Computer Science- Netlogo Test Flashcards

(28 cards)

1
Q

emergence

A
  • way in which complex systems/patterns arise from a multiplicity of simple interactions
  • seen in snowflakes, religion, termites, neural networks, economics, philosophy
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2
Q

parallel programming

A

many calculations are carried out simultaneously

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3
Q

Interface Tab- Command Center

A
  • similar to interactions (bottom pane) in DrRacket
  • enter command, hit enter, see immediate outcome
  • pay attention to context
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4
Q

Interface Tab- World

A

block square where your living entities (turtles) live

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5
Q

define function with no arguments/inputs/parameters

A

to
body
end

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6
Q

define function with arguments

A

to
arg1 arg2 …
body
end

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7
Q

store value in memory

A

set var value

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8
Q

repeat tasks

A

repeat n [
task
end

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9
Q

[ ]

A

changes context and function

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10
Q

slider

A

creates a global variable of the same name

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11
Q

global variable

A

can be accessed by any procedure or agent (eg turtle) in the world

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12
Q

heading

A
  • direction the turtle is pointing at
  • right click on turtle, inspect, change heading
  • set heading #
  • left 30 is actually set heading heading - 30
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13
Q

size

A
  • inspect turtle, change size

- set size #

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14
Q

conditional

A
  1. if BE [do this if true]

2. ifelse BE [do this if true] [do this if false]

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15
Q

Context Results from count patches with [pcolor = black]

A
  • observer: 1089

- patches: lists all pxcor and pycor of patches with pcolor black

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16
Q

count

A

of agents in an agentset

17
Q

with

A

allows for specifying a subset of an agentset

18
Q

reporter

A
  • any function that returns a value
  • to-report fxnName
    report value
    end
19
Q

change species/ shape of turtle

A

set shape “…”

20
Q

generate a random on interval [a , b]

A

(random (b - a + 1) + a

21
Q

turtles and patches

A

a turtle can access the attribute variables of the patch it is standing on as if they were its own

22
Q

ask

A

ask agentset [do these tasks]

23
Q

Conway’s Game of Life

A
  • world is 2-D grid of cells
  • a cell may either be dead or alive
  • any cell with less than 2 or more than 3 living neighbors dies
  • any cell with 2 or 3 living neighbors stays alive
  • any dead cell with exactly 3 living neighbors comes alive
24
Q

cellular

A

of, relating to cells

25
automaton
robot (pl. automata)
26
cellular automaton
- grid of cells | - initial state selected and new generations are created according to a fixed rule
27
zero player game
- initial configuration determines outcome | - evolution is determined by its initial state, requiring no further input
28
pixel
- picture element - each computer display is a 2-D grid - each cell is a pixel - any digital image is a collection of cells, each having a color value