diff --git a/.idea/.gitignore b/.idea/.gitignore
new file mode 100644
index 0000000..13566b8
--- /dev/null
+++ b/.idea/.gitignore
@@ -0,0 +1,8 @@
+# Default ignored files
+/shelf/
+/workspace.xml
+# Editor-based HTTP Client requests
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
diff --git a/.idea/misc.xml b/.idea/misc.xml
new file mode 100644
index 0000000..53624c9
--- /dev/null
+++ b/.idea/misc.xml
@@ -0,0 +1,18 @@
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/vcs.xml b/.idea/vcs.xml
new file mode 100644
index 0000000..35eb1dd
--- /dev/null
+++ b/.idea/vcs.xml
@@ -0,0 +1,6 @@
+
+
+
+
+
+
\ No newline at end of file
diff --git a/DLASystem.cpp b/DLASystem.cpp
new file mode 100644
index 0000000..c174371
--- /dev/null
+++ b/DLASystem.cpp
@@ -0,0 +1,319 @@
+//
+// DLASystem.cpp
+//
+
+#include "DLASystem.h"
+
+// colors
+namespace colours {
+ GLfloat blue[] = { 0.1, 0.3, 0.9, 1.0 }; // blue
+ GLfloat red[] = { 1.0, 0.2, 0.1, 0.2 }; // red
+ GLfloat green[] = { 0.3, 0.6, 0.3, 1.0 }; // green
+ GLfloat paleGrey[] = { 0.7, 0.7, 0.7, 1.0 }; // green
+ GLfloat darkGrey[] = { 0.2, 0.2, 0.2, 1.0 }; // green
+}
+
+
+// this function gets called every step,
+// if there is an active particle then it gets moved,
+// if not then add a particle
+void DLASystem::Update() {
+ if (lastParticleIsActive == 1)
+ moveLastParticle();
+ else if (numParticles < endNum) {
+ addParticleOnAddCircle();
+ setParticleActive();
+ }
+ if (lastParticleIsActive == 0 || slowNotFast == 1)
+ glutPostRedisplay(); //Tell GLUT that the display has changed
+}
+
+
+void DLASystem::clearParticles() {
+ // delete particles and the particle list
+ for (int i = 0; i < numParticles; i++) {
+ delete particleList[i];
+ }
+ particleList.clear();
+ numParticles = 0;
+}
+
+// remove any existing particles and setup initial condition
+void DLASystem::Reset() {
+ // stop running
+ running = 0;
+
+ clearParticles();
+
+ lastParticleIsActive = 0;
+
+ // set the grid to zero
+ for (int i = 0; i < gridSize; i++) {
+ for (int j = 0; j < gridSize; j++) {
+ grid[i][j] = 0;
+ }
+ }
+
+ // setup initial condition and parameters
+ addCircle = 10;
+ killCircle = 2.0*addCircle;
+ clusterRadius = 0.0;
+ // add a single particle at the origin
+ double pos[] = { 0.0, 0.0 };
+ addParticle(pos);
+
+ // set the view
+ int InitialViewSize = 40;
+ setViewSize(InitialViewSize);
+
+}
+
+// set the value of a grid cell for a particular position
+// note the position has the initial particle at (0,0)
+// but this corresponds to the middle of the grid array ie grid[ halfGrid ][ halfGrid ]
+void DLASystem::setGrid(double pos[], int val) {
+ int halfGrid = gridSize / 2;
+ grid[(int)(pos[0] + halfGrid)][(int)(pos[1] + halfGrid)] = val;
+}
+
+// read the grid cell for a given position
+int DLASystem::readGrid(double pos[]) {
+ int halfGrid = gridSize / 2;
+ return grid[(int)(pos[0] + halfGrid)][(int)(pos[1] + halfGrid)];
+}
+
+// check if the cluster is big enough and we should stop:
+// to be safe, we need the killCircle to be at least 2 less than the edge of the grid
+int DLASystem::checkStop() {
+ if (killCircle + 2 >= gridSize / 2) {
+ pauseRunning();
+ cout << "STOP" << endl;
+ glutPostRedisplay(); // update display
+ return 1;
+ }
+ else return 0;
+}
+
+// add a particle to the system at a specific position
+void DLASystem::addParticle(double pos[]) {
+ // create a new particle
+ Particle * p = new Particle(pos);
+ // push_back means "add this to the end of the list"
+ particleList.push_back(p);
+ numParticles++;
+
+ // pos coordinates should be -gridSize/2 < x < gridSize/2
+ setGrid(pos, 1);
+}
+
+// add a particle to the system at a random position on the addCircle
+// if we hit an occupied site then we do nothing except print a message
+// (this should never happen)
+void DLASystem::addParticleOnAddCircle() {
+ double pos[2];
+ double theta = rgen.random01() * 2 * M_PI;
+ pos[0] = ceil(addCircle * cos(theta));
+ pos[1] = ceil(addCircle * sin(theta));
+ if (readGrid(pos) == 0)
+ addParticle(pos);
+ else
+ cout << "FAIL " << pos[0] << " " << pos[1] << endl;
+}
+
+// send back the position of a neighbour of a given grid cell
+// NOTE: there is no check that the neighbour is inside the grid,
+// this has to be done separately...
+void DLASystem::setPosNeighbour(double setpos[], double pos[], int val) {
+ switch (val) {
+ case 0:
+ setpos[0] = pos[0] + 1.0;
+ setpos[1] = pos[1];
+ break;
+ case 1:
+ setpos[0] = pos[0] - 1.0;
+ setpos[1] = pos[1];
+ break;
+ case 2:
+ setpos[0] = pos[0];
+ setpos[1] = pos[1] + 1.0;
+ break;
+ case 3:
+ setpos[0] = pos[0];
+ setpos[1] = pos[1] - 1.0;
+ break;
+ }
+}
+
+// if the view is smaller than the kill circle then increase the view area (zoom out)
+void DLASystem::updateViewSize() {
+ double mult = 1.2;
+ if (viewSize < 2.0*killCircle) {
+ setViewSize(viewSize * mult);
+ }
+}
+
+// set the view to be the size of the add circle (ie zoom in on the cluster)
+void DLASystem::viewAddCircle() {
+ setViewSize(2.0*addCircle); // factor of 2 is to go from radius to diameter
+}
+
+// when we add a particle to the cluster, we should update the cluster radius
+// and the sizes of the addCircle and the killCircle
+void DLASystem::updateClusterRadius(double pos[]) {
+
+ double rr = distanceFromOrigin(pos);
+ if (rr > clusterRadius) {
+ clusterRadius = rr;
+ // this is how big addCircle is supposed to be:
+ // either 20% more than cluster radius, or at least 5 bigger.
+ double check = clusterRadius * addRatio;
+ if (check < clusterRadius + 5)
+ check = clusterRadius + 5;
+ // if it is smaller then update everything...
+ if (addCircle < check) {
+ addCircle = check;
+ killCircle = killRatio * addCircle;
+ updateViewSize();
+ }
+ checkStop();
+ }
+}
+
+// make a random move of the last particle in the particleList
+void DLASystem::moveLastParticle() {
+ int rr = rgen.randomInt(4); // pick a random number in the range 0-3, which direction do we hop?
+ double newpos[2];
+
+ Particle *lastP = particleList[numParticles - 1];
+
+ setPosNeighbour(newpos, lastP->pos, rr);
+
+ if (distanceFromOrigin(newpos) > killCircle) {
+ //cout << "#deleting particle" << endl;
+ setGrid(lastP->pos, 0);
+ particleList.pop_back(); // remove particle from particleList
+ numParticles--;
+ setParticleInactive();
+ }
+ // check if destination is empty
+ else if (readGrid(newpos) == 0) {
+ setGrid(lastP->pos, 0); // set the old grid site to empty
+ // update the position
+ particleList[numParticles - 1]->pos[0] = newpos[0];
+ particleList[numParticles - 1]->pos[1] = newpos[1];
+ setGrid(lastP->pos, 1); // set the new grid site to be occupied
+
+ // check if we stick
+ if (checkStick()) {
+ //cout << "stick" << endl;
+ setParticleInactive(); // make the particle inactive (stuck)
+ updateClusterRadius(lastP->pos); // update the cluster radius, addCircle, etc.
+
+ if (numParticles % 100 == 0 && logfile.is_open()) {
+ logfile << numParticles << " " << clusterRadius << endl;
+ }
+ }
+ }
+ else {
+ // if we get to here then we are trying to move to an occupied site
+ // (this should never happen as long as the sticking probability is 1.0)
+ cout << "reject " << rr << endl;
+ cout << lastP->pos[0] << " " << lastP->pos[1] << endl;
+ //cout << newpos[0] << " " << newpos[1] << " " << (int)newpos[0] << endl;
+ //printOccupied();
+ }
+}
+
+// check if the last particle should stick (to a neighbour)
+int DLASystem::checkStick() {
+ Particle *lastP = particleList[numParticles - 1];
+ int result = 0;
+ // loop over neighbours
+ for (int i = 0; i < 4; i++) {
+ double checkpos[2];
+ setPosNeighbour(checkpos, lastP->pos, i);
+ // if the neighbour is occupied...
+ if (readGrid(checkpos) == 1)
+ result = 1;
+ }
+ return result;
+}
+
+
+// constructor
+DLASystem::DLASystem(Window *set_win) {
+ cout << "creating system, gridSize " << gridSize << endl;
+ win = set_win;
+ numParticles = 0;
+ endNum = 1000;
+
+ // allocate memory for the grid, remember to free the memory in destructor
+ grid = new int*[gridSize];
+ for (int i = 0; i < gridSize; i++) {
+ grid[i] = new int[gridSize];
+ }
+ slowNotFast = 1;
+ // reset initial parameters
+ Reset();
+
+ addRatio = 1.2; // how much bigger the addCircle should be, compared to cluster radius
+ killRatio = 1.7; // how much bigger is the killCircle, compared to the addCircle
+
+ // this opens a logfile, if we want to...
+ //logfile.open("opfile.txt");
+}
+
+// destructor
+DLASystem::~DLASystem() {
+ // strictly we should not print inside the destructor but never mind...
+ cout << "deleting system" << endl;
+ // delete the particles
+ clearParticles();
+ // delete the grid
+ for (int i = 0; i < gridSize; i++)
+ delete[] grid[i];
+ delete[] grid;
+
+ if (logfile.is_open())
+ logfile.close();
+}
+
+
+
+// this draws the system
+void DLASystem::DrawSquares() {
+
+ // draw the particles
+ double halfSize = 0.5;
+ for (int p = 0; p < numParticles; p++) {
+ double *vec = particleList[p]->pos;
+ glPushMatrix();
+ if (p == numParticles - 1 && lastParticleIsActive == 1)
+ glColor4fv(colours::red);
+ else if (p == 0)
+ glColor4fv(colours::green);
+ else
+ glColor4fv(colours::blue);
+ glRectd(drawScale*(vec[0] - halfSize),
+ drawScale*(vec[1] - halfSize),
+ drawScale*(vec[0] + halfSize),
+ drawScale*(vec[1] + halfSize));
+ glPopMatrix();
+ }
+
+ // print some information (at top left)
+ // this ostringstream is a way to create a string with numbers and words (similar to cout << ... )
+ ostringstream str;
+ str << "num " << numParticles << " size " << clusterRadius;
+
+ // print the string
+ win->displayString(str, -0.9, 0.9, colours::red);
+
+ // if we are paused then print this (at bottom left)
+ if (running == 0) {
+ ostringstream pauseStr;
+ pauseStr << "paused";
+ win->displayString(pauseStr, -0.9, -0.9, colours::red);
+ }
+
+}
diff --git a/DLASystem.h b/DLASystem.h
new file mode 100644
index 0000000..4b05fe6
--- /dev/null
+++ b/DLASystem.h
@@ -0,0 +1,154 @@
+#pragma once
+
+#include
+#include
+#include
+#include
+#include
+#define _USE_MATH_DEFINES
+#include
+#include
+#include
+#include
+
+#include "Window.h"
+#include "Particle.h"
+#include "rnd.h"
+
+using namespace std;
+
+
+class DLASystem {
+ private:
+ // these are private variables and functions that the user will not see
+
+ Window *win; // window in which the system is running
+
+ // list of particles
+ vector particleList;
+ int numParticles;
+
+ // delete particles and clear the particle list
+ void clearParticles();
+
+ // size of cluster
+ double clusterRadius;
+ // these are related to the DLA algorithm
+ double addCircle;
+ double killCircle;
+
+ // size of grid
+ static const int gridSize = 1600;
+ int **grid; // this will be a 2d array that stores whether each site is occupied
+
+ // the window draws only part of the grid, viewSize controls how much...
+ double viewSize;
+ double drawScale;
+
+ // random number generator, class name is rnd, instance is rgen
+ rnd rgen;
+
+ // output file (not used at the moment)
+ ofstream logfile;
+
+ // number of particles at which the simulation will stop
+ // (the value is set in constructor)
+ int endNum;
+
+ // the values of these variables are set in the constructor
+ double addRatio; // how much bigger the addCircle should be, compared to cluster radius
+ double killRatio; // how much bigger is the killCircle, compared to the addCircle
+
+
+ public:
+ // these are public variables and functions
+
+ // update the system: if there is an active particle then move it,
+ // else create a new particle (on the adding circle)
+ void Update();
+
+ // draw particles as squares
+ void DrawSquares();
+
+ // is the simulation running (1) or paused (0) ?
+ int running;
+
+ // slowNotFast is +1 for slow running, 0 for fast
+ int slowNotFast;
+
+ // lastParticleIsActive is +1 if there is an active particle in the system, otherwise 0
+ int lastParticleIsActive;
+
+ // constructor
+ DLASystem(Window *set_win);
+ // destructor
+ ~DLASystem();
+
+ // delete all particles and reset
+ void Reset();
+
+ // this sets the seed for the random numbers
+ void setSeed(int s) { rgen.setSeed(s); }
+
+ // check whether we should stop (eg the cluster has reached the edge of the grid)
+ int checkStop();
+
+ // stop/start the algorithm
+ void setRunning() { if ( checkStop()==0 ) running = 1; }
+ void pauseRunning() { running = 0; }
+ // set whether it runs fast or slow
+ void setSlow() { slowNotFast = 1; }
+ void setFast() { slowNotFast = 0; }
+ void setSuperFast() { slowNotFast = -1; }
+
+ // set which part of the grid is visible on the screen
+ // basically the screen shows co-ordinates -vv < x < vv
+ // where vv is the input value
+ void setViewSize(double vv) { viewSize = vv; drawScale = 2.0/viewSize; }
+
+ // if the killcircle is almost as big as the view then increase the view
+ void updateViewSize();
+
+ // set the view to be the approx size of the addCircle
+ void viewAddCircle();
+
+ // if pos is outside the cluster radius then set clusterRadius to be the distance to pos.
+ void updateClusterRadius( double pos[] );
+
+ // set and read grid entries associated with a given position
+ void setGrid(double pos[], int val);
+ int readGrid(double pos[]);
+
+ // return the distance of a given point from the origin
+ double distanceFromOrigin(double pos[]) {
+ return sqrt( pos[0]*pos[0] + pos[1]*pos[1] );
+ }
+
+ // set whether there is an active particle in the system or not
+ void setParticleActive() { lastParticleIsActive = 1; }
+ void setParticleInactive() { lastParticleIsActive = 0; }
+
+ // add a particle at pos
+ void addParticle(double pos[]);
+ // add a particle at a random point on the addCircle
+ void addParticleOnAddCircle();
+
+ // assign setpos to the position of a neighbour of pos
+ // which neighbour we look at is determined by val (=0,1,2,3)
+ void setPosNeighbour(double setpos[], double pos[], int val);
+
+ // this attempts to move the last particle in the List to a random neighbour
+ // if the neighbour is occupied then nothing happens
+ // the function also checks if the moving particle should stick.
+ void moveLastParticle();
+
+ // check whether the last particle should stick
+ // currently it sticks whenever it touches another particle
+ int checkStick();
+
+ // set the background colour for the window
+ // it would be better for an OOP philosophy to make these member functions for the Window class
+ // but we are being a bit lazy here
+ void setWinBackgroundWhite() { glClearColor(1.0, 1.0, 1.0, 1.0); }
+ void setWinBackgroundBlack() { glClearColor(0.0, 0.0, 0.0, 0.0); }
+};
diff --git a/Makefile b/Makefile
new file mode 100644
index 0000000..354e5db
--- /dev/null
+++ b/Makefile
@@ -0,0 +1,72 @@
+# ====================================================================================== #
+# From the Author #
+# ====================================================================================== #
+# ! The purpose of this Makefile is to build the DLASystem project
+# ! This makefile was adapted to work with any cpp project on OSX
+
+# ====================================================================================== #
+# Variables of the Makefile #
+# ====================================================================================== #
+
+CXX = clang++
+
+CXXFLAGS = -Wall -Wextra -g -O0
+
+IFLAGS = -I/usr/local/include -I/usr/include
+
+LFLAGS = -L/usr/local/lib -lm -framework OpenGL -framework GLUT
+
+# ------------------------------------------
+# FOR GENERIC MAKEFILE:
+# 1 - Binary directory
+# 2 - Source directory
+# 3 - Executable name
+# 4 - Sources names
+# 5 - Dependencies names
+# ------------------------------------------
+BIN = .
+SOURCE = .
+EXEC = ./run
+SOURCES = $(wildcard $(SOURCE)/*.cpp)
+OBJECTS = $(SOURCES:.cpp=.o)
+
+# ====================================================================================== #
+# Targets of the Makefile #
+# target_name : dependency #
+# command #
+# ====================================================================================== #
+
+# ------------------------------------------
+# ! - all : Compiles everything
+# ! - help : Shows this help
+# ! - clean : erases all object files *.o
+# ! and all binary executables
+# ------------------------------------------
+all : $(BIN)/run
+
+test: $(BIN)/hllc_test
+
+help :
+ @grep -E "^# !" Makefile | sed -e 's/# !/ /g'
+
+clean:
+ rm -f $(EXEC) $(OBJECTS)
+
+# ------------------------------------------
+# Executable
+# ------------------------------------------
+$(EXEC): $(OBJECTS)
+ $(CXX) $(OBJECTS) -o $(EXEC) $(IFLAGS) $(LFLAGS)
+
+# ------------------------------------------
+# Temorary files (*.o) (IFLAGS should be added here)
+# ------------------------------------------
+$(SOURCE)/%.o: $(SOURCE)/%.cpp
+ $(CXX) $(CXXFLAGS) -c $< -o $@ $(IFLAGS) $(LFLAGS)
+
+
+
+
+
+
+
diff --git a/Particle.h b/Particle.h
new file mode 100644
index 0000000..d3a3d21
--- /dev/null
+++ b/Particle.h
@@ -0,0 +1,20 @@
+#pragma once
+
+class Particle {
+ public:
+ static const int dim = 2; // we are in two dimensions
+ double *pos; // pointer to an array of size dim, to store the position
+
+ // default constructor
+ Particle() {
+ pos = new double[dim];
+ }
+ // constructor, with a specified initial position
+ Particle(double set_pos[]) {
+ pos = new double[dim];
+ for (int d=0;d
+#include
+#include
+#include
+
+using namespace std;
+
+class Window {
+ public:
+ string title;
+ int size[2];
+ int pos[2];
+
+ void locateOnScreen() {
+ // the fx sets where on the screen the window will appear
+ // (values should be between 0 and 1)
+ double fx[] = { 0.7,0.5 };
+ pos[0] = (glutGet(GLUT_SCREEN_WIDTH) - size[0]) * fx[0];
+ pos[1] = (glutGet(GLUT_SCREEN_HEIGHT) - size[1]) * fx[1];
+ }
+
+ // constructor, size is in pixels
+ Window(int set_size[], string &set_title);
+
+ // function which prints a string to the screen, at a given position, with a given color
+ // note position is "absolute", not easy to get two strings spaced one above each other like this
+ void displayString( ostringstream &str, double x, double y, GLfloat col[]);
+
+
+};
+
+
diff --git a/mainDLA.cpp b/mainDLA.cpp
new file mode 100644
index 0000000..6d02350
--- /dev/null
+++ b/mainDLA.cpp
@@ -0,0 +1,169 @@
+#include
+#include
+#include
+#include
+#include
+#include
+
+#include "DLASystem.h"
+#include "Window.h"
+
+using namespace std;
+
+// functions which are needed for openGL go into a namespace so that we can identify them
+namespace drawFuncs {
+ void handleKeypress(unsigned char key, int x, int y);
+ void display(void);
+ void update(int val);
+ void introMessage();
+}
+
+// this is a global pointer, which is how we access the system itself
+DLASystem *sys;
+
+int main(int argc, char **argv) {
+ // turn on glut
+ glutInit(&argc, argv);
+
+ int window_size[] = { 480,480 };
+ string window_title("simple DLA simulation");
+
+ // create a window
+ Window *win = new Window(window_size,window_title);
+
+ // create the system
+ sys = new DLASystem(win);
+
+ // this is the seed for the random numbers
+ int seed = 6;
+ cout << "setting seed " << seed << endl;
+ sys->setSeed(seed);
+
+ // print the "help" message to the console
+ drawFuncs::introMessage();
+
+ // tell openGL how to redraw the screen and respond to the keyboard
+ glutDisplayFunc( drawFuncs::display );
+ glutKeyboardFunc( drawFuncs::handleKeypress );
+
+ // tell openGL to do its first update after waiting 10ms
+ int wait = 10;
+ int val = 0;
+ glutTimerFunc(wait, drawFuncs::update, val);
+
+ // start the openGL stuff
+ glutMainLoop();
+
+ return 0;
+}
+
+// this is just a help message
+void drawFuncs::introMessage() {
+ cout << "Keys (while in graphics window):" << endl << " q or e to quit (or exit)" << endl;
+ cout << " h to print this message (help)" << endl;
+ cout << " u for a single update" << endl;
+ cout << " g to start running (go)" << endl;
+ cout << " p to pause running" << endl;
+ cout << " s to run in slow-mode" << endl;
+ cout << " f to run in fast-mode" << endl;
+ cout << " r to clear everything (reset)" << endl;
+ cout << " z to pause and zoom in" << endl;
+ cout << " w or b to change background colour to white or black" << endl;
+}
+
+// openGL function deals with the keyboard
+void drawFuncs::handleKeypress(unsigned char key, int x, int y) {
+ switch (key) {
+ case 'h':
+ drawFuncs::introMessage();
+ break;
+ case 'q':
+ case 'e':
+ cout << "Exiting..." << endl;
+ // delete the system
+ delete sys;
+ exit(0);
+ break;
+ case 'p':
+ cout << "pause" << endl;
+ sys->pauseRunning();
+ break;
+ case 'g':
+ cout << "go" << endl;
+ sys->setRunning();
+ glutTimerFunc(0, drawFuncs::update, 0);
+ break;
+ case 's':
+ cout << "slow" << endl;
+ sys->setSlow();
+ break;
+ case 'w':
+ cout << "white" << endl;
+ sys->setWinBackgroundWhite();
+ break;
+ case 'b':
+ cout << "black" << endl;
+ sys->setWinBackgroundBlack();
+ break;
+ case 'f':
+ cout << "fast" << endl;
+ sys->setFast();
+ break;
+ case 'r':
+ cout << "reset" << endl;
+ sys->Reset();
+ break;
+ case 'z':
+ cout << "zoom" << endl;
+ sys->pauseRunning();
+ sys->viewAddCircle();
+ break;
+ case 'u':
+ cout << "upd" << endl;
+ sys->Update();
+ break;
+ }
+ // tell openGL to redraw the window
+ glutPostRedisplay();
+}
+
+// this function gets called whenever the algorithm should do its update
+void drawFuncs::update(int val) {
+ int wait; // time to wait between updates (milliseconds)
+
+ if ( sys->running ) {
+ if ( sys->slowNotFast == 1)
+ wait = 10;
+ else
+ wait = 0;
+
+ sys->Update();
+
+ // tell openGL to call this funtion again after "wait" milliseconds
+ glutTimerFunc(wait, drawFuncs::update, 0);
+ }
+
+}
+
+// this function redraws the window when necessary
+void drawFuncs::display() {
+ // Clear the window or more specifically the frame buffer...
+ // This happens by replacing all the contents of the frame
+ // buffer by the clear color (black in our case)
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // this puts the camera at the origin (not sure why) with (I think) z axis out of page and y axis up
+ // there is also the question of the GL perspective which is not set up in any clear way at the moment
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt(0.0, 0.0, 1.0, /* camera position */
+ 0.0, 0.0, -1.0, /* point to look at */
+ 0.0, 1.0, 0.0); /* up direction */
+
+ //sys->DrawSpheres();
+ sys->DrawSquares();
+
+ // Swap contents of backward and forward frame buffers
+ glutSwapBuffers();
+}
+
diff --git a/readme.txt b/readme.txt
new file mode 100644
index 0000000..fe83645
--- /dev/null
+++ b/readme.txt
@@ -0,0 +1,27 @@
+To run the code on a Mac through the command line:
+
+1. Download Makefile from this section
+
+2. Put Makefile in same directory as DLASystem.cpp (! Remove the .txt extension if present !)
+
+3. Relative to MS Visual Studio code, these files include the following changes: DLASystem.h Window.h mainDLA.cpp
+
+change #include
+
+to #include
+
+4. Open the terminal in the same folder as these files
+
+5. Type "make" to build project
+
+6. Run the program by typing "./run"
+
+7. To edit your files, run gedit, save the code, and recompile with "make -B" before running the program again.
+
+
+
+Thanks to Eliot Ayache for figuring this out!
+
+
+
+PS For Coursework 2: In addition, there needs to be a change in Line 72 of MAIN_Source.cpp file from "glutLeaveMainLoop();" to "exit(1);"
\ No newline at end of file
diff --git a/rnd.h b/rnd.h
new file mode 100644
index 0000000..98e6c29
--- /dev/null
+++ b/rnd.h
@@ -0,0 +1,33 @@
+#pragma once
+#include
+
+// ... don't worry how this all works
+// ... member functions that you may want to use:
+// random01() returns a random double between 0 and 1
+// randomInt(max) returns a random int between 0 and max-1 (inclusive)
+
+class rnd {
+private:
+ // nuts and bolts.. should not need to touch this.
+ std::default_random_engine generator;
+ int genMax;
+ std::uniform_int_distribution *intmax;
+ std::uniform_real_distribution *real01;
+
+public:
+ // constructor
+ rnd() {
+ genMax = 0x7fffffff;
+ //cout << "genMax is " << generator.max() << endl;
+ intmax = new std::uniform_int_distribution(0, genMax);
+ real01 = new std::uniform_real_distribution(0.0, 1.0);
+ }
+ // destructor
+ ~rnd() { delete intmax; delete real01; }
+
+ // set the random seed
+ void setSeed(int seed) { generator.seed(seed); }
+ // member functions for generating random double in [0,1] and random integer in [0,max-1]
+ double random01() { return (*real01)(generator); }
+ int randomInt(int max) { return (*intmax)(generator) % max; }
+};