OfficeVCL for Borland Delphi and C Builder 3.00 2009 Times SNMP Toolkit for Borland C Builder 2.2 1640 Times Borland J Builder 6 Enterprise.Edition 1599 Times. Borland C Builder. A first rule might simply tell M to climb and C to descend, but never too steeply. October 6, 2009 Modified from Version 17, the world in. C, C, C#, Borland c builder, Download free Evaluation Kit In the Development Bundle, included IEC 104 Server. 1 Review Downloads: 8 This Week Last Update: 2020-11-02 See Project.
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 |
Fundamentals |
Introduction |
There are various ways you can launch the program. The most common consists of clicking.
To create a shortcut on the desktop, in Microsoft Windows higher than Win95, click Start-> Programs -> Borland C++ Builder 6, right-click C++ Builder 6 and click Send To-> Desktop (Create Shortcut)
- To start Borland C++ Builder, click Start, position the mouse on Programs, position the mouse on Borland C++ Builder, C++ Builder 5
Borland C++ Builder IDE
This site uses the -> arrow for the menu requests. From now on, on this site, | |
Request | Means |
Edit -> Copy | Click Edit then click Copy |
View -> Toolbars -> Custom Click View | position the mouse on Toolbars, and then click Custom |
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The Code Editor |
Borland C++ 6
One of your most regular jobs will consist of writing code that directs the computer as to what to do, when, and how. This is done in an appropriate window called the Code Editor.
The Code Editor is a full-featured text editor adapted for coding purposes. It is programmed to identify the parts of a program that are recognized by C++ or not. Therefore, the Code Editor uses different colors to differentiate the various categories of words used in a program. You can customize its display of color for each type. To do that, on the main menu, you would click Tools-> Editor Options. In the Editor Properties dialog box, click the Colors Tab.
By default, the Code Editor displays its text with a white background. Other general background colors are available from the Color SpeedSetting combo box. For example, if you select Classic, you would have a navy background.
The items that display in the Code Editor are organized by categories, and each category can have its own color. The Editor Properties provides 16 fixed colors. To change the color for a category, click it in the Element list box. To change its color, choose one from the Color panel. To change its style, use the check boxes in the Text Attributes section. The color you select for text of the category is referred to as the foreground color. You can specify a color that wouldpermanently highlight words of that category. This is done with the Background check box:
While configuring the colors, you can get a preview in the memo box of the loweror lower-right section of the dialog box.
The Code Editor manages your jobs by organizing files into property sheets (also called tabs). If your project contains more than one file, you can click the desired tab to access one of the files. The basic building block of a program is called a C++ file, and Borland calls it a Unit. Whenever you start Bcb, C++ Builder creates a starting project that has a C++ file called Unit1 while the project is called Project1. Eventually, you will change these names to those you like. A typical code of a form, such as the one we have now, is built from at least two files: a header file and a source file. The file displaying now is called the source file; it gives direct instructions to the computer as to what to do on the form and why. The foundation of this source file (which is also the foundation of the form) is in a file called the header file. By default, Bcb does not display this file at startup; you have to request it.
To display the header file, you can right-click the source file and click Open Source/Header File. Indeed, this action is used to toggle both displays. Since the source and the header files go in pairs (when using classes), they hold the same name but different extensions.
The Class Explorer |
What is called an object in real world is also referred to as an object in C++, and an object is built using a class. To organize the objects involved in a program, C++ Builder uses a special window called the Class Explorer. As its name implies, it is used to navigate to various objects.
Whenever the Class Explorer is not displaying, to get it, on the main menu, click View -> Class Explorer |
The Class Explorer is positioned on the left side (or section) of the Code Editor. It is organized in a tree view format with the name of the project as the root. To view the objects that part of a project, expand the tree.
You can close or hide the Class Explorer any time and bring it back at will.
Introduction to C++ |
Borland C++ 2.0
Introduction |
Borland C++ Builder is based on the C++ language but provides a highly developedenvironment for building applications. Although it looks impressive and easy, you need a (good) foundation in C++ before building such applications. Thepurpose of this book is to lay that foundation by learning the C++ language first.
C++ is such a huge language that part of its foundation is provided to you so that you can write your applications by adding to it. A program is made of various objects that you use to build your applications. Some of these objects have already been created and are supplied to you when using an environment such as Bcb. Although you will not see the whole functionality of these objects, you should be aware of which ones exist and how to use them. These objects are provided in files called Header Files or libraries. By default, Borland C++ Builder's libraries are located in the C:Program FilesBorlandCBuilder folder. Those used for C++ are installed in the C:Program FilesBorlandCBuilderXInclude. Those you will use when creating visual applications are located in the C:Program FilesBorlandCBuilderXIncludeVcl folder. Although you are allowed to view these files, if you open any of them, make sure you do not touch anything; even if you see a comma that does not make sense, do not correct it.
A file that you will use as a foundation for your application is called a Header File, this is because, as 'head', this file controls some aspects of your application. Therefore, you will place it at the 'head' section of your program. When placing a particular file at the head of your program, you are said to 'include' it. As headers, these files have an extension of.h
The most used file in C++ is called iostream.h. This file is used to display things on the screen monitor or to get things the user types using a keyboard. To use such a file, you have to 'include' it using the include keyword. Here is an example:
Borland C++ Builder
You must include the extension; this allows C++ to know that you are including a header file. As a rule, when including a file, you must precede the line with a # sign. Therefore, our include line would be
Borland C++ Builder 2009 Ford
There are usually two kinds of header files you will be using in your programs: those supplied to you and those that you create. You will mostly create your own files in the same folder where you create your program. There are two ways you let C++ know where a header file is located. If the file is located in the C:Program FilesBorlandCBuilderXInclude, which means that it was supplied to you, include it as:
Borland C++ 17
If you created your own file, which means that the file is probably located in the same folder you are creating your application, include it as follows: