Borland C++ Builder - Segregation & Assimilation
Segregation & Assimilation Models Some inspiration from the intelligence community: Robert McNamara, 'Seeing and believing are both often wrong...' (5m30s) Can you deduce the local processes from the global patterns? The application proceeds as follows: At random, it picks a cell designated as an agent (cyan, magenta, yellow or silver). This cell is called 'home.' Once a valid 'home' and 'destination' pair is found, the agent can check a variety of neighborhoods of these two locations and either: More than one function may be called for any single rule yielding the following results: | |||
XE6 Segregation & Assimilation 200 x 200 - Version 1
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XE6 Segregation & Assimilation Sluis - 492 x 563 DEM - Version 1
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RadStudio2010 and older versions | |||
Segregation & Assimilation - 492 x 563 - version 31
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Segregation & Assimilation - 492 x 563 - version 30
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Segregation & Assimilation 200 x 200 - Version 28a
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Segregation & Assimilation - Version 28 - 17 October 2012
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Importable 200 x 200 pixel bitmaps: | |||
These bitmap images will fill the 'visible' PaintBox array with 5 cell types: CMY and/or Silver agents, and/or 2 environmental variables: Black empty space and/or White barriers: | |||
These bitmap images will fill the 'invisible' hidden array with RGB color gradients to be used as added environmental constraints: | |||
Segregation & Assimilation - Version 27 - 13 March 2012
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Segregation & Assimilation - Version 26 - 25 October 2011
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Segregation & Assimilation - Version 25 - 21 March 2011
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Segregation & Assimilation - Version 24 - 17 March 2011 | |||
Segregation & Assimilation - Version 23a - 19 October 2010 | |||
Segregation & Assimilation - Version 23 - 16 February 2010 | |||
Segregation & Assimilation - Version 22 - 14 February 2010 | |||
Segregation & Assimilation - Version 21 - 11 February 2010 The code will be cleaned up with: In this version, we've represented the state of excitedness of a crowd (yellow) infiltrated by both cops (cyan) and agitators (magenta). Initialize the simulation with lots of crowd agents and only a few cops and agitators and set mobility quite low. Cops and agitators wander at random; the crowd agents tend to move away from them. The crowd agents take on a state of excitedness as a function of both their neighbors in the crowd (at a distance) and the proximity of cops and agitators (at a lesser distance). The levels of influence were modified to produce an ongoing dynamic. The standard visualization of agent-type (CMY) is dominant, and the state of excitedness of the crowd can be visualized by pressing the 'Show Red Array' button. There are two rendering choices for the state of excitedness: 'B/R' or blue and red for calm and aggitated, or 'Color' with cool colors representing calm and warm colors representing excitedness. The neutral excitedness color is green but it shifts as the simulation progresses. The agent's memory (the agent's state of excitedness) is stored in the bmpRed array and is moved when the agent is moved. | |||
Segregation & Assimilation - Version 20a - Riot Dynamics with Cops & Agitators The framework was originally designed with agent simplicity in mind. Thus to add a sub-state of an agent is a bit of a kludge, so you probably don't want to continue in this direction with this framework. In this version, we've tried to represent the state of excitedness of a crowd (yellow) infiltrated by both cops (cyan) and agitators (magenta). Initialize the simulation with lots of crowd agents and only a few cops and agitators and set mobility quite low. Cops and agitators wander at random; the crowd agents tend to move away from them. The crowd agents take on a state of excitedness as a function of both their neighbors in the crowd (at a distance) and the proximity of cops and agitators (at a lesser distance). The levels of influence were modified to produce an ongoing dynamic. The standard visualization of agent-type (CMY) is dominant, although the state of excitedness of the crowd can be visualized by pressing the Render/bmp button. Hot colors represent excitedness; cool colors represent calm. The neutral excitedness color is green. With the .bmp rendering, the original cops and agitators are also shown in cyan and magenta. Memory (the agent's state of excitedness) is stored in the bmpRed array and is moved when the agent is moved. Count neighbor functions have been created for the bmpRed array. | |||
Segregation & Assimilation - Version 19 | Ideas to implement: Use the bmpR, G, and B arrays for environmental data or other agent attributes. If you do the latter, be sure to move that attribute when you move the agent. Let agents have access to global information, e.g. if(cyanPop > magentaPop &&... Create a few Police and Activist agents to rouse or dampen the spirits of a crowd of other agents. the agents' spirit would have to be stored in another array, e.g. bmpR. | ||
Segregation & Assimilation - High Definition - Version 18 The last rule operates on the SLUIS DEM with Yellow ascending the topographic surface and Cyan descending. The tolerance for determining an ascent or descent can be varied by the TrackBar. Mobility is also a useful variable. Cyan thus simulates rainfall. There is no code for Magenta or Silver. I will leave that up to you... | |||
Segregation & Assimilation Try Rule #21 on any 200x200 pixel bitmap. Vary the initial population and the mobility for some interesting effects. Try killing the entire population and then 'painting in' colors using nib size 3 and mobility 5. | |||
24-Cell Neighborhood in White | 24-Cell Ring Neighborhood 16-Cell Ring Neighborhood | ||
Classical Definitions: Segregation - an agent may move, but it may not change type. Assimilation - an agent may change type, but it may not move. | Segregation & Assimilation | ||
Segregation & Assimilation | |||
Segregation-Version 14 -April 2008 | |||
Note: As with version 10, you can import one bitmap to set up the | Segregation-Version 11 -2008 None of the changes that we made in class are included in Version 11 (i.e. no sounds, no new rules, etc.). | ||
Segregation-Version 10 -2007 Boxes: | |||
Segregation-Tweaked-2007 | |||
Assimilation - B | |||
Saeid Atoofi's Language Evolution | |||
Segregation-Tweaked-October-2006 | |||
xxxxxxxxxx Some of the patterned move rules in the version of segregation below. Patterned perceptions are based upon agents being in a specific loaction (in this instance diagonal, vertical or horizontal) relative to the perceiving agent. The coding is a kludge since it does not wrap around. | |||
xxxxxxxxxx Some of the totalizing move rules with different home and destination parameters in the version of segregation below. Totalizing perceptions are based upon the total number of agents of different types irrespective of exactly where they are located. | |||
Schelling's | |||
Schelling's | |||
Schelling's 'Segregation IV' | |||
Schelling's 'Segregation III' | |||
Darryl Jung's Enhanced Segregation Model | |||
Schelling's Segregation Enhanced | |||
Segregation Twice - 2004 | |||
Segregation 2004 - Incomplete An outline for coding the complete version of this simulation which will fit on one page. The details have been omitted and the code will not run. | |||
Segregation 2004 | |||
Segregation Note: Open the .bmp files and save them to a new folder. Then run the application, open either .bmp, render, transfer it to the array, and click 'Enable BMP Rule.' | |||
1 ..... 2 ..... 3 ..... 4 ..... 5 ..... 6 | |||
3 then 4 .....3 then 4 then 5 | |||
Segregation Tweaked Note: This was a classroom exercise in which we tried a number of different twists on the general program | |||
Segregation Three Note: Open the .bmp files and save them to a folder. The 'Import Bitmap' button will load the images into the application. | |||
..... ..... ..... Segregation patterns produced with an initial population ration of 1 Red : 2 Blue : 4 Green : 3 empty. With a preference of two neighbors like oneself, the pattern to the left emerges. Beginning with that pattern, changing the preference rules to Reds like at least 3 Reds, Blues like at least 2 Reds, and Greens like any Greens, the pattern on the right emerges. | |||
Naoko's Segregation Model | |||
Simone's 'Population Distribution' | |||
Kevin's Segregated and Iterated Prisoner's Dilemma (IPD) Agents play IPD with a user-selected neighborhood and then move based upon their preferences for neighbors who cooperate or defect. | |||
Gwen's Segregation based upon Age, Sex and Status | |||
Bridget's Segregation based upon Los Angeles Census Data. | |||
Dave's Deterrence Model after Mark Kleiman-2007 |
C++ Builder can be used to create 32-bit Windows applications ranging from general-purpose utilities to sophisticated data access programs. When you start C++ Builder, you are placed within the object-orientated integrated development environment, the IDE. This environment provides all the tools you need to design, develop, test, debug, and deploy applications. To launch the IDE for C++ Builder, choose Programming from the Public menu on the Windows taskbar then choose C++ Builder5 from the ++ Builder option: The initial screen should appear like this:
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1 October 2009 Variable Parent/Child ratios Variable MultiRun Generations The population histogram has also been modified to identify each of the parents (wide bars with a different color for each parent) and each of the children (narrow bars showing the parent's color) for each generation. Note that in early generations, the children are. CBuilder is a rapid application development (RAD) environment, originally developed by Borland and as of 2009 owned by Embarcadero Technologies (a subsidiary of Idera), for writing programs in the C programming language targeting Windows (IA-32 and x64), macOS, iOS and Android (32 bit). Absolute Database v.7.92 Personal Edition; Environment File Size; Delphi 4: 20.113 Mb: Download: Delphi 5: 20.117 Mb: Download: Delphi 6: 20.095 Mb: Download. Description Use to install any edition of Delphi 2009 and/or CBuilder 2009 English, French, German and Japanese During the install process, you can choose to install Delphi, CBuilder or both.