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Re: StarLogo Overload?



>Just when I thought I was getting the "hang of it", I've done something
>with one of my projects that seems to simply overload it so much that it
>just slows and then stops. At that point the buttons don't respond properly
>either.  There are no error messages. I've tried increasing the memory
>partition allocated to StarLogo, and reducing the number of turtles from
>500 to 300 but it doesn't seem to make a lot of difference.
>
>To give a little more detail.  I've set up a model to simulate evaporation.
>It starts with 500 turtles in the lower part of the screen that move in
>random motion.  The interface between the top and bottom parts of the
>screen is a line of patches coloured "sky". These patches act as a barrier
>and only let through turtles of a preset energy or greater.  Everything
>worked nicely until I decided to try to simulate "drying up" by introducing
>another parallel procedure that basically redraws the line of sky patches
>across the screen a unit lower every 0.5 seconds. (using the every 0.5 []
>primitive on a forever button). It works, and redraws a few times... but
>then it all seizes up.
>
>Have I just tried to do too much, or does it sound like theres an error in
>my programming?
>
No, this shouldn't be too much for StarLogo at all. Why don't you send 
your code to the list (And descriptions of your buttons and sliders) and 
let everyone have a look.

Andy


Andrew Begel
Dept. of Computer Science
UC Berkeley