You can experience them and you can see them like a scene in a movie. While these outcomes are easy to say, there’s a lot behind them. For example, getting to my fighting weight actually includes things like being able to do splits and jumping/spinning kicks again. It also includes running long distance with my dogs. But “get to my fighting weight” is a simple metaphor I can use to guide myself throughout the year. Personally, I recommend having your 3 simple goals, as well as doing a deep dive on goal setting (more on that in the future.) Practicing the Rule of 3Here are some quick ways you can use the rule of 3: You’ll get better with practice. What’s interesting is the days when I need the rule of 3 the most are when I’m using it the least. As soon as I catch myself, I get a handle back on my day. The Lasting Lessons of John Conway’s Game of LifeFifty years on, the mathematician’s best known (and, to him, least favorite) creation confirms that “uncertainty is the only certainty.” “Life in Life,” from a short documentary on the Game of Life by Alan Zucconi, a London-based lecturer and science communicator. Credit. Send any friend a story As a subscriber, you have 10 gift articles to give each month. Anyone can read what you share. Give this article By Siobhan Roberts In March of 1970, Martin Gardner opened a letter jammed with ideas for his Mathematical Games column in Scientific American. Sent by John Horton Conway, then a mathematician at the University of Cambridge, the letter ran 12 pages, typed hunt-and-peck style. Page 9 began with the heading “The game of life.” It described an elegant mathematical model of computation — a cellular automaton, a little machine, of sorts, with groups of cells that evolve from iteration to iteration, as a clock advances from one second to the next. Dr. Conway, who died in April, having spent the latter part of his career at Princeton, sometimes called Life a “no-player, never-ending game.” Mr. Gardner called it a “fantastic solitaire pastime.” The game was simple: Place any configuration of cells on a grid, then watch what transpires according to three rules that dictate how the system plays out. Birth rule: An empty, or “dead,” cell with precisely three “live” neighbors (full cells) becomes live. Death rule: A live cell with zero or one neighbors dies of isolation; a live cell with four or more neighbors dies of overcrowding. Survival rule: A live cell with two or three neighbors remains alive. With each iteration, some cells live, some die and “Life-forms” evolve, one generation to the next. Among the first creatures to emerge was the glider — a five-celled organism that moved across the grid with a diagonal wiggle and proved handy for transmitting information. It was discovered by a member of Dr. Conway’s research team, Richard Guy, in Cambridge, England. The glider gun, producing a steady stream of gliders, was discovered soon after by Bill Gosper, then at the Massachusetts Institute of Technology. “Because of its analogies with the rise, fall and alterations of a society of living organisms, it belongs to a growing class of what are called ‘simulation games,’” Mr. Gardner wrote when he introduced Life to the world 50 years ago with his October 1970 column. Life swiftly eclipsed Dr. Conway’s many other mathematical accomplishments, and he came to regard his missive to Mr. Gardner as “the fatal letter.” The Game of Life motivated the use of cellular automata in the rich field of complexity science, with simulations modeling everything from ants to traffic, clouds to galaxies. More trivially, the game attracted a cult of “Lifenthusiasts,” programmers who spent a lot of time hacking Life — that is, constructing patterns in hopes of spotting new Life-forms. To mark the 50th anniversary, the ConwayLife.com community — which hosts the LifeWiki, with more than 2,000 articles — created an Exploratorium, a large, explorable stamp-collection pattern. Patterns that didn’t change one generation to the next, Dr. Conway called still lifes — such as the four-celled block, the six-celled beehive or the eight-celled pond. Patterns that took a long time to stabilize, he called methuselahs. The tree of Life also includes oscillators, such as the blinker, and spaceships of various sizes (the glider being the smallest). In 2018, there was a much-celebrated discovery of a special kind of spaceship, the first elementary knightship, named Sir Robin. Made of hundreds of cells, it moves two cells forward and one sideways every six generations. It was discovered by Adam P. Goucher, a British algorithmist, building on an earlier partial find by Tomas Rokicki, a developer of Golly, a program for exploring the distant future of large Life patterns. And the hunting party continues. In September, Pavel Grankovskiy, of Russia, discovered the Speed Demonoid spaceship. In December, John Winston Garth, of Alabama, discovered the Doo-dah spaceship. Both are contenders for pattern of the year, in what has been a good year for new Life discoveries. Life ultimately became way too popular for Dr. Conway’s liking. Whenever the subject came up, he would bellow, “I hate Life!” But in his final years he learned to love Life again. He narrated a documentary, with the working title “Thoughts on Life,” by the Brooklyn-based mathematician and filmmaker Will Cavendish, exploring the deterministic Game of Life versus the Free Will Theorem, a result Dr. Conway proved with his Princeton colleague Simon Kochen. “I used to go around saying, ‘I hate Life,’” Dr. Conway says in the film. “But then I was giving a lecture somewhere, and I was introduced as ‘John Conway, Creator of Life.’ And I thought, ‘Oh, that’s quite a nice way to be known.’ So I stopped saying ‘I hate Life’ after that.” Recently, some of Life’s most steadfast friends reflected upon its influence and lessons over half a century. Bill Gosper— Mathematician and programmer, Stanford, Calif. Life is the world’s most wholesome computer game! True, it used to be dangerously addicting to some of us, but not so much now that nearly all of the theoretically possible gun and oscillator periods have been found. It took 40 years to find the coveted Snark, a stable pattern that reflects gliders 90 degrees. But there are still open questions: for example, what spaceship vector velocities are possible, or what constructions are possible with glider collisions. A startling recent theorem states that any construction, no matter how large, can be accomplished with a reverse caber-tosser built from a certain fixed number of gliders — that number was 32, but as of September it is now down to 17. These days it has become harder and harder for an amateur to find a newsworthy pattern without fancy software and hardware. Perhaps Life can remain a gateway drug, luring newcomers into the effectively inexhaustible universe of different Lifelike rules. Brian EnoI first encountered Life at the Exploratorium in San Francisco in 1978. I was hooked immediately by the thing that has always hooked me — watching complexity arise out of simplicity. Life ought to be very predictable and boring; after all, there are just three simple rules that determine the position of some dots on a grid. That really doesn’t sound very interesting until you start tweaking those rules and watching what changes. Life shows you two things. The first is sensitivity to initial conditions. A tiny change in the rules can produce a huge difference in the output, ranging from complete destruction (no dots) through stasis (a frozen pattern) to patterns that keep changing as they unfold. The second thing Life shows us is something that Darwin hit upon when he was looking at Life, the organic version. Complexity arises from simplicity! That is such a revelation; we are used to the idea that anything complex must arise out of something more complex. Human brains design airplanes, not the other way around. Life shows us complex virtual “organisms” arising out of the interaction of a few simple rules — so goodbye “Intelligent Design.” Melanie Mitchell— Professor of complexity, Santa Fe Institute Given that Conway’s proof that the Game of Life can be made to simulate a Universal Computer — that is, it could be “programmed” to carry out any computation that a traditional computer can do — the extremely simple rules can give rise to the most complex and most unpredictable behavior possible. This means that there are certain properties of the Game of Life that can never be predicted, even in principle! In this moment in time, it’s important to emphasize that inherent unpredictability — so well illustrated in even the simple Game of Life — is a feature of life in the real world as well as in the Game of Life. We have to figure out ways to flourish in spite of the inherent unpredictability and uncertainty we constantly live with. As the mathematician John Allen Paulos so eloquently said, “Uncertainty is the only certainty there is, and knowing how to live with insecurity is the only security.” This is, I think, Life’s most important lesson. Daniel Dennett— Professor of philosophy, Tufts University I use the Game of Life to make vivid for my students the ideas of determinism, higher-order patterns and information. One of its great features is that nothing is hidden; there are no black boxes in Life, so you know from the outset that anything that you can get to happen in the Life world is completely unmysterious and explicable in terms of a very large number of simple steps by small items. No psionic fields, no morphic resonances, no élan vital, no dualism. It’s all right there. And the fact that it can still support complex adaptively appropriate structures that do things is also important. This is compelling but wrong, and Life is a great way of showing this. In Life, we might say, things only happen at the pixel level; nothing controls anything, nothing does anything. But that doesn’t mean that there is no such thing as action, as control; it means that these are higher-level phenomena composed (entirely, with no magic) from things that only happen. Susan Stepney— Professor of computer science, University of York, England In the Artificial Life community, Life is a foundational piece of work. It sits in the background, influencing the way people think of life “in silico.” Life probably maintains its interest for two reasons. One is that the whole field of cellular automata is very important, because computationally it can be used to model so many different things — for example, physical systems from fluid dynamics to coupled magnetic spins to chemical reaction-diffusion systems. The other reason is that it’s just cool and pretty and great to look at. When you speed it up, it flows and boils and bubbles; it actually comes to look alive. I did some work with students looking at Life on a Penrose tiling grid, rather than the square grid. I wanted to know whether it was the rules or the grid that was the important thing. We found some interesting oscillating patterns and snakelike patterns. Basically, what we showed is that there is something in those rules; the rules are producing the interesting dynamics. Penrose Life still generates interesting behaviors, even in a different environment. Stephen Wolfram— Scientist and C.E.O., Wolfram Research I’ve wondered for decades what one could learn from all that Life hacking. I recently realized it’s a great place to try to develop “meta-engineering” — to see if there are general principles that govern the advance of engineering and help us predict the overall future trajectory of technology. One can look at microprocessors or airplanes, but they involve all sorts of details of physics and materials. In Life there’s 50 years of “engineering development,” just applied to configurations of bits. It’s the purest example I know of the dynamics of collective human innovation. Bert ChanAlthough the Game of Life is not the proudest invention of Conway, according to himself, it did have a big impact on beginner programmers, like me in the 90s, giving them a sense of wonder and a kind of confidence that some easy-to-code math models can produce complex and beautiful results. It’s like a starter kit for future software engineers and hackers, together with Mandelbrot Set, Lorenz Attractor, et cetera. Life enthusiasts have discovered or engineered many wonderful patterns inside Life. Some of the most amazing ones are a digital clock, a simulation of Life inside Life, and self-replicators. The engineering is so ingenious and delicate that a single mistake of misplacing one cell among perhaps a million cells will make the whole machine fail. On the other hand, when I was investigating Lenia — a continuous extension of Life — I found that its patterns are fundamentally different from those in Life. Lenia patterns are fuzzy, thus not easy for engineering (they are mostly evolved instead), but are harder to destroy. Although having the same root, Life and Lenia have nearly opposite nature: designed versus organic, precise versus adaptive, fragile versus resilient. These are interesting findings in research, but if we think about our everyday life, about corporations and governments, the cultural and technical infrastructures humans built for thousands of years, they are not unlike the incredible machines that are engineered in Life. In normal times, they are stable and we can keep building stuff one component upon another, but in harder times like this pandemic or a new Cold War, we need something that is more resilient and can prepare for the unpreparable. That would need changes in our “rules of life,” which we take for granted. Rust and WebAssemblyNote: If you are already familiar with Conway’s Game of Life and its rules, feel free to skip to the next section!
Any live cell with fewer than two live neighbours dies, as if caused by underpopulation. Any live cell with two or three live neighbours lives on to the next generation. Any live cell with more than three live neighbours dies, as if by overpopulation. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. The initial pattern constitutes the seed of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed—births and deaths occur simultaneously, and the discrete moment at which this happens is sometimes called a tick (in other words, each generation is a pure function of the preceding one). The rules continue to be applied repeatedly to create further generations. Consider the following initial universe: We can calculate the next generation by considering each cell. The top left cell is dead. Rule (4) is the only transition rule that applies to dead cells. However, because the top left cell does not have exactly three live neighbors, the transition rule does not apply, and it remains dead in the next generation. The same goes for every other cell in the first row as well. Things get interesting when we consider the top live cell, in the second row, third column. For live cells, any of the first three rules potentially applies. In this cell’s case, it has only one live neighbor, and therefore rule (1) applies: this cell will die in the next generation. The same fate awaits the bottom live cell. The middle live cell has two live neighbors: the top and bottom live cells. This means that rule (2) applies, and it remains live in the next generation. The final interesting cases are the dead cells just to the left and right of the middle live cell. The three live cells are all neighbors both of these cells, which means that rule (4) applies, and these cells will become alive in the next generation. Put it all together, and we get this universe after the next tick: From these simple, deterministic rules, strange and exciting behavior emerges:
ExercisesCompute by hand the next tick of our example universe. Notice anything familiar? It should be the initial state of the example universe: This pattern is periodic: it returns to the initial state after every two ticks. Can you find an initial universe that is stable? That is, a universe in which every generation is always the same. There are an infinite number of stable universes! The trivially stable universe is the empty universe. A two-by-two square of live cells is also a stable universe. Destiny’s OdysseyRules Of LifeCherie Carter-Scott’s Rules Of Life“Life is a succession of lessons which must be lived to be understood.” – Helen Keller Below is a brief summary of Cherie Carter-Scott’s Rules Of Life. If you are interested in making the most of your life, and helping others do the same, buy “If Life Is A Game, These Are The Rules.” Rule One – You will receive a body.You may love it or hate it, but whether you love it or hate it, it’s yours for life, so accept it. What counts is what’s inside. Rule Two – You will be presented with lessons.You are enrolled in a full-time informal school called “life”. Each day in this school you will have the opportunity to learn lessons. These lessons specific to you, and learning them “is the key to discovering and fulfilling the meaning and relevance of your own life.” You may like the lessons or hate them, but you have designed them as part of your curriculum. Every person or incident is the Universal Teacher. Rule Three – There are no mistakes, only lessons.Growth is a process of experimentation. The failed experiments are as much as a part of the process as the experiments that work. Rule Four – The lesson is repeated until learned.Lessons will be repeated to you in various forms until you have learned them. You will know you’ve learned a lesson when your actions change. When you have learned them, you can go on to the next lesson. If you don’t learn easy lessons, they get harder. Rule Five – Learning does not end.There is no part of life that does not contain lessons. While you are alive there are always lessons to be learned. Accept the process of constant learning and change. Be humble enough to always acknowledge your own weaknesses, and be flexible enough to adapt to new possibilities. Rule Six – “There” is no better than “here”.The other side of the hill may be greener than your own, but being there is not the key to endless happiness. When your “there” has become “here” you will simply obtain another “there” that will look better to you than your present “here”. Be grateful for and enjoy what you have, and where you are on your journey. Appreciate the abundance of what’s good in your life, rather than measure and amass things that do not actually lead to happiness. Rule Seven – Others are only mirrors of you.You cannot love or hate something about another person unless it reflects something you love or hate about yourself. Therefore, be tolerant and accept others as they are. Rule Eight – What you make of your life is up to you.You have all the tools and resources you need. What you do with them is up to you. Take responsibility for yourself. Learn to let go when you cannot change things. Take charge of your life or someone else will. Rule Nine – Your answers lie inside of you.You know more than you have heard, read, or been told. All you need to do is look, listen, and trust. Trust your instincts and your innermost feelings. Draw on your natural inspiration. Rule Ten – You will forget all this at birth.We are all born with all of these capabilities, but our early experiences lead us into a physical world, away from our spiritual selves, so that we become doubtful, cynical and lacking belief and confidence. 75 Simple Life RulesTo have a good life, you just have to follow some simple rules. The world would be greatly improved if everyone lived by some simple rules. The kind of rules that most people learn as kids (but promptly seem to forget the minute they enter middle school). What are these rules? You’ll find them below. Here are 75 simple life rules to follow to have a better life. 1. Be yourself. 2. Know yourself. 3. Pick up after yourself. 4. Keep your promises. 5. Say please and thank you. 6. Have good table manners. 7. Make healthy food choices. 8. Don’t eat more food than you need. 10. Get enough sleep. 11. Drink lots of water. 12. Keep yourself clean. 13. Wake up early. 14. Wake up smiling. 15. Spend time in nature. 16. Avoid excess. 17. Wear sunscreen. 18. Wear your seat belt. 19. Follow the Golden Rule: do unto others like you would have them do onto you. 20. Mind your own business; if it’s none of your concern, stay out of it. 21. Choose your friends wisely. 22. Nurture your close circle of friends. 23. Don’t give unsolicited advice. 24. Don’t interrupt others when they’re speaking. 26. Think before you act. 27. Count your blessings. 29. Don’t take anything that is not yours without permission. 30. Be kind to yourself. 31. Be kind to others. 32. Have a positive attitude: look for the bright side of things. 33. Take responsibility for your actions. 34. If you hurt someone, apologize. 35. Spend less than you make. 36. Save money for a rainy day. 37. Budget your money. 38. Budget your time. 41. Live in the now (this point and the one above it are not in conflict). 42. Make time for those you love. 43. Set priorities. 44. Plan your day. 45. Don’t over-commit yourself: say “no” to things that are not aligned with your priorities. 46. Have some “me” time each day (to think, meditate, or just be). 47. Do your best. 48. Believe in yourself, but be aware of your limitations. 49. If you fail, try again. 50. If you make a mistake, acknowledge it and do what you can to fix it. 51. If you’re in over your head, ask for help. 52. Read more than you watch TV. 53. Be patient with children. 54. Respect the elderly. 55. Be kind to animals. 56. When you’re talking to someone, give them your full attention. 57. Don’t yell or speak harshly to others. 58. Don’t put others down or make them feel bad about themselves. 59. Don’t take credit for the work of others. 60. Develop your talent. 61. Share your gifts with the world. 62. Work hard –results require discipline and perseverance. 63. Set aside some time each day to play, laugh, and have fun. 64. Have goals; go after them. 65. Step out of your comfort zone; do this on a consistent basis. 66. Don’t take yourself too seriously. 67. Don’t sweat the small stuff. 68. Don’t worry about things that are outside of your control. 69. Don’t whine, complain, or make excuses. 70. Don’t take more than you need. 71. Seize good opportunities. 72. Challenge yourself. 73. Take smart risks. 74. Don’t take stupid risks. 75. Don’t break any of these rules. ConclusionSee how simple rules those are? Why don’t more people follow them? Live your best life by following the 75 simple life rules above. Related Posts:
This site rocks the Classic Responsive Skin for Thesis. 12 Правил жизни. Противоядие от хаоса.12 Rules for Life: An Antidote to ChaosRules? More rules? Really? Isn’t life complicated enough, restricting enough, without abstract rules that don’t take our unique, individual situations into account? And given that our brains are plastic, and all develop differently based on our life experiences, why even expect that a few rules might be helpful to us all? People don’t clamour for rules, even in the Bible … as when Moses comes down the mountain, after a long absence, bearing the tablets inscribed with ten commandments, and finds the Children of Israel in revelry. They’d been Pharaoh’s slaves and subject to his tyrannical regulations for four hundred years, and after that Moses subjected them to the harsh desert wilderness for another forty years, to purify them of their slavishness. Now, free at last, they are unbridled, and have lost all control as they dance wildly around an idol, a golden calf, displaying all manner of corporeal corruption. “ I’ve got some good news … and I’ve got some bad news,” the lawgiver yells to them. “ Which do you want first? ” “ The good news! ” the hedonists reply. “ I got Him from fifteen commandments down to ten! ” “ Hallelujah! ” cries the unruly crowd. “ And the bad? ” “ Adultery is still in. ” So rules there will be—but, please, not too many. We are ambivalent about rules, even when we know they are good for us. If we are spirited souls, if we have character, rules seem restrictive, an affront to our sense of agency and our pride in working out our own lives. Why should we be judged according to another’s rule? And judged we are. After all, God didn’t give Moses “The Ten Suggestions,” he gave Commandments; and if I’m a free agent, my first reaction to a command might just be that nobody, not even God, tells me what to do, even if it’s good for me. But the story of the golden calf also reminds us that without rules we quickly become slaves to our passions—and there’s nothing freeing about that. And the story suggests something more: unchaperoned, and left to our own untutored judgment, we are quick to aim low and worship qualities that are beneath us—in this case, an artificial animal that brings out our own animal instincts in a completely unregulated way. The old Hebrew story makes it clear how the ancients felt about our prospects for civilized behaviour in the absence of rules that seek to elevate our gaze and raise our standards. Teb’s Conway’s Game of LifeConway’s Game of Life is a classic. Invented by John Conway in 1970, the “zero player game” is a wonderful example of emergent behavior. Although each cell follows the same simple rules, wonderful patterns emerge. As time went on, the Game was shown to be Turing Complete, meaning any program could be represented as an initial state to Conway’s Game of Life given a large enough grid. That’s incredible! If you want to see more of my projects, visit Teb’s Lab. Game ModesA simple, single instance of Conways game. Click and drag to add life. A grid of Conway’s with tools to configure and customize the rules of the game, and the display colors. You can also use «rule box mode» to add internal simulations; areas of the grid that follow their own rules. The infinite sequence that started it all, in a satisfying rainbow color scheme. The bottom quarter of this simulation is a little less survivable than the rest, which is regular Conway’s. A single horizontal bar of life is drawn somewhere in that harsh environment, the result is a mesmerizing visualization that is a little different every time, and on every sceen size. An experiment with many kinds of rules, building on top of the Rainbow simulation. Can you identify each of the zones and their rules? With a randomized color scheme, this simulation draws 6 boxes of regular Conway’s inside of an area with a kind of highly resilient life. The result reminds me of vines slowly engulfing a building with windows. With an «Ivy Box» in the middle of the sceen, this simulation randomly spawns a bunch of «gliders». Eventually, one crashes into the «ivy box» which will then fill with life. Two kinds of life (both small modifications of the Creeping Ivy) with different color schemes arranged in a checker board pattern. I love the way this simulation looks. Click on a square to kill all life in that square. I call this «The Warhol». A three by three grid with random colors each playing the standard Conway’s Game of Life. AKA Channel Surfing. This simulation puts 16 simulations on the screen, each with randomly chosen rules. Every 5-10 seconds each simulation has it’s rules and colors updated. Epilepsy warning: This simulation has lots of bright flashing lights. A webform that you can use to make grids like Three by Three and Random Rules, or single simulations with different parameters for pixel size and refresh speed. Thanks for making it all the way to the bottom! If you enjoyed this project, please consider joining Teb’s Lab on Patreon Cherie Carter-Scott’s Rules of LifeWhat are Cherie Carter Scott’s Rules of Life?Background InformationCherie Carter-Scott PhD is a very modern guru. Her theories explain our attitudes and behaviour with a special clarity, and provide a practical guide to behaviour and self development. Carter Scott’s Books‘If Life Is A Game, These Are The Rules‘ is also a commonly recommended and referenced book in the life-coaching industry, and in many other areas concerned with self-esteem, self-development and personal fulfilment. You may see, or have seen in the past, ‘The Ten Rules For Being Human‘ copied and circulated in various formats with ‘Anonymous’ attribution. This understandably sometimes causes Carter-Scott’s authorship of the Rules to be doubted. It is, therefore, appropriate to offer the following additional information: Aside from those short extracts, Dr Carter-Scott’s book, ‘If Life is a Game, These are the Rules’, also further explains that Cherie Carter-Scott developed the ‘Rules’ quite a long time before her book was published in 1998, specifically during the mid-1970s, while in the process of designing a three month training program for consultants learning how to deliver her ‘Inner Negotiation/Self-Esteem Workshop’ and related teachings. Here is a brief summary and explanation of Cherie Carter-Scott’s ‘Rules for Being Human’. ‘Rules for Being Human’This summary is merely a brief outline and simply does not do the book justice, nor the wisdom within it. If you are interested in making the most of your life, and helping others do the same, buy Cherie Carter-Scott’s book ‘If Life Is A Game, These Are The Rules’. If Life is a Game, These Are The RulesSuch a simple little book, with so much common sense about how to get the best out of yourself and life in general. In a cynical world, the teachings of books like these do much to encourage truly grown up, giving, behaviour. If Love is a Game, These Are The RulesCompanion book to the rules of life. As with the rules of life book, most readers will say it changes their outlook forever. Further Resources and More InformationThe Game of LifeWhat is the Game of Life?The Game of Life is a cellular automaton devised by the british mathematician John Horton Conway in 1970. It was popularised by Martin Gardner in his October 1970 column of «Mathematical Games» in the «Scientific American» magazine [6]. The article garnered more response than any other of his previous articles in the magazine, including Gardners famous article on Hexaflexagons. A notable property of the special rule set used by Conway’s «Game of Life» is it’s Turing completeness. The Turing completeness is a property that describes that a programming language, a simulation or a logical system is in principle suitable to solve every computing problem. The programming of the «Game of Life» would be done with patterns, which then interact with each other in the simulation. LifeWiki has a large archive of such patterns for Game of Life. A selection of those is implemented in the applet shown below. (Patterns Courtesy of LifeWiki.) Because of the simplicity of the rule set, implementing Game of Life is a popular task for novice programmers. The source code of the «Game of Life» applet used here is written in Typescript and can be downloaded from GitHub. A description of the implementation of the Game of Life in Python can be found in another article on this website. bei GitHub herunterladen What is a Cellular Automaton?A Cellular automaton is a discrete model that consists of a regular grid of cells wherein each cell is in a finite state. The inital state of the cellular automate is selected by assigning a state to each cell. The simulation then progresses in discreet time steps. The state of a cell at timestep t depends only on the state of nearby cells at timestep t-1 and a set of rules specific to the automate. Cell NeighborhoodsThe cells which have an influence on the state of the automate are called neighborhood. There are two commonly used types of neighborhoods: The Moore Neighborhood and the Van Neumann Neighborhood. The Moore neighborhood contains all neighboring cells even if they share only a cornerpoint with a cell whilst the Van Neumann Neighborhood contains only cells that share an edge with a cell. Rules of the Game of LifeIn the Game of Life each grid cell can have either one of two states: dead or alive. The Game of Life is controlled by four simple rules which are applied to each grid cell in the simulation domain: Boundary ConditionsCellular automata often use a toroidal topology of the simulation domain. This means that opposing edges of the grid are connected. The rightmost column is the neighbor of the leftmost column and the topmost row is the neighbor of the bottommost row and vice versa. This allows the unrestricted transfer of state information across the boundaries. Another type of boundary condition treats nonexisting cells as if they all had the same state. In the Game of Life this would mean that nonexisting cells are treated as if they were dead (as opposed to the second state «alive»). The advantage of this boundary condition in the Game of Life is that it prevents gliders from wrapping around the edges of the simulation domain. This will prevent the destruction of a glider gun by the gliders it produces (see text below below for details about what gliders are). Pattern ExamplesPatterns will appear in a typical run of the Game of Life. Some patterns are static, others are oscillating or are moving across the screen. Some Patterns may even produce other patterns. The following tables give an overview on commonly appearing patterns in the Game of Life. Still LifesStill lifes are static structures that do not change over time. BlockThe block is the most common «still life». It consists of four cells that form a 2×2 block. A block is a so-called «eater». This means that it can destroy other patterns without being structurally damaged. Beehive:A «still life» consisting of 6 cells. The second most common still life. A still life consisting of 7 cells. The third most common still life. OscillatorsOscillators are structures that repeat periodically over time, but maintain their position. Blinker:The smallest and most common oscillator. The Toad is a period 2 oscillator. It is the second most common naturally occuring oscillator. Beacon:The third most common naturally occuring oscillator. It is composed of two diagonally touching blocks. SpaceshipsSpaceships are structures that move across the playing field of the «Game of Life». The Glider:The glider is a pattern that is moving diagonally across the screen. It is the smallest, most common, and first-discovered spaceship. Lightweight spaceship (LWSS):This is an oscillating object that is moving orthogonally across the screen. It is the smallest orthogonally moving spaceship. Weekender:This is an orthogonal spaceship that is slightly larger than the previous patterns. Who was John Conway?John Horton Conway (December 26, 1937 in Liverpool, UK; † April 11, 2020 in New Brunswick) was a British mathematician. He was working in the fields of finite groups, node theory, number theory, coding theory, combinatorial game theory and made many contributions to recreational mathematics. Conway grew up in Liverpool. He spent the first part of his career at the University of Cambridge. He later moved to the University of Princeton in the USA, where he took over the chair from John von Neumann, which he held until the end of his career. For his work he received the Berwick Prize in 1971 and the Pólya Prize in 1987 from the Lonon Mathematical Society. In 1981 he became a fellow of the Royal Society. In 1992 he was elected to the American Academy of Arts and Sciences and in 2000 was awarded the Leroy P. Steele Prize by the American Mathematical Society. One of his best-known works among non-mathematicians is the invention of the «Game of Life.» Conway himself said in an interview with the YouTube channel Numberphile [7] that he did not find it to be particularly interesting. Therefore he did not understand the attention it generated. In his opinion, «Game of Life» overshadowed more important mathematical achievements. At times he hated being asked about it. Nevertheless in later years he also said it is something of which he was proud of.[7]. On April 11, 2020, Conway died of complications from a COVID-19 disiease. Inventing the Game of LifeJohn Conway gave an interesting interview on the youtube channel Numberphile [1] where he provided insight on the origins of the Game of Life. If you are interested what the terraforming of Mars has to do with the game of life I highly recommend watching it. Externer Content: «Inventing the Game of Life» by Numberphile Modern DevelopmentsBeing devised in 1970 the Game of Life is a thing from the early years of computing. If you listened to John Conways interview you may have noticed him mentioning that the Game of Life was investigated on paper in the early years. With the advent of home computers it gained in popularity and is now something most people who start programming will come across earlier or later. It’s like the «Hello World» of graphics programming. What makes the game of life fascinating is the simplicity of its rules and the complexity of the patterns that result from this simple set of rules. The following sections will discuss some of the more recent findings of the community evolving around the «Game of Life». The OCTA metapixelIn the interview with Numberphile John Conway mentioned that the Game of Life could be used for arbitrary computation. If you ask yourself what this means and how this is supposed to look like you should have a look at the following Video demonstrating the implementation of Game of Life in Game of Life. External Content: Video courtesy of Youtube / Phillip Bradbury The basic building block of this simulation is the OCTA metapixel [3]. This is a 2048 x 2048 Unit cell designed by Brice Due in the year 2006. A unit cell is a construct in a cellular automaton that is capable of simulating another cellular automate possibly itself. There are other Unit cells like the P5760 unit Life cell devised earlier but the OCTA metapixel is unique in its resemblence of an actual cell. As far as i’m concerned this is close to black magic and a beautiful thing to watch. Smooth LifeSmooth Life is the extension of the Game of Life to a continuous domain. It is using floating point values instead of integers. The SmoothLife rules were created by Stephan Rafler [5]. The video shown below was created by Tim Hutton with SmoothLife. A more extensive collection of SmoothLife videos can be found on the SmoothLife Video Channel. External Content: Video courtesy of Youtube / Tim Hutton Trivia / EastereggsReferencesRelated ArticleLearn the basics of rendering realistically looking spiral galaxies with the density wave theory. The Barnes-Hut Galaxy Simulator. An Introduction to solving large scale N-Body Problems. About this PageThis is a web page with articles on science and programming. © 2022 Ingo Berg Pattern Library And you do many things like that.achimsp11A period 11 oscillator discovered on August 4, 1994 achimsp144Period 144 oscillator found in 1994. achimsp144_synthGlider syntheses of Achim’s p144. achimsp16A period 16 oscillator that was found in July 1994. achimsp16_synthIncremental synthesis by Mark Niemiec and direct synthesis by Jason Summers achimsp4Period 4 oscillator found in 1988. achimsp4_synth7-glider synthesis based on a predecessor by Lewis Patterson achimsp8Period 8 oscillator found in July 1994. acornA methuselah with lifespan 5206. acorn_synthGlider synthesis of an acorn. aforallA period 6 oscillator found in March 1993. aforall_synthGlider syntheses of a for alls. aircraftcarrierA 6-cell still life that is the smallest still life with more than one island. aircraftcarrier_synthGlider syntheses of aircraft carriers. airforceA period 7 oscillator in which the rotor consists of two copies of that used in the burloaferimeter. ak47reactionA reaction in which a honey farm predecessor catalysed by an eater and a block reappears at another location 47 generations later, having produced a glider and a traffic light. almostknightshipA pattern that is «almost» a period-6 knightship; only two cells are incorrect after six generations. almosymmetricA period 2 oscillator found in 1971. alternateeater5An alternate form of eater 5 using a long hook with tail rather tha n a block alternatepentadecathlononsnackerAn alternate form of pentadecathlon on snacker, with a smaller boun ding box of 20×18 alternatepiorbitalAn alternate version of pi orbital using a period 12 sparker found by Nicolay Beluchenko alternatewickstretcher1A slightly smaller form of wickstretcher 1 An orthogonal period 5 lightspeed wick. anvilAn induction coil. An asymmetric version of the period 30 orthogonal c/5 pre-pulsar spaceship, in which two spiders push a pre-pulsar. Found in May 1998. averageA period 5 oscillator in which the average number of live rotor cells is five (V), which is also the period. A small c/4 diagonal spaceship with an isolated domino spark; disco vered in September 2004 b29withglidersthree ways in which gliders can non-trivially follow a B29 b3578s238replicatorA replicator in the B3578/S238 rule. b52bomberA true period 104 double-barrelled glider gun. It uses a B-heptomino and emits one glider every 52 generations. babblingbrook1A period 4 oscillator that was discovered in August 1997. It is the only known babbling brook with more than 4 cells in its rotor. backrake1An orthogonal period 8 c/2 backrake. backrake2A period 12 orthogonal c/2 backrake. backrake3A pseudo period 32 (true period 64) orthogonal c/2 backrake based o n puffer 1. backwardspacerakeA simple orthogonal backward glider rake with period 20 and speed c /2. bakerA diagonal period 4 lightspeed fuse. bakersdozenA period 12 oscillator that consists of a loaf hassled by two blocks and two caterers. bakersdozen_synthA 30-glider synthesis of baker’s dozen bakeryA common 28-cell still life formation of two bi-loaves. bakery_synthGlider synthesis of bakeries. bargeA common 6-cell still life. barge2extendedA c/2 period 2 orthogonal spaceship. barge2spaceshipA period 2 c/2 orthogonal extendable spaceship. barge_synthGlider synthesis of barges. bargeextendedA period 3 c/3 orthogonal spaceship. bargespaceshipA period 3 c/3 orthogonal extendable spaceship. beaconA common period 2 oscillator. beacon_synthGlider synthesis of beacons. beaconandlonghook_synthA 6-glider synthesis of beacon and long hook beaconandtwotailsA period 2 oscillator. beaconandtwotails_synthGlider synthesis of beacon and two tails. beaconmakerA diagonal period 8 lightspeed fuse that creates beacons as its burns. beaconon38p11.1The smallest known period 22 oscillator, though it is usually considered trivial because it consists of a period 2 oscillator and a period 11 oscillator. beehatA 15-cell still life. beehat_synthA 4-glider synthesis of bee hat beehiveAn extremely common 6-cell still life. beehive_synthSyntheses of beehives. home.interserv.com/ beehiveandcapThe 14-cell still life. beehiveanddockA 16-cell still life. beehiveandlonghookeatingtubA period 3 oscillator. g_tub beehiveandlonghookeatingtub_synthA 12-glider synthesis of beehive and long hook eating tub beehiveandtableA 12-cell still life. beehiveandtable_synthGlider syntheses of beehive and table beehiveatbeehiveA simple 12-cell still life composed of two beehive. beehiveatbeehive_synthGlider syntheses of beehive at beehive. beehiveatloafA 13-cell still life. beehiveatloaf_synthGlider synthesis of beehive at loaf. beehivebendtailA 12-cell still life. beehivebendtail_synthGlider syntheses of beehive bend tail beehivefuseA diagonal 3c/32 period 128 fuse. beehivewithnineA 12-cell still life. beehivewithnine_synthGlider syntheses of beehive with nine beehivewithtailA 10-cell still life. beehivewithtail_synthGlider syntheses of beehive with tails. bentkeysA period 3 oscillator found in August 1989. bentkeys_synthA 10-glider synthesis of bent keys bheptominoA very common methuselah with lifespan 148 that often arises with the cell at top left shifted one space to the left, which does not affect the subsequent evolution. bheptomino_synthGlider syntheses of B-heptominoes. biblockAn 8-cell pseudo still life. biblock_synthGlider syntheses of bi-blocks. bicapA 16-cell still life consisting of two caps. bicap_synthGlider synthesis of bi-cap. biclockA pure glider generator made up of two clocks. biggliderThe first known diagonal spaceship other than the glider. Has period 4 and speed c/4. A 14-cell still life. bigs_synthGlider syntheses of big S. bigunA true period 46 double-barreled glider gun. bigun_synthGlider synthesis of bi-gun. biloaf1A 14-cell still life that makes up half of a bakery. biloaf1_synthGlider synthesis of bi-loaf 1s. biloaf2A 14-cell still life. biloaf2_synthGlider syntheses of bi-loaf 2s. biloaf3A small pure glider generator. bipoleThe barberpole of length 2 and thus a period 2 oscillator. bipole_synthGlider synthesis of bipole. bipolebridgepseudobarberpoleA period 10 oscillator composed of a bipole and a pseudo-barberpole. The smallest period 10 oscillator, though it is usually considered trivial. bipolebridgepseudobarberpole_synthA 62-glider synthesis of bipole bridge pseudo-barberpole bipondA 16-cell still life made up of two ponds. bipond_synthGlider syntheses of bi-ponds. bistableswitchA logic circuit found in 1994 whilst searching for a stable reflect or. bitingoffmorethantheycanchewA period 3 oscillator found in July 1972. bitingoffmorethantheycanchew_synthGlider synthesis of biting off more than they can chew. bitingoffmorethantheycanchewextendedAn extension of the period 3 oscillator «biting off more than they can chew». blinkerA period 2 oscillator that is the smallest and most common oscillator. blinker_synthGlider syntheses of blinkers. blinkerfuseAn orthogonal 2c/3 period 18 fuse that burns cleanly through blinkers. blinkerfuse2An orthogonal 2c/3 period 6 blinker fuse. blinkerfuse3An orthogonal 2c/3 period 6 blinker fuse. blinkerfuse6c13A 6c/13 orthogonal period 26 blinker fuse. blinkerfuse_synthGlider synthesis of blinker fuse. blinkerpuffer1An orthogonal period 8 c/2 blinker puffer. The first blinker puffer to be found. blinkerpuffer1_synthGlider synthesis of Robert Wainwright’s blinker puffer 1. blinkerpuffer2An orthogonal period 4 c/2 blinker puffer found in 1992. blinkersbitpoleA period 2 oscillator found in June 1977. blinkership1A blinker ship created by Paul Schick based on his Schick engine. blockAn extremely common 4-cell still life. block_synthBlock glider synthesis. blockadeA 16-cell still life made up of four blocks. blockade_synthGlider syntheses of lumps of muck/blockade. blockandcapA 12-cell still life. blockandcap_synthGlider syntheses of block and caps. blockanddockA 14-cell still life made up of a block and a dock. blockanddock_synthGlider syntheses of block on docks. blockandgliderA methuselah with lifespan 106. blockandtwotailsA 12-cell still life. blockandtwotails_synthGlider syntheses of block and two tails blockedp41A period 4 oscillator. blockedp42A period 4 oscillator. blockedp43A period 4 oscillator. blockedp4tnoseA period 4 oscillator. blockerA period 8 oscillator. blocker_synthGlider synthesis of blocker. blocklayingswitchengineA diagonal period 288 c/12 block-laying puffer. blocklayingswitchengine_synthGlider synthesis for a block-laying switch engine. blocklayingswitchenginepredecessorA simple 12-cell pattern that evolves into the diagonal period 288 c/12 block-laying switch engine puffer. blockonboatA 9-cell pseudo still life. blockonboat_synthGlider synthesis of block on boats. blockontableA simple 10-cell still life. blockontable_synthGlider syntheses of block on table. blockstackerA pattern that creates an infinite row of blocks. Created on August 28, 1999. A methuselah with lifespan 23314 found in July 2002. The only 5-cell still life. boat_synthGlider syntheses of boats. boatbitA reaction that shows how boats (along with a snake or aircraft car rier) can be used to represent a 0 or a 1 and glider collisions can be used to read and write the bit. boatmakerA diagonal period 4 lightspeed fuse that makes boats as it burns. boatonquadpoleA period 2 oscillator. boatonquadpole_synthGlider syntheses of boat on quadpole boatonsparkcoilA period 2 oscillator. boatonsparkcoil_synthGlider syntheses of boat on spark coil boatshiptieAn 11-cell still life made up of a ship and a boat. boatshiptie_synthGlider syntheses of boat-ship-ties. boatstretcher1The first diagonal wickstretcher to be found boattieA 10-cell still life. boattie_synthGlider syntheses of boat-ties. boatwithlongtailA 10-cell still life. boatwithlongtail_synthGlider synthesis of boat with long tail. bomberpredecessorA predecessor of the bomber spaceship in the HighLife rule. boojumreflectorThe smallest known stable reflector (as of January 2009). bookendAn induction coil. bookend_synthGlider synthesis of bookend. bookendsA 14-cell still life. bookends_synthGlider syntheses of bookends. A period 4 oscillator. bottleA period 8 oscillator. brainAn orthogonal period 3 c/3 spaceship. breeder1The first pattern to be found that exhibits quadratic growth. Found in the early 1970s. bricklayerA pattern found on September 29, 2002. buckarooA period 30 oscillator based on the queen bee shuttle. buckaroo_synthGlider synthesis of buckaroo. bulletheptominoGeneration 1 of the T-tetromino. An induction coil that is a common predecessor of the honey farm. bunniesA methuselah and parent of rabbits with lifespan 17332. bunnies10A methuselah with lifespan 17423 that evolves similarly to bunnies after generation 104. bunnies11A methuselah with lifespan 17465 that evolves similarly to bunnies after generation 146. bunnies9A methuselah with lifespan 17410 that evolves similarly to bunnies after generation 91. bunnies_synthGlider synthesis of bunnies. burloaferimeterA period 7 oscillator. burloaferimeter_synthGlider synthesis of burloaferimeter. butterflyEvolves into a formation of two beehives after 33 generations. butterfly_synthGlider synthesis of butterflies. byflopsA period 2 oscillator. byflops_synthGlider synthesis of by flops. c2wickstretcherA c/2 orthogonal wickstretcher that stretches a period 6 wick c3ladderA naturally-occurring c/3 ladder in the Life without death rule. c3laddersSome uncommon c/3 ladders in Life without death. c4diagonalpuffer1The first known c/4 diagonal puffer; found on February 9, 2004 c4diagonalspaceshipsA small selection of c/4 period 4 diagonal spaceships. c4orthogonalspaceshipsA small selection of c/4 period 4 orthogonal spaceships. c5diagonalpuffer1The first c/5 diagonal puffer, discovered on September 5, 2010 c5diagonaltubstretcherA c/5 diagonal wickstretcher c5greyshipA c/5 orthogonal greyship discovered in March 2010 cabertosser1A smaller version of the first caber tosser found. Uses a 7-engine Cordership. Originally found on May 1, 1991, smaller form found on September 2, 1994. canadagooseA c/4 period 4 spaceship. At the time of its discovery, the Canada goose was the smallest known diagonal spaceship other than the glider, but this record has since been beaten, first by Orion 2, and more recently by the crab. candelabraA period 3 oscillator. candlefrobraA period 3 oscillator found in November 1984. candlefrobra_synthA 12-glider synthesis of candlefrobra canoeAn 8-cell still life. canoe_synthGlider syntheses of canoes. An induction coil. carnivalshuttleA period 12 oscillator. carriersiamesecarrierA 10-cell still life composed of two aircraft carriers attached together. carriersiamesecarrier_synthGlider synthesis of carrier siamese carrier. carriersiamesesnakeA 10-cell still life composed of an aircraft carrier and a snake attached together. carriersiamesesnake_synthGlider synthesis of carrier siamese snake. catacrystA 58-cell quadratic growth pattern. catererA period 3 oscillator. caterer_synthGlider synthesis of caterer. catereron34p13A small period 39 oscillator catereron36p22A small non-trivial period 66 oscillator catereron44p7.2A small period 21 oscillator catereronfigureeightThe smallest known period 24 oscillator. cauldronA period 8 oscillator found in 1971. cauldron_synthGlider synthesis of cauldron. centinalA period 100 oscillator based on the p54 shuttle and the twin bees shuttle. centinal_synthGlider synthesis of centinal. centinalreflectorCentinal about to reflect a glider 90 degrees centuryA methuselah with lifespan 103. centuryeaterAn eater for century (or equivalently, bookend) made up of three eater 1s surrounding a beehive. champageglassThe smallest known non-trivial period 22 oscillator. champagneglassA period 22 oscillator found in the mid-1990s. chemistA period 5 oscillator. cheptominoA methuselah with lifespan 148 that evolves in the same way as the B-heptomino after its second generation. cheshirecatA block predecessor. chickenwireA simple stable agar. cisbargewithtailA 10-cell still life. cisbargewithtail_synthGlider synthesis of cis-barge with tail. cisbeaconandanvilA period 2 oscillator. cisbeaconandcapA period 2 oscillator. cisbeaconandcap_synthGlider synthesis of cis-beacon and cap. cisbeaconanddockA period 2 oscillator. cisbeaconanddock_synthGlider syntheses of cis-beacon and dock cisbeaconandtableA period 2 oscillator. cisbeaconandtable_synthGlider synthesis of cis-beacon and table. cisbeaconupandlonghookA period 2 oscillator composed of a beacon and a long hook. cisbeaconupandlonghook_synthA 6-glider synthesis of beacon and long hook cisblockandlonghookA 12-cell still life. cisblockandlonghook_synthGlider syntheses of Cis-block and long hook ook cisboatanddockA 15-cell still life. cisboatanddock_synthGlider syntheses of cis-boat and docks. cisboatandlonghookeatingtubA period 3 oscillator. ng_tub cisboatandlonghookeatingtub_synthA 13-glider synthesis of cis-boat and long hook eating tub cisboatandtableAn 11-cell still life consisting of a boat on a table. It is the 81st most common still life. cisboatandtable_synthGlider syntheses of cis-boat and table cisboatwithtailA 9-cell still life. cisboatwithtail_synthGlider syntheses of trans-boat with tails. cisfusewithtwotailsA simple 12-cell still life. cisfusewithtwotails_synthGlider syntheses of Cis-fuse with two tails ils cishookandrbeeA 14-cell still life composed of a bookend and a bun. cishookwithtailA 10-cell still life similar to the long long hook with tail. cishookwithtail_synthGlider synthesis of cis-hook with tail. cisloafwithtailAn 11-cell still life. cisloafwithtail_synthGlider syntheses of cis-loaf with tails. cismirroredrbeeA 14-cell still life made up of two buns facing each other. cismirroredrbee_synthGlider syntheses of cis-mirrored R-bees. cisrbeeandrloafA 15-cell still life. cisrotatedrbeeA 14-cell still life composed of two buns. cisshillelaghA 10-cell still life similar to the long long shillelagh. cisshillelagh_synthGlider syntheses of Cis-shillelagh clawwithtailA 10-cell still life similar to hook with tail. clawwithtail_synthGlider syntheses of claw with tail. clockA period 2 oscillator that was found in May 1970. This is the fifth or sixth most common oscillator, being about as frequent as the pentadecathlon, but much less frequent than the blinker, toad, beacon or pulsar. clock2A period 4 oscillator. clock_synthGlider syntheses of clocks. coeshipAn orthogonal period 16 c/2 spaceship discovered in October 1995 that can act as a puffer engine. coeship_synthGlider synthesis of Coe ship. coesp8A period 8 oscillator found in August 1997. coesp8_synth8-glider synthesis by ‘Extrementhusiast’ with Lewis Patterson 16-glider synthesis by Mark Niemiec conduit1A conduit that transforms a B-heptomino into a Herschel after 59 generations. confusedeatersA period 4 oscillator found no later than 1972. confusedeaters_synthGlider synthesis of confused eaters. cordpullerA sawtooth with expansion factor 6 that was found on May 14, 1991. cousinprimecalculatorA cousin prime calculator, created on July 29, 2009. Based on Dean Hickerson’s primer. cousinsA period 3 oscillator that contains two copies of the stillater rotor. coverAn 8-bit induction coil An orthogonal speed c period 8 fuse. The smallest known diagonal spaceship other than the glider. Period 4 with speed c/4. It was discovered in September 2000. crabtubstretcherA small tubstretcher based on the crab. crossA period 3 oscillator found in October 1989. cross2The second smallest member of the infinite family of period 3 cross oscillators. cross_synthA 16-glider synthesis of the cross crowdA period 3 oscillator found in January 1973. crownA period 12 oscillator found in January 1995. crown_synthGlider synthesis of crown. cuphookA period 3 oscillator with 3 cells in its rotor. Found in October 1970. Conway’s Game of LifeThe Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. The «game» is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves or, for advanced players, by creating patterns with particular properties. RulesThe universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead. Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: OriginsConway was interested in a problem presented in the 1940s by mathematician John von Neumann, who attempted to find a hypothetical machine that could build copies of itself and succeeded when he found a mathematical model for such a machine with very complicated rules on a rectangular grid. The Game of Life emerged as Conway’s successful attempt to drastically simplify von Neumann’s ideas. The game made its first public appearance in the October 1970 issue of Scientific American, in Martin Gardner’s «Mathematical Games» column. From a theoretical point of view, it is interesting because it has the power of a universal Turing machine: that is, anything that can be computed algorithmically can be computed within Conway’s Game of Life. Gardner wrote: Ever since its publication, Conway’s Game of Life has attracted much interest, because of the surprising ways in which the patterns can evolve. Life provides an example of emergence and self-organization. Scholars in various fields, such as computer science, physics, biology, biochemistry, economics, mathematics, philosophy, and generative sciences have made use of the way that complex patterns can emerge from the implementation of the game’s simple rules. The game can also serve as a didactic analogy, used to convey the somewhat counter-intuitive notion that «design» and «organization» can spontaneously emerge in the absence of a designer. For example, philosopher and cognitive scientist Daniel Dennett has used the analogue of Conway’s Life «universe» extensively to illustrate the possible evolution of complex philosophical constructs, such as consciousness and free will, from the relatively simple set of deterministic physical laws governing our own universe. The popularity of Conway’s Game of Life was helped by its coming into being just in time for a new generation of inexpensive minicomputers which were being released into the market. The game could be run for hours on these machines, which would otherwise have remained unused at night. In this respect, it foreshadowed the later popularity of computer-generated fractals. For many, Life was simply a programming challenge: a fun way to use otherwise wasted CPU cycles. For some, however, Life had more philosophical connotations. It developed a cult following through the 1970s and beyond; current developments have gone so far as to create theoretic emulations of computer systems within the confines of a Life board. Conway chose his rules carefully, after considerable experimentation, to meet these criteria: Examples of patternsMany different types of patterns occur in the Game of Life, including still lifes, oscillators, and patterns that translate themselves across the board («spaceships»). Some frequently occurring examples of these three classes are shown below, with live cells shown in black, and dead cells shown in white. The «pulsar» is the most common period 3 oscillator. The great majority of naturally occurring oscillators are period 2, like the blinker and the toad, but oscillators of many periods are known to exist, and oscillators of periods 4, 8, 14, 15, 30 and a few others have been seen to arise from random initial conditions. Patterns called «Methuselahs» can evolve for long periods before stabilizing, the first-discovered of which was the R-pentomino. «Diehard» is a pattern that eventually disappears (rather than merely stabilizing) after 130 generations, which is conjectured to be maximal for patterns with seven or fewer cells. «Acorn» takes 5206 generations to generate 633 cells including 13 escaped gliders. Smaller patterns were later found that also exhibit infinite growth. All three of the following patterns grow indefinitely: the first two create one «block-laying switch engine» each, while the third creates two. The first has only 10 live cells (which has been proven to be minimal). The second fits in a 5 x 5 square. The third is only one cell high:
Later discoveries included other «guns», which are stationary, and which shoot out gliders or other spaceships; «puffers», which move along leaving behind a trail of debris; and «rakes», which move and emit spaceships. Gosper also constructed the first pattern with an asymptotically optimal quadratic growth rate, called a «breeder», or «lobster», which worked by leaving behind a trail of guns. It is possible for gliders to interact with other objects in interesting ways. For example, if two gliders are shot at a block in just the right way, the block will move closer to the source of the gliders. If three gliders are shot in just the right way, the block will move farther away. This «sliding block memory» can be used to simulate a counter. It is possible to construct logic gates such as AND, OR and NOT using gliders. It is possible to build a pattern that acts like a finite state machine connected to two counters. This has the same computational power as a universal Turing machine, so the Game of Life is theoretically as powerful as any computer with unlimited memory and no time constraints: it is Turing complete. Furthermore, a pattern can contain a collection of guns that fire gliders in such a way as to construct new objects, including copies of the original pattern. A «universal constructor» can be built which contains a Turing complete computer, and which can build many types of complex objects, including more copies of itself. UndecidabilityMany patterns in the game of life eventually become a combination of still lives, oscillators and spaceships; other patterns may be called chaotic. A pattern may stay chaotic for a very long time until it eventually settles to such a combination. It can be asked whether the game of life is decidable: whether an algorithm exists, so that given an «initial» pattern and a «later» pattern, the algorithm can tell whether, starting with the initial pattern, the later pattern is ever going to appear. This turns out impossible: no such algorithm exists. This is in fact a corollary of the halting problem. Indeed, since the game of life includes a pattern that is equivalent to a UTM (universal Turing machine), this «deciding» algorithm, if existed, could have been used to solve the halting problem, by taking the initial pattern as the one corresponding to a UTM+input and the later pattern as the one corresponding to a halting state of the machine with an empty tape (as one can modify the Turing machine to always erase the tape before halting). However the halting problem is provably undecidable and so such an algorithm does not exist. It also follows that some patterns exist that remain chaotic forever: otherwise one could just progress the game of life sequentially until a non-chaotic pattern emerges, and then easily compute whether the later pattern is going to appear. Self-replicationOn May 18, 2010, Andrew J. Wade announced a self-constructing pattern dubbed Gemini which creates a copy of itself while destroying its parent. This pattern replicates in 34 million generations, and uses an instruction tape made of gliders which oscillate between two stable configurations made of Chapman-Greene construction arms. These, in turn, create new copies of the pattern, and destroy the previous copy. Gemini is also a spaceship, and is in fact the first spaceship constructed in the Game of Life which is neither orthogonal nor purely diagonal (these are called knightships). On November 23, 2013, Dave Greene built the first replicator in Conway’s Game of Life that creates a complete copy of itself, including the instruction tape. IterationFrom any random initial pattern of living cells on the grid, observers will find the population constantly changing as the generations tick by. The patterns that emerge from the simple rules may be considered a form of beauty. Small isolated subpatterns with no initial symmetry tend to become symmetrical. Once this happens, the symmetry may increase in richness, but it cannot be lost unless a nearby subpattern comes close enough to disturb it. In a very few cases the society eventually dies out, with all living cells vanishing, though this may not happen for a great many generations. Most initial patterns eventually «burn out», producing either stable figures or patterns that oscillate forever between two or more states; many also produce one or more gliders or spaceships that travel indefinitely away from the initial location. Because of the nearest-neighbor based rules, no «information» can travel through the grid at a greater rate than one cell per unit time, so this velocity is said to be the cellular automaton speed of light and denoted AlgorithmsEarly patterns with unknown futures, such as the R-pentomino, led computer programmers across the world to write programs to track the evolution of Life patterns. Most of the early algorithms were similar; they represented Life patterns as two-dimensional arrays in computer memory. Typically two arrays are used, one to hold the current generation, and one in which to calculate its successor. Often 0 and 1 represent dead and live cells respectively. A nested for-loop considers each element of the current array in turn, counting the live neighbours of each cell to decide whether the corresponding element of the successor array should be 0 or 1. The successor array is displayed. For the next iteration the arrays swap roles so that the successor array in the last iteration becomes the current array in the next iteration. A variety of minor enhancements to this basic scheme are possible, and there are many ways to save unnecessary computation. A cell that did not change at the last time step, and none of whose neighbours changed, is guaranteed not to change at the current time step as well. So, a program that keeps track of which areas are active can save time by not updating the inactive zones. To avoid decisions and branches in the counting loop, the rules can be rearranged from an egocentric approach of the inner field regarding its neighbors to a scientific observer’s viewpoint: if the sum of all nine fields is 3, the inner field state for the next generation will be life (no matter of its previous contents); if the all-field sum is 4, the inner field retains its current state and every other sum sets the inner field to death. If it is desired to save memory, the storage can be reduced to one array plus 3 line buffers. One line buffer is used to calculate the successor state for a line, then the second line buffer is used to calculate the successor state for the next line. The first buffer is then written to its line and freed to hold the successor state for the third line. If a toroidal array is used, a third buffer is needed so that the original state of the first line in the array can be saved until the last line is computed. In principle, the Life field is infinite, but computers have finite memory. This leads to problems when the active area encroaches on the border of the array. Programmers have used several strategies to address these problems. The simplest strategy is simply to assume that every cell outside the array is dead. This is easy to program, but leads to inaccurate results when the active area crosses the boundary. A more sophisticated trick is to consider the left and right edges of the field to be stitched together, and the top and bottom edges also, yielding a toroidal array. The result is that active areas that move across a field edge reappear at the opposite edge. Inaccuracy can still result if the pattern grows too large, but at least there are no pathological edge effects. Techniques of dynamic storage allocation may also be used, creating ever-larger arrays to hold growing patterns. Alternatively, the programmer may abandon the notion of representing the Life field with a 2-dimensional array, and use a different data structure, like a vector of coordinate pairs representing live cells. This approach allows the pattern to move about the field unhindered, as long as the population does not exceed the size of the live-coordinate array. The drawback is that counting live neighbours becomes a hash-table lookup or search operation, slowing down simulation speed. With more sophisticated data structures this problem can also be largely solved. For exploring large patterns at great time-depths, sophisticated algorithms such as Hashlife may be useful. There is also a method, applicable to other cellular automata too, for implementation of the Game of Life using arbitrary asynchronous updates whilst still exactly emulating the behaviour of the synchronous game. Source code examples that implements the basic Game of Life scenario in various programming languages, including C,C++,Java and Python can be found here Variations on LifeSince Life’s inception, new similar cellular automata have been developed. The standard Game of Life is symbolised as «B3/S23»: A cell is «Born» if it has exactly 3 neighbours, «Stays alive» if it has 2 or 3 living neighbours; it dies otherwise. The first number, or list of numbers, is what is required for a dead cell to be born. The second set is the requirement for a live cell to survive to the next generation. Hence «B6/S16» means «a cell is born if there are 6 neighbours, and lives on if there are either 1 or 6 neighbours». Cellular automata on a two-dimensional grid that can be described in this way are known as Life-like cellular automata. Another common Life-like automaton, Highlife, is described by the rule B36/S23, because having 6 neighbours, in addition to the original game’s B3/S23 rule, causes a birth. HighLife is best known for its frequently occurring replicators. Additional Life-like cellular automata exist, although the vast majority of them produce universes that are either too chaotic or too desolate to be of interest. Some variations on Life modify the geometry of the universe as well as the rule. The above variations can be thought of as 2-D square, because the world is two-dimensional and laid out in a square grid. 1-D square variations (known as elementary cellular automata) and 3-D square variations have been developed, as have 2-D hexagonal and 2-D triangular variations. A variant using non-periodic tile grids has also been made. Conway’s rules may also be generalized such that instead of two states (live and dead) there are three or more. State transitions are then determined either by a weighting system or by a table specifying separate transition rules for each state; for example, Mirek’s Cellebration’s multi-coloured «Rules Table» and «Weighted Life» rule families each include sample rules equivalent to Conway’s Life. Patterns relating to fractals and fractal systems may also be observed in certain Life-like variations. For example, the automaton B1/S12 generates four very close approximations to the Sierpiński triangle when applied to a single live cell. The Sierpiński triangle can also be observed in Conway’s Game of Life by examining the long-term growth of a long single-cell-thick line of live cells, as well as in Highlife, Seeds (B2/S), and Wolfram’s Rule 90. Immigration is a variation that is very similar to Conway’s Game of Life, except that there are two ON states (often expressed as two different colours). Whenever a new cell is born, it takes on the ON state that is the majority in the three cells that gave it birth. This feature can be used to examine interactions between spaceships and other «objects» within the game. Another similar variation, called QuadLife, involves four different ON states. When a new cell is born from three different ON neighbours, it takes on the fourth value, and otherwise, like Immigration, it takes the majority value. Except for the variation among ON cells, both of these variations act identically to Life. MusicVarious musical composition techniques use Conway’s Life, especially in MIDI sequencing. A variety of programs exist for creating sound from patterns generated in Life (see footnotes for links to examples). The Native Instruments modular sound generation/processing software package Reaktor features a drum machine with an integrated sequencer which implements Life. Notable Life programsThere are now thousands of Life programs online, so a full list will not be provided here. The following is a small selection of programs with some special claim to notability, such as popularity or unusual features. Most of these programs incorporate a graphical user interface for pattern editing and simulation, the capability for simulating multiple rules including Life, and a large library of interesting patterns in Life and other CA rules. Google implemented an easter egg of Conway’s Game of Life in 2012. Users who search for the term are shown an implementation of the game in the search results page. Build the Game of Life with BlazorWelcome to my series of posts where I’m building the famous Game of Life with different UI technologies. Let me know in the comments if you’re interested in seeing implementations in Xamarin.Forms/MAUI, WPF or Flutter. PrerequisitesCreate the Blazor Webassembly projectIf you’re using Visual Studio proper or Visual Studio for Mac or even Rider, creating the project is just a series of clicks to create a new solution, then choose Blazor Webassembly App as the project type and give it a name. I went the CLI way and used this command to create the project Exit fullscreen mode Start the project, just to make sure that everything works as expected. Exit fullscreen mode You should now be able to update files in your IDE and upon saving, they should be picked up automagically and the browser window will refresh. Exit fullscreen mode Business LogicExit fullscreen mode The game consists of a 2D grid where each slot is taken up by a cell. A cell can be either dead or alive. Now add the Cell class, in another file Exit fullscreen mode Let’s talk about life. At the risk of sounding too reductionist, it’s just a bunch of interacting cells. So we’ll create one too Exit fullscreen mode There are two ways in which I want to be able to create a new Life instance Our Life needs a bit more functionality and then it is complete. The very first time we load up the game, all the cells will be dead. So it would be nice to be able to just breathe some life into the dead cells. Exit fullscreen mode The Life instance just makes sure that the specified location of the Cell makes sense and then tells that Cell to toggle its state. If you remember, the Cell class can toggle its state, if told to do so. The last and most interesting method of Life implements the 3 rules of the Game of Life. Exit fullscreen mode We’re done with the business logic. It’s time for the UI. Similarly to React (see the previous post in this series), Blazor also uses a hierarchy of components. The similarities don’t end here, in Blazor you can also mix code with markup and even go code-only, though I wouldn’t recommend this. When you’re mixing code and markup you’re making use of the Razor syntax. There’s usually a @code<>‘ block that holds UI logic and some markup which can also be sprinkled with @ directives that allow you to write inline code that emits HTML. As far as I know the location of the @code<> block is not important and I prefer having it immediately after the @using and @inject statements. The markup lives just below the @code<> directive. That’s also similar to React. Canvas drawing in BlazorMy first attempt was to use one of the Blazor libraries for drawing onto the canvas. These two looked the most promising They’re both easy to set up and you’ll have some pixels on your canvas in no time. The issue is that I needed to draw hundreds of rectangles every time the data in the game changes. To produce each rectangle, a call from the C# code to Javascript is necessary, which still has a big overhead. In the end I gave up on these libraries and conceded that in Blazor development you still have to use Javascript, despite Microsoft’s promise «Use only C# in the browser, no more JavaScript!». SimpleLife.razorThis component will use a Life instance to render the game. The Life instance will be created by the component or be loaded from a file. Add these @using statements to the top of the file Exit fullscreen mode The first one just helps us in using our modes. The second one made Rider (my IDE) happy. Now let the framework inject the Javascript runtime interop service. Add this @inject directive below your @using s Exit fullscreen mode We’ll use this interop service in a bit. Get ready, we’re adding the @code block. Below @inject add this this Exit fullscreen mode (Read in young Keanu Reeves’ voice) Whoa what’s going on here? Next up are the properties. If you pay close attention you’ll notice the [Parameter] attributes. This means that they’re going to be passed in from outside, when another component uses this one. Before continuing with the @code block, let’s add some markup. Add this code just below your @code block Exit fullscreen mode Before continuing, let’s recap: we react to the component parameters being set by initializing an instance of Life with the requested number of rows and columns, then we’re computing the size of the canvas that’s going to contain the game’s cells and the optimal size Cell edge length to fit them all on the canvas. Phew, that was a lot! We’re almost ready to see the little Cells s. Crossing boundariesAs I mentioned before we won’t be using any drawing library for Blazor. Instead we’re going to use the elegant canvas api. Exit fullscreen mode The function takes: It then loops over the 2D array and maps every value to a color and then draws a square of that color, at the current Cell position. Back to the SimpleLifeWith this Javascript function available on the window object, we can go back to the SimpleLife component and add another lifecycle method that computes the necessary parameters for the Javascript function and then calls it. Below OnParametersSet() add this override Exit fullscreen mode All that’s left is to call the Javascript function with our injected Javascript interop service. Render the SimpleLifeTo see the SimpleLife component in action we need to use it on a page. Exit fullscreen mode This page also makes use of a Javascript function that returns the window dimensions. Now that you know how to do it, just add this new Exit fullscreen mode Replace the content of your App.razor with this Exit fullscreen mode If you still have your dotnet watch command running you should now see a new instance of the Game of Life with a simple Glider. Back to the SimpleLife, part 2That was a lot! I know, but you should get away with copy pasting code. 😉 We’re ready to make the SimpleLife component interactive. First is toggling Cell s from dead to alive and back. Dead or AliveIn the markup section, locate the element and add this attribute Exit fullscreen mode And now implement the method that we’re referencing. Just add this method to the @code block Exit fullscreen mode The coordinates of a click event on the canvas as passed to the OnCanvasClick method, which converts pixel coordinates to Cell coordinates, i.e. row and column. Then the appropriate Cell is told to toggle its state. That’s nice and dandy, but we want to actually play the Game. They’re alive!For that we want to apply the 3 rules of the game to the current game state and progress to the next game state. Exit fullscreen mode And in the @code block, add this method Exit fullscreen mode Whenever you click the new button, the Life ‘s Tick() method is invoked. That method applies the game rules and moves every Cell from its current state to its next state. By the way, if you wonder where the CSS classes come from you should know that Bootstrap is baked into Blazor. Let’s continue and keep the critters under control. Restoring orderLet’s assume that the game got out of hand and the Cell s are plotting to overthrow the current world order. We need a way to clear the game board. Exit fullscreen mode In the @code block add this method Exit fullscreen mode There’s not much to it, the method just calls our old InitData() method which overwrite out Life instance with a fresh one. Saving game stateCome on, admit it, you’ve grown fond of some of the critters and you want to play with them later. Exit fullscreen mode this gives us access to the new Json serializer from Asp.Net. Next step is to add yet another button like so Exit fullscreen mode The referenced method should look like this Exit fullscreen mode Exit fullscreen mode The Javascript function uses a pretty standard way of downloading dynamically generated content. Loading saved game stateLoading saved game state will follow these high-level operations Add this element just bellow the last button Exit fullscreen mode Now add the referenced method Exit fullscreen mode Exit fullscreen mode This new method makes use of the second constructor of Life which takes the Cell s from ‘outside’ and just works with them. ConclusionFor this second post in the series I had even more fun than before, but I also was frustrated a lot more than expected. Exit fullscreen mode And then publish a Release build of your app, which looks like this from the CLI Exit fullscreen mode If it complains about a missing workload, you can install it with Exit fullscreen mode After 10 minutes you’ll have an AOT-compiled app that should be much faster than the one you saw while developing. To try out the AOT version locally either use Exit fullscreen mode Exit fullscreen mode Then navigate to the publish folder and run Источники:
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