netlogo 3D similar keyword to random-float in 2D?












0















I'm currently working on adapting "The Game of Life" code in 3D for a final in my CS class for high school, and I'm looking for a keyword similar to "random-float" that will have the same effect in netlogo. For reference, here is the link to the netlogo manual for the "random-float" keyword: http://ccl.northwestern.edu/netlogo/docs/dict/random-float.html



if anyone could help me out, it would be very much appreciated.










share|improve this question























  • I'm a bit confused on the question because it could be asking about the other "random" functions found in the NetLogo dictionary. Are you trying to find an integer based random, a random with a different probability distribution, or a random that allows you to specify the range?

    – javylow
    Nov 14 '18 at 15:43











  • So what have you tried?

    – cweitat
    Nov 14 '18 at 15:48











  • So, in the original "Game of Life" model in the model library, one of the lines that determines the density of the patches, which is "random-float". I look it up in the netlogo dictionary, and admittedly, I don't entirely understand it. I tried writing it as is in 3D, but it will always create patches at the same density. I think what I'm looking for is a probability distribution, in order for it to work.

    – Aaron H.
    Nov 14 '18 at 18:15











  • When you say create patches are you referring to coloring them or some other operation, making them invisible? Could you add a code snippet of your latest version that creates the patch with varying density?

    – javylow
    Nov 14 '18 at 20:18
















0















I'm currently working on adapting "The Game of Life" code in 3D for a final in my CS class for high school, and I'm looking for a keyword similar to "random-float" that will have the same effect in netlogo. For reference, here is the link to the netlogo manual for the "random-float" keyword: http://ccl.northwestern.edu/netlogo/docs/dict/random-float.html



if anyone could help me out, it would be very much appreciated.










share|improve this question























  • I'm a bit confused on the question because it could be asking about the other "random" functions found in the NetLogo dictionary. Are you trying to find an integer based random, a random with a different probability distribution, or a random that allows you to specify the range?

    – javylow
    Nov 14 '18 at 15:43











  • So what have you tried?

    – cweitat
    Nov 14 '18 at 15:48











  • So, in the original "Game of Life" model in the model library, one of the lines that determines the density of the patches, which is "random-float". I look it up in the netlogo dictionary, and admittedly, I don't entirely understand it. I tried writing it as is in 3D, but it will always create patches at the same density. I think what I'm looking for is a probability distribution, in order for it to work.

    – Aaron H.
    Nov 14 '18 at 18:15











  • When you say create patches are you referring to coloring them or some other operation, making them invisible? Could you add a code snippet of your latest version that creates the patch with varying density?

    – javylow
    Nov 14 '18 at 20:18














0












0








0








I'm currently working on adapting "The Game of Life" code in 3D for a final in my CS class for high school, and I'm looking for a keyword similar to "random-float" that will have the same effect in netlogo. For reference, here is the link to the netlogo manual for the "random-float" keyword: http://ccl.northwestern.edu/netlogo/docs/dict/random-float.html



if anyone could help me out, it would be very much appreciated.










share|improve this question














I'm currently working on adapting "The Game of Life" code in 3D for a final in my CS class for high school, and I'm looking for a keyword similar to "random-float" that will have the same effect in netlogo. For reference, here is the link to the netlogo manual for the "random-float" keyword: http://ccl.northwestern.edu/netlogo/docs/dict/random-float.html



if anyone could help me out, it would be very much appreciated.







netlogo






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 14 '18 at 14:54









Aaron H.Aaron H.

1




1













  • I'm a bit confused on the question because it could be asking about the other "random" functions found in the NetLogo dictionary. Are you trying to find an integer based random, a random with a different probability distribution, or a random that allows you to specify the range?

    – javylow
    Nov 14 '18 at 15:43











  • So what have you tried?

    – cweitat
    Nov 14 '18 at 15:48











  • So, in the original "Game of Life" model in the model library, one of the lines that determines the density of the patches, which is "random-float". I look it up in the netlogo dictionary, and admittedly, I don't entirely understand it. I tried writing it as is in 3D, but it will always create patches at the same density. I think what I'm looking for is a probability distribution, in order for it to work.

    – Aaron H.
    Nov 14 '18 at 18:15











  • When you say create patches are you referring to coloring them or some other operation, making them invisible? Could you add a code snippet of your latest version that creates the patch with varying density?

    – javylow
    Nov 14 '18 at 20:18



















  • I'm a bit confused on the question because it could be asking about the other "random" functions found in the NetLogo dictionary. Are you trying to find an integer based random, a random with a different probability distribution, or a random that allows you to specify the range?

    – javylow
    Nov 14 '18 at 15:43











  • So what have you tried?

    – cweitat
    Nov 14 '18 at 15:48











  • So, in the original "Game of Life" model in the model library, one of the lines that determines the density of the patches, which is "random-float". I look it up in the netlogo dictionary, and admittedly, I don't entirely understand it. I tried writing it as is in 3D, but it will always create patches at the same density. I think what I'm looking for is a probability distribution, in order for it to work.

    – Aaron H.
    Nov 14 '18 at 18:15











  • When you say create patches are you referring to coloring them or some other operation, making them invisible? Could you add a code snippet of your latest version that creates the patch with varying density?

    – javylow
    Nov 14 '18 at 20:18

















I'm a bit confused on the question because it could be asking about the other "random" functions found in the NetLogo dictionary. Are you trying to find an integer based random, a random with a different probability distribution, or a random that allows you to specify the range?

– javylow
Nov 14 '18 at 15:43





I'm a bit confused on the question because it could be asking about the other "random" functions found in the NetLogo dictionary. Are you trying to find an integer based random, a random with a different probability distribution, or a random that allows you to specify the range?

– javylow
Nov 14 '18 at 15:43













So what have you tried?

– cweitat
Nov 14 '18 at 15:48





So what have you tried?

– cweitat
Nov 14 '18 at 15:48













So, in the original "Game of Life" model in the model library, one of the lines that determines the density of the patches, which is "random-float". I look it up in the netlogo dictionary, and admittedly, I don't entirely understand it. I tried writing it as is in 3D, but it will always create patches at the same density. I think what I'm looking for is a probability distribution, in order for it to work.

– Aaron H.
Nov 14 '18 at 18:15





So, in the original "Game of Life" model in the model library, one of the lines that determines the density of the patches, which is "random-float". I look it up in the netlogo dictionary, and admittedly, I don't entirely understand it. I tried writing it as is in 3D, but it will always create patches at the same density. I think what I'm looking for is a probability distribution, in order for it to work.

– Aaron H.
Nov 14 '18 at 18:15













When you say create patches are you referring to coloring them or some other operation, making them invisible? Could you add a code snippet of your latest version that creates the patch with varying density?

– javylow
Nov 14 '18 at 20:18





When you say create patches are you referring to coloring them or some other operation, making them invisible? Could you add a code snippet of your latest version that creates the patch with varying density?

– javylow
Nov 14 '18 at 20:18












1 Answer
1






active

oldest

votes


















2














I think you're okay to convert this more or less directly to 3D without using a different primitive- random-float or random should still do the trick. Essentially, in the 2D version the density is determined by getting each cell to randomly draw a number between 0 and 100, and compare that to the value in the initial-density slider. If the number drawn is less than the initial-density, the cell is "born." So, you can basically do the same thing in 3D- with this simplified setup:



to setup
ca
ask patches [
; if a random number between 0 and 100 is less than
; 5, become a "live" cell. Otherwise, become a dead cell.
ifelse random-float 100 < 5
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end

to cell-birth
set pcolor green
end

to cell-death
set pcolor black
end


That gives something like:



enter image description here



So, to get the density to vary you can just modify the 5 (or add a slider as was done in the original 2D life. If I instead do 50:



to setup
ca
ask patches [
ifelse random-float 100 < 50
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end


I get a much denser 3D world:



enter image description here



I hope that helps!






share|improve this answer
























  • Thank you so much! It helped out a lot. I realized after a short while trying this that I was using a greater than, instead of a less than, so that was a problem, but this works flawlessly!

    – Aaron H.
    Nov 15 '18 at 14:40











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1 Answer
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1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









2














I think you're okay to convert this more or less directly to 3D without using a different primitive- random-float or random should still do the trick. Essentially, in the 2D version the density is determined by getting each cell to randomly draw a number between 0 and 100, and compare that to the value in the initial-density slider. If the number drawn is less than the initial-density, the cell is "born." So, you can basically do the same thing in 3D- with this simplified setup:



to setup
ca
ask patches [
; if a random number between 0 and 100 is less than
; 5, become a "live" cell. Otherwise, become a dead cell.
ifelse random-float 100 < 5
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end

to cell-birth
set pcolor green
end

to cell-death
set pcolor black
end


That gives something like:



enter image description here



So, to get the density to vary you can just modify the 5 (or add a slider as was done in the original 2D life. If I instead do 50:



to setup
ca
ask patches [
ifelse random-float 100 < 50
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end


I get a much denser 3D world:



enter image description here



I hope that helps!






share|improve this answer
























  • Thank you so much! It helped out a lot. I realized after a short while trying this that I was using a greater than, instead of a less than, so that was a problem, but this works flawlessly!

    – Aaron H.
    Nov 15 '18 at 14:40
















2














I think you're okay to convert this more or less directly to 3D without using a different primitive- random-float or random should still do the trick. Essentially, in the 2D version the density is determined by getting each cell to randomly draw a number between 0 and 100, and compare that to the value in the initial-density slider. If the number drawn is less than the initial-density, the cell is "born." So, you can basically do the same thing in 3D- with this simplified setup:



to setup
ca
ask patches [
; if a random number between 0 and 100 is less than
; 5, become a "live" cell. Otherwise, become a dead cell.
ifelse random-float 100 < 5
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end

to cell-birth
set pcolor green
end

to cell-death
set pcolor black
end


That gives something like:



enter image description here



So, to get the density to vary you can just modify the 5 (or add a slider as was done in the original 2D life. If I instead do 50:



to setup
ca
ask patches [
ifelse random-float 100 < 50
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end


I get a much denser 3D world:



enter image description here



I hope that helps!






share|improve this answer
























  • Thank you so much! It helped out a lot. I realized after a short while trying this that I was using a greater than, instead of a less than, so that was a problem, but this works flawlessly!

    – Aaron H.
    Nov 15 '18 at 14:40














2












2








2







I think you're okay to convert this more or less directly to 3D without using a different primitive- random-float or random should still do the trick. Essentially, in the 2D version the density is determined by getting each cell to randomly draw a number between 0 and 100, and compare that to the value in the initial-density slider. If the number drawn is less than the initial-density, the cell is "born." So, you can basically do the same thing in 3D- with this simplified setup:



to setup
ca
ask patches [
; if a random number between 0 and 100 is less than
; 5, become a "live" cell. Otherwise, become a dead cell.
ifelse random-float 100 < 5
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end

to cell-birth
set pcolor green
end

to cell-death
set pcolor black
end


That gives something like:



enter image description here



So, to get the density to vary you can just modify the 5 (or add a slider as was done in the original 2D life. If I instead do 50:



to setup
ca
ask patches [
ifelse random-float 100 < 50
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end


I get a much denser 3D world:



enter image description here



I hope that helps!






share|improve this answer













I think you're okay to convert this more or less directly to 3D without using a different primitive- random-float or random should still do the trick. Essentially, in the 2D version the density is determined by getting each cell to randomly draw a number between 0 and 100, and compare that to the value in the initial-density slider. If the number drawn is less than the initial-density, the cell is "born." So, you can basically do the same thing in 3D- with this simplified setup:



to setup
ca
ask patches [
; if a random number between 0 and 100 is less than
; 5, become a "live" cell. Otherwise, become a dead cell.
ifelse random-float 100 < 5
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end

to cell-birth
set pcolor green
end

to cell-death
set pcolor black
end


That gives something like:



enter image description here



So, to get the density to vary you can just modify the 5 (or add a slider as was done in the original 2D life. If I instead do 50:



to setup
ca
ask patches [
ifelse random-float 100 < 50
[ cell-birth ]
[ cell-death ]
]
reset-ticks
end


I get a much denser 3D world:



enter image description here



I hope that helps!







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 14 '18 at 21:51









Luke CLuke C

6,6621815




6,6621815













  • Thank you so much! It helped out a lot. I realized after a short while trying this that I was using a greater than, instead of a less than, so that was a problem, but this works flawlessly!

    – Aaron H.
    Nov 15 '18 at 14:40



















  • Thank you so much! It helped out a lot. I realized after a short while trying this that I was using a greater than, instead of a less than, so that was a problem, but this works flawlessly!

    – Aaron H.
    Nov 15 '18 at 14:40

















Thank you so much! It helped out a lot. I realized after a short while trying this that I was using a greater than, instead of a less than, so that was a problem, but this works flawlessly!

– Aaron H.
Nov 15 '18 at 14:40





Thank you so much! It helped out a lot. I realized after a short while trying this that I was using a greater than, instead of a less than, so that was a problem, but this works flawlessly!

– Aaron H.
Nov 15 '18 at 14:40




















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