Archive for the ‘software’ Category

New Tachy Release

Friday, August 12th, 2005

I’m happy to announce that a new release of Tachy is now available. The big news for this release is that Tachy now includes debugging support developed by Peter de Laat, including an alpha version of his Visual Studio .NET 2003 Add-in for Tachy. Thanks Peter! Click on the thumbnail below to see a screenshot of the Add-in at work:

Peter has generously released his changes and Visual Studio.NET Add-in under the same BSD license as the rest of Tachy. For more information on the new Add-in, take a look at Peter’s “readme.txt” file in the ‘TachySource/TachyExtension’ directory. A sample that uses the Add-in is available in the ‘TachyExamples/Example2DotnetClasses’ directory.

The new release can be found on the Tachy page or downloaded directly here.

New Tachy Version Available

Wednesday, April 20th, 2005

A new release of Tachy is now available. This release includes the following changes:

  • Separated the Tachy interpreter into a DLL to make it more easy to embed
  • Visual Studio.Net 2003 project now included
  • Let, letrec, and, or, cond special forms now supported
  • Added preliminary macro system (for example of use see implementation of above special forms in init.ss)
  • Define special form now supports creation of functions without explicit lambda (a form used extensively in SICP)
  • Many more standard R5RS library functions now available

Life

Wednesday, October 6th, 2004

Since becoming interested in Artificial Life & computer based simulation several months ago I’ve spent a great deal of time researching Artificial Life & simulation, and a great deal of time programming. But I realized recently that most of that programming has been building foundations to do work with, but very little coding on the actual topic that got me started! So yesterday I put together a simple implementation of Conway’s Game of Life‘s_Game_of_Life . If you’ve never played around with the Game of Life, I highly recommend giving it a try. My implementation (along with full OCaml source) can be downloaded here. There’s an included binary for Windows, but it should be compilable on any system that OCaml/LablGL works on.

I had a lot of fun programming my Life implementation and it’s neat to see the complex patterns that can be generated from such simple rules. The pattern that’s loaded up when the program runs is one that I found while playing around that surprised me just how interesting the result was (the pattern is just 8 cells in a jagged line, but runs for many generations).

For a much more feature rich version of Life (for Windows) check out Life32. It’s an impressive piece of work.