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Moore Neighborhood
In cellular automata, the Moore neighborhood is defined on a two-dimensional square lattice and is composed of a central cell and the eight cells that surround it. Name The neighborhood is named after Edward F. Moore, a pioneer of cellular automata theory. Importance It is one of the two most commonly used neighborhood types, the other one being the von Neumann neighborhood, which excludes the corner cells. The well known Conway's Game of Life, for example, uses the Moore neighborhood. It is similar to the notion of 8-connected pixels in computer graphics. The Moore neighbourhood of a cell is the cell itself and the cells at a Chebyshev distance of 1. The concept can be extended to higher dimensions, for example forming a 26-cell cubic neighborhood for a cellular automaton in three dimensions, as used by 3D Life. In dimension ''d,'' where 0 \le d, d \in \mathbb, the size of the neighborhood is 3''d'' − 1. In two dimensions, the number of cells in an ''ex ...
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Moore Neighborhood With Cardinal Directions
Moore may refer to: People * Moore (surname) ** List of people with surname Moore * Moore Crosthwaite (1907–1989), a British diplomat and ambassador * Moore Disney (1765–1846), a senior officer in the British Army * Moore Powell (died c. 1573), a Welsh politician * Gordon Moore, (1929-), co-founder of Intel, coined the term "Moore's Law" Places Australia *Moore, Queensland, a town in the Somerset Region * Division of Moore, an electoral division in Western Australia Greenland * Moore Glacier United Kingdom *Moore, Cheshire, England United States * Moore, Idaho *Moore, Indiana * Moore, Montana * Moore, New Jersey *Moore, Oklahoma * Moore Township, Pennsylvania * Moore, South Carolina * Moore, Texas *Moore, Utah *Moore, Washington * Moore, West Virginia * Moore County, North Carolina * Moore County, Tennessee * Moore County, Texas * Moore Haven, Florida * Banning, California, formerly known as Moore City Schools Australia * Moore Theological College, Sydney, Aus ...
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Cellular Automata
A cellular automaton (pl. cellular automata, abbrev. CA) is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling. A cellular automaton consists of a regular grid of ''cells'', each in one of a finite number of '' states'', such as ''on'' and ''off'' (in contrast to a coupled map lattice). The grid can be in any finite number of dimensions. For each cell, a set of cells called its ''neighborhood'' is defined relative to the specified cell. An initial state (time ''t'' = 0) is selected by assigning a state for each cell. A new ''generation'' is created (advancing ''t'' by 1), according to some fixed ''rule'' (generally, a mathematical function) that determines the new state of ...
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Square Lattice
In mathematics, the square lattice is a type of lattice in a two-dimensional Euclidean space. It is the two-dimensional version of the integer lattice, denoted as . It is one of the five types of two-dimensional lattices as classified by their symmetry groups; its symmetry group in IUC notation as , Coxeter notation as , and orbifold notation as . Two orientations of an image of the lattice are by far the most common. They can conveniently be referred to as the upright square lattice and diagonal square lattice; the latter is also called the centered square lattice.. They differ by an angle of 45°. This is related to the fact that a square lattice can be partitioned into two square sub-lattices, as is evident in the colouring of a checkerboard. Symmetry The square lattice's symmetry category is wallpaper group . A pattern with this lattice of translational symmetry cannot have more, but may have less symmetry than the lattice itself. An upright square lattice can be viewe ...
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Edward F
Edward is an English given name. It is derived from the Anglo-Saxon name ''Ēadweard'', composed of the elements '' ēad'' "wealth, fortune; prosperous" and '' weard'' "guardian, protector”. History The name Edward was very popular in Anglo-Saxon England, but the rule of the Norman and Plantagenet dynasties had effectively ended its use amongst the upper classes. The popularity of the name was revived when Henry III named his firstborn son, the future Edward I, as part of his efforts to promote a cult around Edward the Confessor, for whom Henry had a deep admiration. Variant forms The name has been adopted in the Iberian peninsula since the 15th century, due to Edward, King of Portugal, whose mother was English. The Spanish/Portuguese forms of the name are Eduardo and Duarte. Other variant forms include French Édouard, Italian Edoardo and Odoardo, German, Dutch, Czech and Romanian Eduard and Scandinavian Edvard. Short forms include Ed, Eddy, Eddie, Ted, Teddy and Ned. ...
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Von Neumann Neighborhood
In cellular automata, the von Neumann neighborhood (or 4-neighborhood) is classically defined on a two-dimensional square lattice and is composed of a central cell and its four adjacent cells. The neighborhood is named after John von Neumann, who used it to define the von Neumann cellular automaton and the von Neumann universal constructor within it. It is one of the two most commonly used neighborhood types for two-dimensional cellular automata, the other one being the Moore neighborhood. This neighbourhood can be used to define the notion of 4-connected pixels in computer graphics.. The von Neumann neighbourhood of a cell is the cell itself and the cells at a Manhattan distance of 1. The concept can be extended to higher dimensions, for example forming a 6-cell octahedral neighborhood for a cubic cellular automaton in three dimensions. Von Neumann neighborhood of range ''r'' An extension of the simple von Neumann neighborhood described above is to take the set of poi ...
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Conway's Game Of Life
The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It 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. It is Turing complete and can simulate a universal constructor or any other Turing machine. Rules The 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, ''live'' or ''dead'' (or ''populated'' and ''unpopulated'', respectively). 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: # Any live cell with fewer than two live neighbours dies, as if by underpopulation. # Any live cell with two or three live nei ...
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8-connected
In image processing, pixel connectivity is the way in which pixels in 2-dimensional (or hypervoxels in n-dimensional) images relate to their neighbors. Formulation In order to specify a set of connectivities, the dimension N and the width of the neighborhood n , must be specified. The dimension of a neighborhood is valid for any dimension n\geq1 . A common width is 3, which means along each dimension, the central cell will be adjacent to 1 cell on either side for all dimensions. Let M_N^n represent a N-dimensional hypercubic neighborhood with size on each dimension of n=2k+1, k\in\mathbb Let \vec represent a discrete vector in the first orthant from the center structuring element to a point on the boundary of M_N^n. This implies that each element q_i \in \ ,\forall i \in \ and that at least one component q_i = k Let S_N^d represent a N-dimensional hypersphere with radius of d=\left \Vert \vec \right \Vert. Define the amount of elements on the hypersphere S_N^d with ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scien ...
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Chebyshev Distance
In mathematics, Chebyshev distance (or Tchebychev distance), maximum metric, or L∞ metric is a metric defined on a vector space where the distance between two vectors is the greatest of their differences along any coordinate dimension. It is named after Pafnuty Chebyshev. It is also known as chessboard distance, since in the game of chess the minimum number of moves needed by a king to go from one square on a chessboard to another equals the Chebyshev distance between the centers of the squares, if the squares have side length one, as represented in 2-D spatial coordinates with axes aligned to the edges of the board. For example, the Chebyshev distance between f6 and e2 equals 4. Definition The Chebyshev distance between two vectors or points ''x'' and ''y'', with standard coordinates x_i and y_i, respectively, is :D_(x,y) := \max_i(, x_i -y_i, ).\ This equals the limit of the L''p'' metrics: :\lim_ \bigg( \sum_^n \left, x_i - y_i \^p \bigg)^, hence it is also known as ...
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3D Life
3D Life is a cellular automaton. It is a three-dimensional extension of Game of Life, investigated by Carter Bays. A number of different semitotalistic rules for the 3D rectangular Moore neighborhood were investigated. It was popularized by A. K. Dewdney in his "Computer Recreations" column in Scientific American ''Scientific American'', informally abbreviated ''SciAm'' or sometimes ''SA'', is an American popular science magazine. Many famous scientists, including Albert Einstein and Nikola Tesla, have contributed articles to it. In print since 1845, it ... magazine. References *. *. *. External links Kaleidoscope of 3D Life Cellular automaton rules {{game-stub ...
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Moore Graph
In graph theory, a Moore graph is a regular graph whose girth (the shortest cycle length) is more than twice its diameter (the distance between the farthest two vertices). If the degree of such a graph is and its diameter is , its girth must equal . This is true, for a graph of degree and diameter , if and only if its number of vertices equals :1+d\sum_^(d-1)^i, an upper bound on the largest possible number of vertices in any graph with this degree and diameter. Therefore, these graphs solve the degree diameter problem for their parameters. Another equivalent definition of a Moore graph is that it has girth and precisely cycles of length , where and are, respectively, the numbers of vertices and edges of . They are in fact extremal with respect to the number of cycles whose length is the girth of the graph. Moore graphs were named by after Edward F. Moore, who posed the question of describing and classifying these graphs. As well as having the maximum possible numb ...
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Pseudocode
In computer science, pseudocode is a plain language description of the steps in an algorithm or another system. Pseudocode often uses structural conventions of a normal programming language, but is intended for human reading rather than machine reading. It typically omits details that are essential for machine understanding of the algorithm, such as variable declarations and language-specific code. The programming language is augmented with natural language description details, where convenient, or with compact mathematical notation. The purpose of using pseudocode is that it is easier for people to understand than conventional programming language code, and that it is an efficient and environment-independent description of the key principles of an algorithm. It is commonly used in textbooks and scientific publications to document algorithms and in planning of software and other algorithms. No broad standard for pseudocode syntax exists, as a program in pseudocode is not an execu ...
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