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resources/md/life.md

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@@ -68,7 +68,7 @@ Sets up the map, computing the appropriate dimensions from the size of the conta
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**`SetDeadBackground`**
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Sets a cell to its 'dead' state. The center cell is a special case; it has a slightly darker background. This is to help with positioning shapes by hand.
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Sets a cell to its 'dead' state. The center cell has a slightly darker background, to help with positioning shapes by hand.
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**`ComputeNextGeneration`**
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**`CountNeighbours`**
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For each cell in the map, count how many neighbours it has in the 'alive' state. This is by far the most time-consuming part of the entire script and is the first candidate for optimisation. In a 20x20 map it calls **`CheckCell`** 400 times; for a 60x60 map that's 3600 times. This puts a severe limit on the speed of the animation and also causes the computer itself to run hot. This is a good example of the relative merits of system programming languages and high-level scripts. The latter are very good at expressing _intentions_, that is, the look and feel of an app, but rather poor at handling _algorithms_. System languages, on the other hand, do algorithms well but are very clumsy when asked to express intentions.
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For each cell in the map, count how many neighbours it has in the 'alive' state. This is by far the most time-consuming part of the entire script and is the first candidate for optimisation. in a 20x20 map it calls **`CheckCell`** 400 times; for a 60x60 map that's 3600 times. This puts a severe limit on the speed of the animation and also causes the computer itself to run hot. This is a good example of the relative merits of system programming languages and high-level scripts. The latter are very good at expressing _intentions_, that is, the look and feel of an app, but rather poor at handling _algorithms_. System languages, on the other hand, do algorithms well but are very clumsy when asked to express intentions.
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**`CheckCell`**
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