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  2. Finite-state machine - Wikipedia

    en.wikipedia.org/wiki/Finite-state_machine

    Finite-state machines are a class of automata studied in automata theory and the theory of computation. In computer science, finite-state machines are widely used in modeling of application behavior (control theory), design of hardware digital systems, software engineering, compilers, network protocols, and computational linguistics.

  3. Conway's Game of Life - Wikipedia

    en.wikipedia.org/wiki/Conway's_Game_of_Life

    The Game of Life, also known as Conway's Game of Life or simply Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. [1] It is a zero-player game, [2] [3] 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 ...

  4. State pattern - Wikipedia

    en.wikipedia.org/wiki/State_pattern

    The state pattern is a behavioral software design pattern that allows an object to alter its behavior when its internal state changes. This pattern is close to the concept of finite-state machines . The state pattern can be interpreted as a strategy pattern , which is able to switch a strategy through invocations of methods defined in the ...

  5. Entity component system - Wikipedia

    en.wikipedia.org/wiki/Entity_component_system

    Entity–component–system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on the components.

  6. Event-driven finite-state machine - Wikipedia

    en.wikipedia.org/wiki/Event-driven_finite-state...

    This code describes the state machine for a very basic car radio system. It is basically an infinite loop that reads incoming events. The state machine is only 2 states: radio mode, or CD mode. The event is either a mode change from radio to cd back and forth, or a go to next (next preset for radio or next track for CD).

  7. Algorithmic state machine - Wikipedia

    en.wikipedia.org/wiki/Algorithmic_State_Machine

    The algorithmic state machine (ASM) is a method for designing finite-state machines (FSMs) originally developed by Thomas E. Osborne at the University of California, Berkeley (UCB) since 1960, [1] introduced to and implemented at Hewlett-Packard in 1968, formalized and expanded since 1967 and written about by Christopher R. Clare since 1970.

  8. Cellular automaton - Wikipedia

    en.wikipedia.org/wiki/Cellular_automaton

    The state of a location is a finite number of real numbers. Certain cellular automata can yield diffusion in liquid patterns in this way. Continuous spatial automata have a continuum of locations. The state of a location is a finite number of real numbers. Time is also continuous, and the state evolves according to differential equations.

  9. State diagram - Wikipedia

    en.wikipedia.org/wiki/State_diagram

    A directed graph. A classic form of state diagram for a finite automaton (FA) is a directed graph with the following elements (Q, Σ, Z, δ, q 0, F): [2] [3]. Vertices Q: a finite set of states, normally represented by circles and labeled with unique designator symbols or words written inside them