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		<id>http://wiki.darwinbots.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=216.249.144.14</id>
		<title>WikiManual - User contributions [en]</title>
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		<updated>2026-04-17T09:28:29Z</updated>
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	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=2075</id>
		<title>C plus plus version</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=2075"/>
				<updated>2006-04-19T22:42:23Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Feature List for 3.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==News and Updates==&lt;br /&gt;
(11 April 2006) I haven't actually finished anymore of the remaining features, but I ''have'' been working on all of them, and fixing alot of major bugs.  Everything has been started, I just need to finish them all.  The only large piece of work left that hasn't been started is the Bot Debug controls.  A control does exist for it, but it needs to basically be rewritten to be smoother and easier to use, which calls for a complete reorganization of the code architecture.  In addition I still need to get the robot mouse selection code to work.&lt;br /&gt;
&lt;br /&gt;
(05 Feb 2006) The C++ version is nearing completion.  It might even be possible to have a beta done by the end of the month, but it means Numsgil needs to really put some effort in, and he's sort of tired of programming.  If you know any C++ and want to help, I assure you we'll welcome you with open arms!&lt;br /&gt;
&lt;br /&gt;
== Reasons for Language switch ==&lt;br /&gt;
&lt;br /&gt;
#If you're wondering why we're switching, it's because VB is for relatively simple, GUI based programs. Darwinbots is neither simple nor gui based.  C++, on the other hand is a powerful language, but it has a higher development cost.  [http://en.wikipedia.org/wiki/Visual_basic#Controversy Visual Basic controversy]&lt;br /&gt;
#Visual Basic does not intrinsically support pointers.  As such, complex data structures become something of a chore to try and make.&lt;br /&gt;
#Numsgil knows more about C++ than he knows about Visual Basic.&lt;br /&gt;
#C++ can be made to be portable (say, we could make a Linux version).  And presently the code is being developed with portability in mind  (though as yet untested).&lt;br /&gt;
&lt;br /&gt;
== Accessing the Current Code ==&lt;br /&gt;
The code is in an online version control system called [http://en.wikipedia.org/wiki/Subversion_%28software%29 SVN]&lt;br /&gt;
&lt;br /&gt;
To access the SVN, you should download a SVN client.  The one I found that I like the most is called [http://www.smartsvn.com/smartsvn/index.html Smart SVN].  Its basic (and more than adequate) version is free. You may also want to try [http://tortoisesvn.tigris.org/ TortoiseSVN], which integrates with Windows Explorer.&lt;br /&gt;
&lt;br /&gt;
The SVN for Darwinbots is located at:&lt;br /&gt;
&lt;br /&gt;
* [http://opensvn.csie.org/Darwinbots http://opensvn.csie.org/Darwinbots]&lt;br /&gt;
* [https://opensvn.csie.org/Darwinbots https://opensvn.csie.org/Darwinbots] secure server&lt;br /&gt;
&lt;br /&gt;
'''Read only access is open to everyone.  If you want to contribute to the code, you'll need Numsgil to give you a username and password.'''  He can be reached at Numsgil2002@yahoo.com&lt;br /&gt;
&lt;br /&gt;
== Code Dependencies ==&lt;br /&gt;
To get the code to compile and work, you'll need the following:&lt;br /&gt;
&lt;br /&gt;
#A C++ compiler.  [http://www.bloodshed.net/devcpp.html Dev-C++] is free, but there have been some issues with it conflicting with Microsoft Visual C++ 6.0 (which Numsgil uses, and hence is the officially supported environment).  If you don't have MSVC++ 6.0 and would like it, contact Numsgil at Numsgil2002@yahoo.com&lt;br /&gt;
#OpenGL libraries.  Specifically, the code must link to glut32.lib, opengl32.lib, and glu32.lib.  You probably have these on your computer somewhere, but if you don't, [http://www.opengl.org/resources/faq/getting_started.html this site will help you]&lt;br /&gt;
#Fox GUI Toolkit.  This is the library which allows Darwinbots to have a GUI at all.  [http://www.fox-toolkit.org/ FOX GUI Homepage].&lt;br /&gt;
#The STLport for MSVC++ 6.0 if you have MSVC.  Dev-C++ won't need this.  It can be found at [http://www.ogre3d.org/index.php?option=com_remository&amp;amp;Itemid=57&amp;amp;func=selectcat&amp;amp;cat=1 The Ogre 3D engine download page].  It should be listed at the bottom of the page.  This makes MSVC a bit more ANSI compliant, among other things.  There are some rather nitpicky specifics you need to address to get the stlport working properly (that is, working without compile or link errors).  At the time of this writing (March 2006) [http://www.ogre3d.org/wiki/index.php/Building_From_Source This Ogre wiki page on building the Ogre source] demonstrates what you need to do to get the stlport working properly.  Just scroll down to the section called &amp;quot;stlport&amp;quot;.&lt;br /&gt;
#I don't know how it works for Dev-C++, but if you run MSVC you must be sure that you select the Multithreaded libraries or you'll probably get an error.  To set this, inside MSVC in your project go to project-&amp;gt;settings.  Go to the C/C++ tab, change category &amp;quot;General&amp;quot; to category &amp;quot;Code Generation&amp;quot;.  The new upper right hand corner drop box will let you set if you're using multithreaded/singlethreaded libraries.&lt;br /&gt;
#Fox GUI requires that you include wsock32.lib.  Without it, you will get a single linker error (it will try and find gethostname and fail).&lt;br /&gt;
&lt;br /&gt;
If you have any problems at all with any of the above steps, or want to help Numsgil make the process a bit smoother and have some ideas, contact him at Numsgil2002@yahoo.com.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
The official policy is that as long as Numsgil understands what's going on in your code, your style is fine.  If you want to have a more uniform coding style throughout the code, this is the style Numsgil uses:&lt;br /&gt;
&lt;br /&gt;
 for(unsigned int x = 0; x &amp;lt; 10; x++)&lt;br /&gt;
 {&lt;br /&gt;
     cout &amp;lt;&amp;lt; x; //notice the 4 space tab&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You are welcome to follow it.&lt;br /&gt;
&lt;br /&gt;
== Coding Doctrine ==&lt;br /&gt;
The goal of the code is two things:&lt;br /&gt;
&lt;br /&gt;
#Speed&lt;br /&gt;
#Readability&lt;br /&gt;
&lt;br /&gt;
Wherever speed is not an issue (as in 97% of the code) coders are encouraged to make the code as readable to newbies as possible.  Imagine your mother's life depends on her deciphering your code and you won't be around to help.  That means no clever programming tricks, and sparing use of any standard libraries and especially templates and inheritance and polymorphism and other &amp;quot;advanced&amp;quot; concepts.&lt;br /&gt;
&lt;br /&gt;
== To Do List (updated sparingly) ==&lt;br /&gt;
Feb 05 2006&lt;br /&gt;
&lt;br /&gt;
Updated April 13 2006&lt;br /&gt;
===Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved:===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The GUI needs to be finished and integrated with the options data structure&amp;lt;/s&amp;gt;&lt;br /&gt;
**The Physics Dropdown menus needs to be connected&lt;br /&gt;
**The Pond Mode gradient picute needs to be created&lt;br /&gt;
**The Robot Placement controls need to be created&lt;br /&gt;
**Both species mutation details and global mutation details need to be created/finished&lt;br /&gt;
*&amp;lt;s&amp;gt;Physics for robots needs to be finished (specifically, velocity limiting code and non-in-elastic collisions)&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;-3, -4, -5, and -6 shots need to be finished,&amp;lt;/s&amp;gt; as well as viruses (though viruses may be disabled in the initial release depending)&lt;br /&gt;
**&amp;lt;s&amp;gt;power shots need to be implemented.&amp;lt;/s&amp;gt;&lt;br /&gt;
*Ties need to be coded using the new Tie paradigm discussed [http://forum.darwinbots.com/index.php?showtopic=560 here] and summarized on the [[new tie paradigm]] page&lt;br /&gt;
*The Robot Debugging window and robot mouse selection need to be finished.&lt;br /&gt;
*The graphics and engine need to be made thread safe.&lt;br /&gt;
*&amp;lt;s&amp;gt;Mutations code needs to be finished&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;Insertion Code still needs to be written&amp;lt;/s&amp;gt;&lt;br /&gt;
*Forward and backward compatible save/load routines for &amp;lt;s&amp;gt;Simulation Settings&amp;lt;/s&amp;gt;, Simulations, and Robots.  Preferably ascii over binary, except where size is an issue (as in Simulations), where some sort of file compression would be nice.&lt;br /&gt;
**&amp;lt;s&amp;gt;Save Settings&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;Load Settings&amp;lt;/s&amp;gt;&lt;br /&gt;
**Save Organism&lt;br /&gt;
**Load Organism&lt;br /&gt;
**Save Simulation&lt;br /&gt;
**Load Simulation&lt;br /&gt;
&lt;br /&gt;
===These would be nice, but aren't 100% necessary for the &amp;quot;Beta&amp;quot; label===&lt;br /&gt;
&lt;br /&gt;
*Scripts.  PY was working on the idea of what they should be, so he should be consulted.&lt;br /&gt;
*Error Database.  Basically, on an error an automatic report could be sent to one of the MYSQL databases available through our webspace and a notification sent to anyone working on the code automatically.  Also, some sort of error viewer inside Darwinbots would be nice, so users could see how many other users reported the error they received and whether or not it's been addressed by the coders yet.&lt;br /&gt;
*Bot Database.  A way to upload and download bots from a central database from inside Darwinbots itself.  Also using a Database as described above (we have 10 of the things, we won't run out :P)&lt;br /&gt;
*Statistical tools.  This would involve everything from collecting data from the sim (and analyzing it according to proper statistical tests) to building a graph form and deciding how to draw it to exporting the data as per user specs into a spreadsheet program (like Excel).  It is prefered that whoever works on this have some statistics background so they know what sort of stats users would want to collect and test.&lt;br /&gt;
*The vision testing algorithm is presently O(n^2), as it uses the &amp;quot;brute force&amp;quot; method. See: [[Vision_algorithm ]] for more info.  It can be made nearly linear O(n) by using uniform grid cells.  see:&lt;br /&gt;
&lt;br /&gt;
:[http://yallara.cs.rmit.edu.au/~mawurm/cosc1224/asst1/index.xhtml This resource which examines the issue]&lt;br /&gt;
&lt;br /&gt;
:[http://www.harveycartel.org/metanet/tutorials/tutorialB.html This resource which describes the implementation and problems associated with it]&lt;br /&gt;
&lt;br /&gt;
:Collision detection could use a similar technique, though its gains would be complicated by the fact that bots are not uniform in size.&lt;br /&gt;
&lt;br /&gt;
:This would mean an absolutely insane boost in speed for large sims, but also would take some work.&lt;br /&gt;
*Since graphics are now using OpenGL, some pretty sweet graphics could be made.  Admittedly spheres/circles shooting dots and lines at each other doesn't really inspire great art, but I think there's definitely potential for some sweet demos.  Maybe move it to 3D graphics instead of 2D and use some fog effects.  Maybe use a shader.&lt;br /&gt;
&lt;br /&gt;
===Long standing feature requests===&lt;br /&gt;
Anyone who managed to implement these in a way that didn't drastically increase memory and CPU requirements would be a hero in the Darwinbots community.&lt;br /&gt;
&lt;br /&gt;
*[[Environment Grid]] - Basically the idea that bots should be able to interact with their physical environment.  Things like leave poop behind for other bots to deal with, pollute their environment, leave pheromone trails for other bots to follow, etc.  There are, unfortunately, some gigantic memory and processing problems that beg for some smart, algorithm-savvy programmer to address.&lt;br /&gt;
&lt;br /&gt;
*[[Metabolism]] - The idea that bots should be able to generate nrg or use nrg based on their own unique bio-chemistry (or is it darwo-chemistry :P).  This involves creating a system (or letting it emerge) of bio-chemical pathways and materials.  Closely tied with the Environment Grid and likewise inter-related with the memory and processing problems.&lt;br /&gt;
&lt;br /&gt;
*[[Specialization | Specialization and Speciation]] - The idea that bots should be able to become more efficient as they limit the number of activities they participate in.  The primary hurdle isn't in coding it, but in designing the basic system to everyone's desires.  It must respect multicellular specialization as well as single celled speciation.  Not an easy task.&lt;br /&gt;
&lt;br /&gt;
*[[Sexual Reproduction]] - Some way for two bots to, with consent (although 'rape' might have a place as well), produce offspring that robustly intermarries the two parents' DNA.&lt;br /&gt;
&lt;br /&gt;
=== Feature List for 3.0 ===&lt;br /&gt;
As the C++ version becomes stable, it will be time to complete some old feature requests and slap a &amp;quot;new and improved&amp;quot; sticker on it ;)  Here's the list of features minimally necessary for me to consider such a version 3.0:&lt;br /&gt;
&lt;br /&gt;
* [http://www.darwinbots.com/Forum/index.php?showtopic=1186 Codules]&lt;br /&gt;
* Internet Sharing using MySQL on the webspace&lt;br /&gt;
* Auto Patcher - checks the FTP automatically and will patch itself for you&lt;br /&gt;
* Bot Database using MySQL on the webspace&lt;br /&gt;
* Error Database using MySQL on the webspace (to report bugs directly from inside the program)&lt;br /&gt;
* Stable as bedrock (which will mean a version will have to exist for a month or so without anyone having any problems with it before I'll slap the 3.0 sticker on it)&lt;br /&gt;
* [http://www.darwinbots.com/Forum/index.php?showtopic=861&amp;amp;b=1&amp;amp;st=&amp;amp;p=&amp;amp;#entry Phagocytosis] replacing -6 shots&lt;br /&gt;
* Speed Optimizations - Run 1000 bots at 10 cycles/sec average.&lt;br /&gt;
* Compressed Save/Load simulation files for ease of sharing&lt;br /&gt;
* Advanced Bot Debugging GUI&lt;br /&gt;
* Scripts (probably using [http://www.lua.org Lua])&lt;br /&gt;
* Graphs&lt;br /&gt;
* DPP Environment Grid (see above link)&lt;br /&gt;
* Sexual Reproduction (probably using codules as chromosome analogues)&lt;br /&gt;
* Walls made of both destructable and indestructable materials (for ant bots primarily, so they can build nests).&lt;br /&gt;
* Metabolism (not a small task)&lt;br /&gt;
* Combat system revised [http://www.darwinbots.com/Forum/index.php?showtopic=758&amp;amp;b=1&amp;amp;st=&amp;amp;p=&amp;amp;#entry Defence stuff inparticular]&lt;br /&gt;
* [http://www.darwinbots.com/Forum/index.php?showtopic=744&amp;amp;b=1&amp;amp;st=&amp;amp;p=&amp;amp;#entry Solar Sun]&lt;br /&gt;
* A small but expansive collection of bots, settings, saved simulations, and scripts to provide a very effective and compact program for new users to experiment with.&lt;br /&gt;
&lt;br /&gt;
==New Install==&lt;br /&gt;
[[New Install 2.5]]&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
If you would like to help with the code, and any of the above sound interesting or do able, feel free to contact Numsgil at Numsgil2002@yahoo.com to discuss your ideas.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Physics&amp;diff=4112</id>
		<title>Physics</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Physics&amp;diff=4112"/>
				<updated>2006-04-16T18:22:12Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The below link (if it ever activates again) was invaluable for designing the tie drag physics:&lt;br /&gt;
&lt;br /&gt;
[http://www.fluidmech.net/jscalc/cdcal26.htm FluidMech]&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=New_tie_paradigm&amp;diff=2010</id>
		<title>New tie paradigm</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=New_tie_paradigm&amp;diff=2010"/>
				<updated>2006-04-14T22:42:54Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Sysvars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the C++ version (2.5), all old tie sysvars are thrown out.  Here's the comprehensive list of all the new tie commands and sysvars:&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
*readtie - If settie is set (ie: not 0) writetie takes 1 value from the stack, representing the memory location to be read from, and places a value on the stack representing the value at that location through the tie.  If settie is positive, and points to a phase representing more than one tie, the returned values are averaged for each robot thus pointed to.&lt;br /&gt;
&lt;br /&gt;
:.nrg readtie will read the value stored in .nrg from the bot connected through the current tie.&lt;br /&gt;
*writetie - If settie is set (ie: not 0) writetie takes 2 values from the stack.   10 .up writetie will place 10 at the location specified (.up) in whichever bots are at the other end of the tie(s) settie addresses.&lt;br /&gt;
&lt;br /&gt;
:When settie isn't set, writetie removes an extra value from the stack to represent the tie being pointed to.  ie: -1 10 .up writetie to write to tie -1.&lt;br /&gt;
&lt;br /&gt;
:If a negative memory location is specified (ie: 10 -1 writetie) substance transfer is initiated.  10 -1 writetie would transfer 10 units of energy from the tie being pointed to.  If settie is unset, this vesion also takes an additional value form the stack.&lt;br /&gt;
*settie - Sets the current tie that the DNA is looking at.  When a new tie is set, all the sysvars update for the new information from that tie.  Negative nubmers specify a physical tie in the internal array.  Positive numbers specifies a tie phase.  Multiple ties can be addressed through a single tie phase.&lt;br /&gt;
*nexttie - settie's to the next tie.  If settie is currently set to negative (ie: internal arrays) it finds the next tie in the internal array.  If the present tie is already at the end, it moves back to the beginning.  If the present tie is positive, nexttie finds the next valid tie phase, looping back to the lowest tie phase if it's already at the highest.  If settie is unset (ie: set to 0) nexttie pushes it to first internal tie (ie: a negative).&lt;br /&gt;
&lt;br /&gt;
== Sysvars ==&lt;br /&gt;
*readtielen - A read sysvar.  Reads back the length of the current tie.&lt;br /&gt;
&lt;br /&gt;
*writetielen - A read/write sysvar.  reads back the ties natural length.  If this value is overwritten, the ties natural length is set to the new value.&lt;br /&gt;
&lt;br /&gt;
*tieangle - A read sysvar.  Reads back the relative angle of the tie with respect to the bot's eye.&lt;br /&gt;
&lt;br /&gt;
*tie - Attempts to form a tie with the specified phase.  Since phases are limited to [1, 200], a value greater than 200 will be modded by 200.  A negative value's sign will be flipped then modded 200.&lt;br /&gt;
&lt;br /&gt;
*deltie - If settie is set and the number stored is non negative, the current tie(s) selected are deleted.  If settie is not set, the tie phase (positive values) or tie index (negative values) matching the value is deleted.&lt;br /&gt;
&lt;br /&gt;
*currtie - The value that settie is set to.  A read sysvar.&lt;br /&gt;
&lt;br /&gt;
*tieK - A read/write sysvar, set to the present spring coefficient.  Overwrite and set the spring coefficient of the current tie to a new value (and pay the difference in potential energy).&lt;br /&gt;
&lt;br /&gt;
*tieB - A read/write sysvar, set to the present damping constant.  Overwrite and set the damping constant of the current tie to a new value.(and pay the difference in potential energy).&lt;br /&gt;
&lt;br /&gt;
*tietype - Set the kind of constraints the tie uses.  example:&lt;br /&gt;
*# - Spring (apply a damped spring force)&lt;br /&gt;
*# - Rope (offer no resistance until the natural length is reached, then create infinite resistance)&lt;br /&gt;
*# - Repulsor (offer no resistance as long as length is greater than the natural length.  If the length is less than the natural length, create an infinite repulsive force).&lt;br /&gt;
*# - Rod - keep the ties length exactly at the natural length using constraints.  Will basically be like a rigid rod is connecting the bots, making the bots into a rigid body.&lt;br /&gt;
&lt;br /&gt;
*numties - Returns the number of phsyical ties connected to the bot.&lt;br /&gt;
&lt;br /&gt;
*birthtietype - Similar to tietype, sets the type of tie that birth ties turn into when they harden.  If 0 is specified, birth ties atrophy after 100 cycles.&lt;br /&gt;
&lt;br /&gt;
== Tie Notes ==&lt;br /&gt;
*Ports - The internal array index is referred to as a tie's &amp;quot;port&amp;quot;.  Each tie has a unique port.  Each port may or may not have a tie.  Port ranges are set by the number of ties in existance when a new tie is formed.  Ties always fill in the first gap in the internal tie array.&lt;br /&gt;
&lt;br /&gt;
*Phase - The phase of a tie is a way of addressing multiple ties at once.  Each tie has a unique phase.  Phases may exist anywhere in the mod range [1,200].  That is, 1 = 201 = 401.&lt;br /&gt;
&lt;br /&gt;
*Length - Max tie length will be 1000, after which all ties become 100% rigid and acts like a stiff rod.  This includes birth ties.  A later feature will be that the max tie length is a function of the amount of material (nrg) used in its construction.  Ties' diameter will stretch and shrink as the tie does.  Ties won't be allowed to go below a certain diameter.  This diameter will also effect the bandwidth (that is, the max throughput) allowed in sharing/stealing substances.&lt;br /&gt;
&lt;br /&gt;
*Birth Ties - Spring ties that after 100 cycles die off or harden depending on the value set on birthtietype.  Birth ties are only formed between a mother and child bot at the moment of reproduction.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=New_tie_paradigm&amp;diff=2008</id>
		<title>New tie paradigm</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=New_tie_paradigm&amp;diff=2008"/>
				<updated>2006-04-14T22:37:41Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the C++ version (2.5), all old tie sysvars are thrown out.  Here's the comprehensive list of all the new tie commands and sysvars:&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
*readtie - If settie is set (ie: not 0) writetie takes 1 value from the stack, representing the memory location to be read from, and places a value on the stack representing the value at that location through the tie.  If settie is positive, and points to a phase representing more than one tie, the returned values are averaged for each robot thus pointed to.&lt;br /&gt;
&lt;br /&gt;
:.nrg readtie will read the value stored in .nrg from the bot connected through the current tie.&lt;br /&gt;
*writetie - If settie is set (ie: not 0) writetie takes 2 values from the stack.   10 .up writetie will place 10 at the location specified (.up) in whichever bots are at the other end of the tie(s) settie addresses.&lt;br /&gt;
&lt;br /&gt;
:When settie isn't set, writetie removes an extra value from the stack to represent the tie being pointed to.  ie: -1 10 .up writetie to write to tie -1.&lt;br /&gt;
&lt;br /&gt;
:If a negative memory location is specified (ie: 10 -1 writetie) substance transfer is initiated.  10 -1 writetie would transfer 10 units of energy from the tie being pointed to.  If settie is unset, this vesion also takes an additional value form the stack.&lt;br /&gt;
*settie - Sets the current tie that the DNA is looking at.  When a new tie is set, all the sysvars update for the new information from that tie.  Negative nubmers specify a physical tie in the internal array.  Positive numbers specifies a tie phase.  Multiple ties can be addressed through a single tie phase.&lt;br /&gt;
*nexttie - settie's to the next tie.  If settie is currently set to negative (ie: internal arrays) it finds the next tie in the internal array.  If the present tie is already at the end, it moves back to the beginning.  If the present tie is positive, nexttie finds the next valid tie phase, looping back to the lowest tie phase if it's already at the highest.  If settie is unset (ie: set to 0) nexttie pushes it to first internal tie (ie: a negative).&lt;br /&gt;
&lt;br /&gt;
== Sysvars ==&lt;br /&gt;
*readtielen - A read sysvar.  Reads back the length of the current tie.&lt;br /&gt;
&lt;br /&gt;
*writetielen - A read/write sysvar.  reads back the ties natural length.  If this value is overwritten, the ties natural length is set to the new value.&lt;br /&gt;
&lt;br /&gt;
*tieangle - A read sysvar.  Reads back the relative angle of the tie with respect to the bot's eye.&lt;br /&gt;
&lt;br /&gt;
*tie - Attempts to form a tie with the specified phase.  Since phases are limited to [1, 200], a value greater than 200 will be modded by 200.  A negative value's sign will be flipped then modded 200.&lt;br /&gt;
&lt;br /&gt;
*deltie - If settie is set and the number stored is non negative, the current tie(s) selected are deleted.  If settie is not set, the tie phase (positive values) or tie index (negative values) matching the value is deleted.&lt;br /&gt;
&lt;br /&gt;
*currtie - The value that settie is set to.  A read sysvar.&lt;br /&gt;
&lt;br /&gt;
*setK - A read/write sysvar, set to the present spring coefficient.  Overwrite and set the spring coefficient of the current tie to a new value (and pay the difference in potential energy).&lt;br /&gt;
&lt;br /&gt;
*setB - A read/write sysvar, set to the present damping constant.  Overwrite and set the damping constant of the current tie to a new value.(and pay the difference in potential energy).&lt;br /&gt;
&lt;br /&gt;
*tietype - Set the kind of constraints the tie uses.  example:&lt;br /&gt;
*# - Spring (apply a damped spring force)&lt;br /&gt;
*# - Rope (offer no resistance until the natural length is reached, then create infinite resistance)&lt;br /&gt;
*# - Repulsor (offer no resistance as long as length is greater than the natural length.  If the length is less than the natural length, create an infinite repulsive force).&lt;br /&gt;
*# - Rod - keep the ties length exactly at the natural length using constraints.  Will basically be like a rigid rod is connecting the bots, making the bots into a rigid body.&lt;br /&gt;
&lt;br /&gt;
*numties - Returns the number of phsyical ties connected to the bot.&lt;br /&gt;
&lt;br /&gt;
*birthtietype - Similar to tietype, sets the type of tie that birth ties turn into when they harden.  If 0 is specified, birth ties atrophy after 100 cycles.&lt;br /&gt;
&lt;br /&gt;
== Tie Notes ==&lt;br /&gt;
*Ports - The internal array index is referred to as a tie's &amp;quot;port&amp;quot;.  Each tie has a unique port.  Each port may or may not have a tie.  Port ranges are set by the number of ties in existance when a new tie is formed.  Ties always fill in the first gap in the internal tie array.&lt;br /&gt;
&lt;br /&gt;
*Phase - The phase of a tie is a way of addressing multiple ties at once.  Each tie has a unique phase.  Phases may exist anywhere in the mod range [1,200].  That is, 1 = 201 = 401.&lt;br /&gt;
&lt;br /&gt;
*Length - Max tie length will be 1000, after which all ties become 100% rigid and acts like a stiff rod.  This includes birth ties.  A later feature will be that the max tie length is a function of the amount of material (nrg) used in its construction.  Ties' diameter will stretch and shrink as the tie does.  Ties won't be allowed to go below a certain diameter.  This diameter will also effect the bandwidth (that is, the max throughput) allowed in sharing/stealing substances.&lt;br /&gt;
&lt;br /&gt;
*Birth Ties - Spring ties that after 100 cycles die off or harden depending on the value set on birthtietype.  Birth ties are only formed between a mother and child bot at the moment of reproduction.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=New_tie_paradigm&amp;diff=2007</id>
		<title>New tie paradigm</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=New_tie_paradigm&amp;diff=2007"/>
				<updated>2006-04-14T22:08:46Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: Not done yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the C++ version (2.5), all old tie sysvars are thrown out.  Here's the comprehensive list of all the new tie commands and sysvars:&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
*readtie - If settie is set (ie: not 0) writetie takes 1 value from the stack, representing the memory location to be read from, and places a value on the stack representing the value at that location through the tie.  If settie is positive, and points to a phase representing more than one tie, the returned values are averaged for each robot thus pointed to.&lt;br /&gt;
&lt;br /&gt;
.nrg readtie will read the value stored in .nrg from the bot connected through the current tie.&lt;br /&gt;
*writetie - If settie is set (ie: not 0) writetie takes 2 values from the stack.   10 .up writetie will place 10 at the location specified (.up) in whichever bots are at the other end of the tie(s) settie addresses.&lt;br /&gt;
&lt;br /&gt;
When settie isn't set, writetie removes an extra value from the stack to represent the tie being pointed to.  ie: -1 10 .up writetie to write to tie -1.&lt;br /&gt;
&lt;br /&gt;
If a negative memory location is specified (ie: 10 -1 writetie) substance transfer is initiated.  10 -1 writetie would transfer 10 units of energy from the tie being pointed to.  If settie is unset, this vesion also takes an additional value form the stack.&lt;br /&gt;
*settie - Sets the current tie that the DNA is looking at.  When a new tie is set, all the sysvars update for the new information from that tie.  Negative nubmers specify a physical tie in the internal array.  Positive numbers specifies a tie phase.  Multiple ties can be addressed through a single tie phase.&lt;br /&gt;
*nexttie - settie's to the next tie.  If settie is currently set to negative (ie: internal arrays) it finds the next tie in the internal array.  If the present tie is already at the end, it moves back to the beginning.  If the present tie is positive, nexttie finds the next valid tie phase, looping back to the lowest tie phase if it's already at the highest.  If settie is unset (ie: set to 0) nexttie pushes it to first internal tie (ie: a negative).&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=2009</id>
		<title>C plus plus version</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=2009"/>
				<updated>2006-04-14T21:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==News and Updates==&lt;br /&gt;
(11 April 2006) I haven't actually finished anymore of the remaining features, but I ''have'' been working on all of them, and fixing alot of major bugs.  Everything has been started, I just need to finish them all.  The only large piece of work left that hasn't been started is the Bot Debug controls.  A control does exist for it, but it needs to basically be rewritten to be smoother and easier to use, which calls for a complete reorganization of the code architecture.  In addition I still need to get the robot mouse selection code to work.&lt;br /&gt;
&lt;br /&gt;
(05 Feb 2006) The C++ version is nearing completion.  It might even be possible to have a beta done by the end of the month, but it means Numsgil needs to really put some effort in, and he's sort of tired of programming.  If you know any C++ and want to help, I assure you we'll welcome you with open arms!&lt;br /&gt;
&lt;br /&gt;
== Reasons for Language switch ==&lt;br /&gt;
&lt;br /&gt;
#If you're wondering why we're switching, it's because VB is for relatively simple, GUI based programs. Darwinbots is neither simple nor gui based.  C++, on the other hand is a powerful language, but it has a higher development cost.  [http://en.wikipedia.org/wiki/Visual_basic#Controversy Visual Basic controversy]&lt;br /&gt;
#Visual Basic does not intrinsically support pointers.  As such, complex data structures become something of a chore to try and make.&lt;br /&gt;
#Numsgil knows more about C++ than he knows about Visual Basic.&lt;br /&gt;
#C++ can be made to be portable (say, we could make a Linux version).  And presently the code is being developed with portability in mind  (though as yet untested).&lt;br /&gt;
&lt;br /&gt;
== Accessing the Current Code ==&lt;br /&gt;
The code is in an online version control system called [http://en.wikipedia.org/wiki/Subversion_%28software%29 SVN]&lt;br /&gt;
&lt;br /&gt;
To access the SVN, you should download a SVN client.  The one I found that I like the most is called [http://www.smartsvn.com/smartsvn/index.html Smart SVN].  Its basic (and more than adequate) version is free. You may also want to try [http://tortoisesvn.tigris.org/ TortoiseSVN], which integrates with Windows Explorer.&lt;br /&gt;
&lt;br /&gt;
The SVN for Darwinbots is located at:&lt;br /&gt;
&lt;br /&gt;
* [http://opensvn.csie.org/Darwinbots http://opensvn.csie.org/Darwinbots]&lt;br /&gt;
* [https://opensvn.csie.org/Darwinbots https://opensvn.csie.org/Darwinbots] secure server&lt;br /&gt;
&lt;br /&gt;
'''Read only access is open to everyone.  If you want to contribute to the code, you'll need Numsgil to give you a username and password.'''  He can be reached at Numsgil2002@yahoo.com&lt;br /&gt;
&lt;br /&gt;
== Code Dependencies ==&lt;br /&gt;
To get the code to compile and work, you'll need the following:&lt;br /&gt;
&lt;br /&gt;
#A C++ compiler.  [http://www.bloodshed.net/devcpp.html Dev-C++] is free, but there have been some issues with it conflicting with Microsoft Visual C++ 6.0 (which Numsgil uses, and hence is the officially supported environment).  If you don't have MSVC++ 6.0 and would like it, contact Numsgil at Numsgil2002@yahoo.com&lt;br /&gt;
#OpenGL libraries.  Specifically, the code must link to glut32.lib, opengl32.lib, and glu32.lib.  You probably have these on your computer somewhere, but if you don't, [http://www.opengl.org/resources/faq/getting_started.html this site will help you]&lt;br /&gt;
#Fox GUI Toolkit.  This is the library which allows Darwinbots to have a GUI at all.  [http://www.fox-toolkit.org/ FOX GUI Homepage].&lt;br /&gt;
#The STLport for MSVC++ 6.0 if you have MSVC.  Dev-C++ won't need this.  It can be found at [http://www.ogre3d.org/index.php?option=com_remository&amp;amp;Itemid=57&amp;amp;func=selectcat&amp;amp;cat=1 The Ogre 3D engine download page].  It should be listed at the bottom of the page.  This makes MSVC a bit more ANSI compliant, among other things.  There are some rather nitpicky specifics you need to address to get the stlport working properly (that is, working without compile or link errors).  At the time of this writing (March 2006) [http://www.ogre3d.org/wiki/index.php/Building_From_Source This Ogre wiki page on building the Ogre source] demonstrates what you need to do to get the stlport working properly.  Just scroll down to the section called &amp;quot;stlport&amp;quot;.&lt;br /&gt;
#I don't know how it works for Dev-C++, but if you run MSVC you must be sure that you select the Multithreaded libraries or you'll probably get an error.  To set this, inside MSVC in your project go to project-&amp;gt;settings.  Go to the C/C++ tab, change category &amp;quot;General&amp;quot; to category &amp;quot;Code Generation&amp;quot;.  The new upper right hand corner drop box will let you set if you're using multithreaded/singlethreaded libraries.&lt;br /&gt;
#Fox GUI requires that you include wsock32.lib.  Without it, you will get a single linker error (it will try and find gethostname and fail).&lt;br /&gt;
&lt;br /&gt;
If you have any problems at all with any of the above steps, or want to help Numsgil make the process a bit smoother and have some ideas, contact him at Numsgil2002@yahoo.com.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
The official policy is that as long as Numsgil understands what's going on in your code, your style is fine.  If you want to have a more uniform coding style throughout the code, this is the style Numsgil uses:&lt;br /&gt;
&lt;br /&gt;
 for(unsigned int x = 0; x &amp;lt; 10; x++)&lt;br /&gt;
 {&lt;br /&gt;
     cout &amp;lt;&amp;lt; x; //notice the 4 space tab&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You are welcome to follow it.&lt;br /&gt;
&lt;br /&gt;
== Coding Doctrine ==&lt;br /&gt;
The goal of the code is two things:&lt;br /&gt;
&lt;br /&gt;
#Speed&lt;br /&gt;
#Readability&lt;br /&gt;
&lt;br /&gt;
Wherever speed is not an issue (as in 97% of the code) coders are encouraged to make the code as readable to newbies as possible.  Imagine your mother's life depends on her deciphering your code and you won't be around to help.  That means no clever programming tricks, and sparing use of any standard libraries and especially templates and inheritance and polymorphism and other &amp;quot;advanced&amp;quot; concepts.&lt;br /&gt;
&lt;br /&gt;
== To Do List (updated sparingly) ==&lt;br /&gt;
Feb 05 2006&lt;br /&gt;
&lt;br /&gt;
Updated April 13 2006&lt;br /&gt;
===Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved:===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The GUI needs to be finished and integrated with the options data structure&amp;lt;/s&amp;gt;&lt;br /&gt;
**The Physics Dropdown menus needs to be connected&lt;br /&gt;
**The Pond Mode gradient picute needs to be created&lt;br /&gt;
**The Robot Placement controls need to be created&lt;br /&gt;
*&amp;lt;s&amp;gt;Physics for robots needs to be finished (specifically, velocity limiting code and non-in-elastic collisions)&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;-3, -4, -5, and -6 shots need to be finished,&amp;lt;/s&amp;gt; as well as viruses (though viruses may be disabled in the initial release depending)&lt;br /&gt;
**power shots need to be implemented.&lt;br /&gt;
*Ties need to be coded using the new Tie paradigm discussed [http://forum.darwinbots.com/index.php?showtopic=560 here] and summarized on the [[new tie paradigm]] page&lt;br /&gt;
*The Robot Debugging window and robot mouse selection need to be finished.&lt;br /&gt;
*The graphics and engine need to be made thread safe.&lt;br /&gt;
*Mutations code needs to be finished (currently Sprotiel is working on this)&lt;br /&gt;
*Forward and backward compatible save/load routines for &amp;lt;s&amp;gt;Simulation Settings&amp;lt;/s&amp;gt;, Simulations, and Robots.  Preferably ascii over binary, except where size is an issue (as in Simulations), where some sort of file compression would be nice.&lt;br /&gt;
**&amp;lt;s&amp;gt;Save Settings&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;Load Settings&amp;lt;/s&amp;gt;&lt;br /&gt;
**Save Organism&lt;br /&gt;
**Load Organism&lt;br /&gt;
**Save Simulation&lt;br /&gt;
**Load Simulation&lt;br /&gt;
&lt;br /&gt;
===These would be nice, but aren't 100% necessary for the &amp;quot;Beta&amp;quot; label===&lt;br /&gt;
&lt;br /&gt;
*Scripts.  PY was working on the idea of what they should be, so he should be consulted.&lt;br /&gt;
*Error Database.  Basically, on an error an automatic report could be sent to one of the MYSQL databases available through our webspace and a notification sent to anyone working on the code automatically.  Also, some sort of error viewer inside Darwinbots would be nice, so users could see how many other users reported the error they received and whether or not it's been addressed by the coders yet.&lt;br /&gt;
*Bot Database.  A way to upload and download bots from a central database from inside Darwinbots itself.  Also using a Database as described above (we have 10 of the things, we won't run out :P)&lt;br /&gt;
*Statistical tools.  This would involve everything from collecting data from the sim (and analyzing it according to proper statistical tests) to building a graph form and deciding how to draw it to exporting the data as per user specs into a spreadsheet program (like Excel).  It is prefered that whoever works on this have some statistics background so they know what sort of stats users would want to collect and test.&lt;br /&gt;
*The vision testing algorithm is presently O(n^2), as it uses the &amp;quot;brute force&amp;quot; method. See: [[Vision_algorithm ]] for more info.  It can be made nearly linear O(n) by using uniform grid cells.  see:&lt;br /&gt;
&lt;br /&gt;
:[http://yallara.cs.rmit.edu.au/~mawurm/cosc1224/asst1/index.xhtml This resource which examines the issue]&lt;br /&gt;
&lt;br /&gt;
:[http://www.harveycartel.org/metanet/tutorials/tutorialB.html This resource which describes the implementation and problems associated with it]&lt;br /&gt;
&lt;br /&gt;
:Collision detection could use a similar technique, though its gains would be complicated by the fact that bots are not uniform in size.&lt;br /&gt;
&lt;br /&gt;
:This would mean an absolutely insane boost in speed for large sims, but also would take some work.&lt;br /&gt;
*Since graphics are now using OpenGL, some pretty sweet graphics could be made.  Admittedly spheres/circles shooting dots and lines at each other doesn't really inspire great art, but I think there's definitely potential for some sweet demos.  Maybe move it to 3D graphics instead of 2D and use some fog effects.  Maybe use a shader.&lt;br /&gt;
&lt;br /&gt;
===Long standing feature requests===&lt;br /&gt;
Anyone who managed to implement these in a way that didn't drastically increase memory and CPU requirements would be a hero in the Darwinbots community.&lt;br /&gt;
&lt;br /&gt;
*[[Environment Grid]] - Basically the idea that bots should be able to interact with their physical environment.  Things like leave poop behind for other bots to deal with, pollute their environment, leave pheromone trails for other bots to follow, etc.  There are, unfortunately, some gigantic memory and processing problems that beg for some smart, algorithm-savvy programmer to address.&lt;br /&gt;
&lt;br /&gt;
*[[Metabolism]] - The idea that bots should be able to generate nrg or use nrg based on their own unique bio-chemistry (or is it darwo-chemistry :P).  This involves creating a system (or letting it emerge) of bio-chemical pathways and materials.  Closely tied with the Environment Grid and likewise inter-related with the memory and processing problems.&lt;br /&gt;
&lt;br /&gt;
*[[Specialization | Specialization and Speciation]] - The idea that bots should be able to become more efficient as they limit the number of activities they participate in.  The primary hurdle isn't in coding it, but in designing the basic system to everyone's desires.  It must respect multicellular specialization as well as single celled speciation.  Not an easy task.&lt;br /&gt;
&lt;br /&gt;
*[[Sexual Reproduction]] - Some way for two bots to, with consent (although 'rape' might have a place as well), produce offspring that robustly intermarries the two parents' DNA.&lt;br /&gt;
&lt;br /&gt;
==New Install==&lt;br /&gt;
[[New Install 2.5]]&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
If you would like to help with the code, and any of the above sound interesting or do able, feel free to contact Numsgil at Numsgil2002@yahoo.com to discuss your ideas.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=1998</id>
		<title>C plus plus version</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=1998"/>
				<updated>2006-04-14T18:02:37Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* These would be nice, but aren't 100% necessary for the &amp;quot;Beta&amp;quot; label */  sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==News and Updates==&lt;br /&gt;
(11 April 2006) I haven't actually finished anymore of the remaining features, but I ''have'' been working on all of them, and fixing alot of major bugs.  Everything has been started, I just need to finish them all.  The only large piece of work left that hasn't been started is the Bot Debug controls.  A control does exist for it, but it needs to basically be rewritten to be smoother and easier to use, which calls for a complete reorganization of the code architecture.  In addition I still need to get the robot mouse selection code to work.&lt;br /&gt;
&lt;br /&gt;
(05 Feb 2006) The C++ version is nearing completion.  It might even be possible to have a beta done by the end of the month, but it means Numsgil needs to really put some effort in, and he's sort of tired of programming.  If you know any C++ and want to help, I assure you we'll welcome you with open arms!&lt;br /&gt;
&lt;br /&gt;
== Reasons for Language switch ==&lt;br /&gt;
&lt;br /&gt;
#If you're wondering why we're switching, it's because VB is for relatively simple, GUI based programs. Darwinbots is neither simple nor gui based.  C++, on the other hand is a powerful language, but it has a higher development cost.  [http://en.wikipedia.org/wiki/Visual_basic#Controversy Visual Basic controversy]&lt;br /&gt;
#Visual Basic does not intrinsically support pointers.  As such, complex data structures become something of a chore to try and make.&lt;br /&gt;
#Numsgil knows more about C++ than he knows about Visual Basic.&lt;br /&gt;
#C++ can be made to be portable (say, we could make a Linux version).  And presently the code is being developed with portability in mind  (though as yet untested).&lt;br /&gt;
&lt;br /&gt;
== Accessing the Current Code ==&lt;br /&gt;
The code is in an online version control system called [http://en.wikipedia.org/wiki/Subversion_%28software%29 SVN]&lt;br /&gt;
&lt;br /&gt;
To access the SVN, you should download a SVN client.  The one I found that I like the most is called [http://www.smartsvn.com/smartsvn/index.html Smart SVN].  Its basic (and more than adequate) version is free. You may also want to try [http://tortoisesvn.tigris.org/ TortoiseSVN], which integrates with Windows Explorer.&lt;br /&gt;
&lt;br /&gt;
The SVN for Darwinbots is located at:&lt;br /&gt;
&lt;br /&gt;
* [http://opensvn.csie.org/Darwinbots http://opensvn.csie.org/Darwinbots]&lt;br /&gt;
* [https://opensvn.csie.org/Darwinbots https://opensvn.csie.org/Darwinbots] secure server&lt;br /&gt;
&lt;br /&gt;
'''Read only access is open to everyone.  If you want to contribute to the code, you'll need Numsgil to give you a username and password.'''  He can be reached at Numsgil2002@yahoo.com&lt;br /&gt;
&lt;br /&gt;
== Code Dependencies ==&lt;br /&gt;
To get the code to compile and work, you'll need the following:&lt;br /&gt;
&lt;br /&gt;
#A C++ compiler.  [http://www.bloodshed.net/devcpp.html Dev-C++] is free, but there have been some issues with it conflicting with Microsoft Visual C++ 6.0 (which Numsgil uses, and hence is the officially supported environment).  If you don't have MSVC++ 6.0 and would like it, contact Numsgil at Numsgil2002@yahoo.com&lt;br /&gt;
#OpenGL libraries.  Specifically, the code must link to glut32.lib, opengl32.lib, and glu32.lib.  You probably have these on your computer somewhere, but if you don't, [http://www.opengl.org/resources/faq/getting_started.html this site will help you]&lt;br /&gt;
#Fox GUI Toolkit.  This is the library which allows Darwinbots to have a GUI at all.  [http://www.fox-toolkit.org/ FOX GUI Homepage].&lt;br /&gt;
#The STLport for MSVC++ 6.0 if you have MSVC.  Dev-C++ won't need this.  It can be found at [http://www.ogre3d.org/index.php?option=com_remository&amp;amp;Itemid=57&amp;amp;func=selectcat&amp;amp;cat=1 The Ogre 3D engine download page].  It should be listed at the bottom of the page.  This makes MSVC a bit more ANSI compliant, among other things.  There are some rather nitpicky specifics you need to address to get the stlport working properly (that is, working without compile or link errors).  At the time of this writing (March 2006) [http://www.ogre3d.org/wiki/index.php/Building_From_Source This Ogre wiki page on building the Ogre source] demonstrates what you need to do to get the stlport working properly.  Just scroll down to the section called &amp;quot;stlport&amp;quot;.&lt;br /&gt;
#I don't know how it works for Dev-C++, but if you run MSVC you must be sure that you select the Multithreaded libraries or you'll probably get an error.  To set this, inside MSVC in your project go to project-&amp;gt;settings.  Go to the C/C++ tab, change category &amp;quot;General&amp;quot; to category &amp;quot;Code Generation&amp;quot;.  The new upper right hand corner drop box will let you set if you're using multithreaded/singlethreaded libraries.&lt;br /&gt;
#Fox GUI requires that you include wsock32.lib.  Without it, you will get a single linker error (it will try and find gethostname and fail).&lt;br /&gt;
&lt;br /&gt;
If you have any problems at all with any of the above steps, or want to help Numsgil make the process a bit smoother and have some ideas, contact him at Numsgil2002@yahoo.com.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
The official policy is that as long as Numsgil understands what's going on in your code, your style is fine.  If you want to have a more uniform coding style throughout the code, this is the style Numsgil uses:&lt;br /&gt;
&lt;br /&gt;
 for(unsigned int x = 0; x &amp;lt; 10; x++)&lt;br /&gt;
 {&lt;br /&gt;
     cout &amp;lt;&amp;lt; x; //notice the 4 space tab&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You are welcome to follow it.&lt;br /&gt;
&lt;br /&gt;
== Coding Doctrine ==&lt;br /&gt;
The goal of the code is two things:&lt;br /&gt;
&lt;br /&gt;
#Speed&lt;br /&gt;
#Readability&lt;br /&gt;
&lt;br /&gt;
Wherever speed is not an issue (as in 97% of the code) coders are encouraged to make the code as readable to newbies as possible.  Imagine your mother's life depends on her deciphering your code and you won't be around to help.  That means no clever programming tricks, and sparing use of any standard libraries and especially templates and inheritance and polymorphism and other &amp;quot;advanced&amp;quot; concepts.&lt;br /&gt;
&lt;br /&gt;
== To Do List (updated sparingly) ==&lt;br /&gt;
Feb 05 2006&lt;br /&gt;
&lt;br /&gt;
Updated April 13 2006&lt;br /&gt;
===Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved:===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The GUI needs to be finished and integrated with the options data structure&amp;lt;/s&amp;gt;&lt;br /&gt;
**The Physics Dropdown menus needs to be connected&lt;br /&gt;
**The Pond Mode gradient picute needs to be created&lt;br /&gt;
**The Robot Placement controls need to be created&lt;br /&gt;
*&amp;lt;s&amp;gt;Physics for robots needs to be finished (specifically, velocity limiting code and non-in-elastic collisions)&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;-3, -4, -5, and -6 shots need to be finished,&amp;lt;/s&amp;gt; as well as viruses (though viruses may be disabled in the initial release depending)&lt;br /&gt;
**power shots need to be implemented.&lt;br /&gt;
*Ties need to be coded using the new Tie paradigm discussed [http://forum.darwinbots.com/index.php?showtopic=560 here]&lt;br /&gt;
*The Robot Debugging window and robot mouse selection need to be finished.&lt;br /&gt;
*The graphics and engine need to be made thread safe.&lt;br /&gt;
*Mutations code needs to be finished (currently Sprotiel is working on this)&lt;br /&gt;
*Forward and backward compatible save/load routines for &amp;lt;s&amp;gt;Simulation Settings&amp;lt;/s&amp;gt;, Simulations, and Robots.  Preferably ascii over binary, except where size is an issue (as in Simulations), where some sort of file compression would be nice.&lt;br /&gt;
**&amp;lt;s&amp;gt;Save Settings&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;Load Settings&amp;lt;/s&amp;gt;&lt;br /&gt;
**Save Organism&lt;br /&gt;
**Load Organism&lt;br /&gt;
**Save Simulation&lt;br /&gt;
**Load Simulation&lt;br /&gt;
&lt;br /&gt;
===These would be nice, but aren't 100% necessary for the &amp;quot;Beta&amp;quot; label===&lt;br /&gt;
&lt;br /&gt;
*Scripts.  PY was working on the idea of what they should be, so he should be consulted.&lt;br /&gt;
*Error Database.  Basically, on an error an automatic report could be sent to one of the MYSQL databases available through our webspace and a notification sent to anyone working on the code automatically.  Also, some sort of error viewer inside Darwinbots would be nice, so users could see how many other users reported the error they received and whether or not it's been addressed by the coders yet.&lt;br /&gt;
*Bot Database.  A way to upload and download bots from a central database from inside Darwinbots itself.  Also using a Database as described above (we have 10 of the things, we won't run out :P)&lt;br /&gt;
*Statistical tools.  This would involve everything from collecting data from the sim (and analyzing it according to proper statistical tests) to building a graph form and deciding how to draw it to exporting the data as per user specs into a spreadsheet program (like Excel).  It is prefered that whoever works on this have some statistics background so they know what sort of stats users would want to collect and test.&lt;br /&gt;
*The vision testing algorithm is presently O(n^2), as it uses the &amp;quot;brute force&amp;quot; method. See: [[Vision_algorithm ]] for more info.  It can be made nearly linear O(n) by using uniform grid cells.  see:&lt;br /&gt;
&lt;br /&gt;
:[http://yallara.cs.rmit.edu.au/~mawurm/cosc1224/asst1/index.xhtml This resource which examines the issue]&lt;br /&gt;
&lt;br /&gt;
:[http://www.harveycartel.org/metanet/tutorials/tutorialB.html This resource which describes the implementation and problems associated with it]&lt;br /&gt;
&lt;br /&gt;
:Collision detection could use a similar technique, though its gains would be complicated by the fact that bots are not uniform in size.&lt;br /&gt;
&lt;br /&gt;
:This would mean an absolutely insane boost in speed for large sims, but also would take some work.&lt;br /&gt;
*Since graphics are now using OpenGL, some pretty sweet graphics could be made.  Admittedly spheres/circles shooting dots and lines at each other doesn't really inspire great art, but I think there's definitely potential for some sweet demos.  Maybe move it to 3D graphics instead of 2D and use some fog effects.  Maybe use a shader.&lt;br /&gt;
&lt;br /&gt;
===Long standing feature requests===&lt;br /&gt;
Anyone who managed to implement these in a way that didn't drastically increase memory and CPU requirements would be a hero in the Darwinbots community.&lt;br /&gt;
&lt;br /&gt;
*[[Environment Grid]] - Basically the idea that bots should be able to interact with their physical environment.  Things like leave poop behind for other bots to deal with, pollute their environment, leave pheromone trails for other bots to follow, etc.  There are, unfortunately, some gigantic memory and processing problems that beg for some smart, algorithm-savvy programmer to address.&lt;br /&gt;
&lt;br /&gt;
*[[Metabolism]] - The idea that bots should be able to generate nrg or use nrg based on their own unique bio-chemistry (or is it darwo-chemistry :P).  This involves creating a system (or letting it emerge) of bio-chemical pathways and materials.  Closely tied with the Environment Grid and likewise inter-related with the memory and processing problems.&lt;br /&gt;
&lt;br /&gt;
*[[Specialization | Specialization and Speciation]] - The idea that bots should be able to become more efficient as they limit the number of activities they participate in.  The primary hurdle isn't in coding it, but in designing the basic system to everyone's desires.  It must respect multicellular specialization as well as single celled speciation.  Not an easy task.&lt;br /&gt;
&lt;br /&gt;
*[[Sexual Reproduction]] - Some way for two bots to, with consent (although 'rape' might have a place as well), produce offspring that robustly intermarries the two parents' DNA.&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
If you would like to help with the code, and any of the above sound interesting or do able, feel free to contact Numsgil at Numsgil2002@yahoo.com to discuss your ideas.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=1997</id>
		<title>C plus plus version</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=1997"/>
				<updated>2006-04-14T17:51:12Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==News and Updates==&lt;br /&gt;
(11 April 2006) I haven't actually finished anymore of the remaining features, but I ''have'' been working on all of them, and fixing alot of major bugs.  Everything has been started, I just need to finish them all.  The only large piece of work left that hasn't been started is the Bot Debug controls.  A control does exist for it, but it needs to basically be rewritten to be smoother and easier to use, which calls for a complete reorganization of the code architecture.  In addition I still need to get the robot mouse selection code to work.&lt;br /&gt;
&lt;br /&gt;
(05 Feb 2006) The C++ version is nearing completion.  It might even be possible to have a beta done by the end of the month, but it means Numsgil needs to really put some effort in, and he's sort of tired of programming.  If you know any C++ and want to help, I assure you we'll welcome you with open arms!&lt;br /&gt;
&lt;br /&gt;
== Reasons for Language switch ==&lt;br /&gt;
&lt;br /&gt;
#If you're wondering why we're switching, it's because VB is for relatively simple, GUI based programs. Darwinbots is neither simple nor gui based.  C++, on the other hand is a powerful language, but it has a higher development cost.  [http://en.wikipedia.org/wiki/Visual_basic#Controversy Visual Basic controversy]&lt;br /&gt;
#Visual Basic does not intrinsically support pointers.  As such, complex data structures become something of a chore to try and make.&lt;br /&gt;
#Numsgil knows more about C++ than he knows about Visual Basic.&lt;br /&gt;
#C++ can be made to be portable (say, we could make a Linux version).  And presently the code is being developed with portability in mind  (though as yet untested).&lt;br /&gt;
&lt;br /&gt;
== Accessing the Current Code ==&lt;br /&gt;
The code is in an online version control system called [http://en.wikipedia.org/wiki/Subversion_%28software%29 SVN]&lt;br /&gt;
&lt;br /&gt;
To access the SVN, you should download a SVN client.  The one I found that I like the most is called [http://www.smartsvn.com/smartsvn/index.html Smart SVN].  Its basic (and more than adequate) version is free. You may also want to try [http://tortoisesvn.tigris.org/ TortoiseSVN], which integrates with Windows Explorer.&lt;br /&gt;
&lt;br /&gt;
The SVN for Darwinbots is located at:&lt;br /&gt;
&lt;br /&gt;
* [http://opensvn.csie.org/Darwinbots http://opensvn.csie.org/Darwinbots]&lt;br /&gt;
* [https://opensvn.csie.org/Darwinbots https://opensvn.csie.org/Darwinbots] secure server&lt;br /&gt;
&lt;br /&gt;
'''Read only access is open to everyone.  If you want to contribute to the code, you'll need Numsgil to give you a username and password.'''  He can be reached at Numsgil2002@yahoo.com&lt;br /&gt;
&lt;br /&gt;
== Code Dependencies ==&lt;br /&gt;
To get the code to compile and work, you'll need the following:&lt;br /&gt;
&lt;br /&gt;
#A C++ compiler.  [http://www.bloodshed.net/devcpp.html Dev-C++] is free, but there have been some issues with it conflicting with Microsoft Visual C++ 6.0 (which Numsgil uses, and hence is the officially supported environment).  If you don't have MSVC++ 6.0 and would like it, contact Numsgil at Numsgil2002@yahoo.com&lt;br /&gt;
#OpenGL libraries.  Specifically, the code must link to glut32.lib, opengl32.lib, and glu32.lib.  You probably have these on your computer somewhere, but if you don't, [http://www.opengl.org/resources/faq/getting_started.html this site will help you]&lt;br /&gt;
#Fox GUI Toolkit.  This is the library which allows Darwinbots to have a GUI at all.  [http://www.fox-toolkit.org/ FOX GUI Homepage].&lt;br /&gt;
#The STLport for MSVC++ 6.0 if you have MSVC.  Dev-C++ won't need this.  It can be found at [http://www.ogre3d.org/index.php?option=com_remository&amp;amp;Itemid=57&amp;amp;func=selectcat&amp;amp;cat=1 The Ogre 3D engine download page].  It should be listed at the bottom of the page.  This makes MSVC a bit more ANSI compliant, among other things.  There are some rather nitpicky specifics you need to address to get the stlport working properly (that is, working without compile or link errors).  At the time of this writing (March 2006) [http://www.ogre3d.org/wiki/index.php/Building_From_Source This Ogre wiki page on building the Ogre source] demonstrates what you need to do to get the stlport working properly.  Just scroll down to the section called &amp;quot;stlport&amp;quot;.&lt;br /&gt;
#I don't know how it works for Dev-C++, but if you run MSVC you must be sure that you select the Multithreaded libraries or you'll probably get an error.  To set this, inside MSVC in your project go to project-&amp;gt;settings.  Go to the C/C++ tab, change category &amp;quot;General&amp;quot; to category &amp;quot;Code Generation&amp;quot;.  The new upper right hand corner drop box will let you set if you're using multithreaded/singlethreaded libraries.&lt;br /&gt;
#Fox GUI requires that you include wsock32.lib.  Without it, you will get a single linker error (it will try and find gethostname and fail).&lt;br /&gt;
&lt;br /&gt;
If you have any problems at all with any of the above steps, or want to help Numsgil make the process a bit smoother and have some ideas, contact him at Numsgil2002@yahoo.com.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
The official policy is that as long as Numsgil understands what's going on in your code, your style is fine.  If you want to have a more uniform coding style throughout the code, this is the style Numsgil uses:&lt;br /&gt;
&lt;br /&gt;
 for(unsigned int x = 0; x &amp;lt; 10; x++)&lt;br /&gt;
 {&lt;br /&gt;
     cout &amp;lt;&amp;lt; x; //notice the 4 space tab&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You are welcome to follow it.&lt;br /&gt;
&lt;br /&gt;
== Coding Doctrine ==&lt;br /&gt;
The goal of the code is two things:&lt;br /&gt;
&lt;br /&gt;
#Speed&lt;br /&gt;
#Readability&lt;br /&gt;
&lt;br /&gt;
Wherever speed is not an issue (as in 97% of the code) coders are encouraged to make the code as readable to newbies as possible.  Imagine your mother's life depends on her deciphering your code and you won't be around to help.  That means no clever programming tricks, and sparing use of any standard libraries and especially templates and inheritance and polymorphism and other &amp;quot;advanced&amp;quot; concepts.&lt;br /&gt;
&lt;br /&gt;
== To Do List (updated sparingly) ==&lt;br /&gt;
Feb 05 2006&lt;br /&gt;
&lt;br /&gt;
Updated April 13 2006&lt;br /&gt;
===Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved:===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The GUI needs to be finished and integrated with the options data structure&amp;lt;/s&amp;gt;&lt;br /&gt;
**The Physics Dropdown menus needs to be connected&lt;br /&gt;
**The Pond Mode gradient picute needs to be created&lt;br /&gt;
**The Robot Placement controls need to be created&lt;br /&gt;
*&amp;lt;s&amp;gt;Physics for robots needs to be finished (specifically, velocity limiting code and non-in-elastic collisions)&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;-3, -4, -5, and -6 shots need to be finished,&amp;lt;/s&amp;gt; as well as viruses (though viruses may be disabled in the initial release depending)&lt;br /&gt;
**power shots need to be implemented.&lt;br /&gt;
*Ties need to be coded using the new Tie paradigm discussed [http://forum.darwinbots.com/index.php?showtopic=560 here]&lt;br /&gt;
*The Robot Debugging window and robot mouse selection need to be finished.&lt;br /&gt;
*The graphics and engine need to be made thread safe.&lt;br /&gt;
*Mutations code needs to be finished (currently Sprotiel is working on this)&lt;br /&gt;
*Forward and backward compatible save/load routines for &amp;lt;s&amp;gt;Simulation Settings&amp;lt;/s&amp;gt;, Simulations, and Robots.  Preferably ascii over binary, except where size is an issue (as in Simulations), where some sort of file compression would be nice.&lt;br /&gt;
**&amp;lt;s&amp;gt;Save Settings&amp;lt;/s&amp;gt;&lt;br /&gt;
**&amp;lt;s&amp;gt;Load Settings&amp;lt;/s&amp;gt;&lt;br /&gt;
**Save Organism&lt;br /&gt;
**Load Organism&lt;br /&gt;
**Save Simulation&lt;br /&gt;
**Load Simulation&lt;br /&gt;
&lt;br /&gt;
===These would be nice, but aren't 100% necessary for the &amp;quot;Beta&amp;quot; label===&lt;br /&gt;
&lt;br /&gt;
*Scripts.  PY was working on the idea of what they should be, so he should be consulted.&lt;br /&gt;
*Error Database.  Basically, on an error an automatic report could be sent to one of the MYSQL databases available through our webspace and a notification sent to anyone working on the code automatically.  Also, some sort of error viewer inside Darwinbots would be nice, so users could see how many other users reported the error they received and whether or not it's been addressed by the coders yet.&lt;br /&gt;
*Bot Database.  A way to upload and download bots from a central database from inside Darwinbots itself.  Also using a Database as described above (we have 10 of the things, we won't run out :P)&lt;br /&gt;
*Statistical tools.  This would involve everything from collecting data from the sim (and analyzing it according to proper statistical tests) to building a graph form and deciding how to draw it to exporting the data as per user specs into a spreadsheet program (like Excel).  It is prefered that whoever works on this have some statistics background so they know what sort of stats users would want to collect and test.&lt;br /&gt;
*The vision testing algorithm is presently O(n^2), as it uses the &amp;quot;brute force&amp;quot; method. See: [[Vision_algorithm ]] for more inofo.  It can be made nearly linear O(n) by using uniform grid cells.  see:&lt;br /&gt;
&lt;br /&gt;
:[http://yallara.cs.rmit.edu.au/~mawurm/cosc1224/asst1/index.xhtml This resource which examines the issue]&lt;br /&gt;
&lt;br /&gt;
:[http://www.harveycartel.org/metanet/tutorials/tutorialB.html This resource which describes the implementation and problems associated with it]&lt;br /&gt;
&lt;br /&gt;
:Collision detection could use a similar technique, though its gains would be complicated by the fact that bots are not uniform in size.&lt;br /&gt;
&lt;br /&gt;
:This would mean an absolutely insane boost in speed for large sims, but also would take some work.&lt;br /&gt;
*Since graphics are now using OpenGL, some pretty sweet graphics could be made.  Admittedly spheres/circles shooting dots and lines at each other doesn't really inspire great art, but I think there's definitely potential for some sweet demos.  Maybe move it to 3D graphics instead of 2D and use some fog effects.  Maybe use a shader.&lt;br /&gt;
&lt;br /&gt;
===Long standing feature requests===&lt;br /&gt;
Anyone who managed to implement these in a way that didn't drastically increase memory and CPU requirements would be a hero in the Darwinbots community.&lt;br /&gt;
&lt;br /&gt;
*[[Environment Grid]] - Basically the idea that bots should be able to interact with their physical environment.  Things like leave poop behind for other bots to deal with, pollute their environment, leave pheromone trails for other bots to follow, etc.  There are, unfortunately, some gigantic memory and processing problems that beg for some smart, algorithm-savvy programmer to address.&lt;br /&gt;
&lt;br /&gt;
*[[Metabolism]] - The idea that bots should be able to generate nrg or use nrg based on their own unique bio-chemistry (or is it darwo-chemistry :P).  This involves creating a system (or letting it emerge) of bio-chemical pathways and materials.  Closely tied with the Environment Grid and likewise inter-related with the memory and processing problems.&lt;br /&gt;
&lt;br /&gt;
*[[Specialization | Specialization and Speciation]] - The idea that bots should be able to become more efficient as they limit the number of activities they participate in.  The primary hurdle isn't in coding it, but in designing the basic system to everyone's desires.  It must respect multicellular specialization as well as single celled speciation.  Not an easy task.&lt;br /&gt;
&lt;br /&gt;
*[[Sexual Reproduction]] - Some way for two bots to, with consent (although 'rape' might have a place as well), produce offspring that robustly intermarries the two parents' DNA.&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
If you would like to help with the code, and any of the above sound interesting or do able, feel free to contact Numsgil at Numsgil2002@yahoo.com to discuss your ideas.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=1855</id>
		<title>C plus plus version</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=1855"/>
				<updated>2006-02-25T21:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* To Do List (updated sparringly) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==News and Updates==&lt;br /&gt;
&lt;br /&gt;
(05 Feb 2006) The C++ version is nearing completion.  It might even be possible to have a beta done by the end of the month, but it means Numsgil needs to really put some effort in, and he's sort of tired of programming.  If you know any C++ and want to help, I assure you we'll welcome you with open arms!&lt;br /&gt;
&lt;br /&gt;
== Reasons for Language switch ==&lt;br /&gt;
&lt;br /&gt;
#If you're wondering why we're switching, it's because VB is for relatively simple, GUI based programs. Darwinbots is neither simple nor gui based.  C++, on the other hand is a powerfull language, but it has a higher development cost.  [http://en.wikipedia.org/wiki/Visual_basic#Controversy Visual Basic controvercy]&lt;br /&gt;
#Visual Basic does not intrinsically support pointers.  As such, complex data structures become something of a chore to try and make.&lt;br /&gt;
#Numsgil knows more about C++ than he knows about Visual Basic.&lt;br /&gt;
#C++ can be made to be portable (say, we could make a Linux version).  And presently the code is being developed with portability in mind  (though as yet untested).&lt;br /&gt;
&lt;br /&gt;
== Accessing the Current Code ==&lt;br /&gt;
The code is in an online version control system called [http://en.wikipedia.org/wiki/Subversion_%28software%29 SVN]&lt;br /&gt;
&lt;br /&gt;
To access the SVN, you should download a SVN client.  The one I found that I like the most is called [http://www.smartsvn.com/smartsvn/index.html Smart SVN].  Its basic (and more than adequate) version is free.&lt;br /&gt;
&lt;br /&gt;
The SVN for Darwinbots is located at:&lt;br /&gt;
&lt;br /&gt;
* [http://opensvn.csie.org/Darwinbots http://opensvn.csie.org/Darwinbots]&lt;br /&gt;
* [https://opensvn.csie.org/Darwinbots https://opensvn.csie.org/Darwinbots] secure server&lt;br /&gt;
&lt;br /&gt;
'''Read only access is open to everyone.  If you want to contribute to the code, you'll need Numsgil to give you a username and password.'''  He can be reached at Numsgil2002@yahoo.com&lt;br /&gt;
&lt;br /&gt;
== Code Dependencies ==&lt;br /&gt;
To get the code to compile and work, you'll need the following:&lt;br /&gt;
&lt;br /&gt;
#A C++ compiler.  [http://www.bloodshed.net/devcpp.html Dev-C++] is free, but there have been some issues with it conflicting with Microsoft Visual C++ 6.0 (which Numsgil uses, and hence is the officially supported environment).  If you don't have MSVC++ 6.0 and would like it, contact Numsgil at Numsgil2002@yahoo.com&lt;br /&gt;
#OpenGL libraries.  Specifically, the code must link to glut32.lib, opengl32.lib, and glu32.lib.  You probably have these on your computer somewhere, but if you don't, [http://www.opengl.org/resources/faq/getting_started.html this site will help you]&lt;br /&gt;
#Fox GUI Toolkit.  This is the library which allows Darwinbots to have a GUI at all.  [http://www.fox-toolkit.org/ FOX GUI Homepage].&lt;br /&gt;
#The STLport for MSVC++ 6.0 if you have MSVC.  Dev-C++ won't need this.  It can be found at [http://www.ogre3d.org/index.php?option=com_remository&amp;amp;Itemid=57&amp;amp;func=selectcat&amp;amp;cat=1 The Ogre 3D engine download page].  It should be listed at the bottom of the page.  This makes MSVC a bit more ANSI compliant, among other things.&lt;br /&gt;
#I don't know how it works for Dev-C++, but if you run MSVC you must be sure that you select the Multithreaded libraries or you'll probably get an error.  To set this, inside MSVC in your project go to project-&amp;gt;settings.  Go to the C/C++ tab, change category &amp;quot;General&amp;quot; to category &amp;quot;Code Generation&amp;quot;.  The new upper right hand corner drop box will let you set if you're using multithreaded/singlethreaded libraries.&lt;br /&gt;
&lt;br /&gt;
If you have any problems at all with any of the above steps, or want to help Numsgil make the process a bit smoother and have some ideas, contact him at Numsgil2002@yahoo.com.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
The official policy is that as long as Numsgil understands what's going on in your code, your style is fine.  If you want to have a more uniform coding style throughout the code, this is the style Numsgil uses:&lt;br /&gt;
&lt;br /&gt;
 for(unsigned int x = 0; x &amp;lt; 10; x++)&lt;br /&gt;
 {&lt;br /&gt;
     cout &amp;lt;&amp;lt; x; //notice the 4 space tab&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You are welcome to follow it.&lt;br /&gt;
&lt;br /&gt;
== Coding Doctrine ==&lt;br /&gt;
The goal of the code is two things:&lt;br /&gt;
&lt;br /&gt;
#Speed&lt;br /&gt;
#Readability&lt;br /&gt;
&lt;br /&gt;
Wherever speed is not an issue (as in 97% of the code) coders are encouraged to make the code as readable to newbies as possible.  Imagine your mother's life depends on her deciphering your code and you won't be around to help.  That means no clever programming tricks, and sparing use of any standard libraries and especially templates and inheritance and polymorphism and other &amp;quot;advanced&amp;quot; concepts.&lt;br /&gt;
&lt;br /&gt;
== To Do List (updated sparringly) ==&lt;br /&gt;
Feb 05 2006&lt;br /&gt;
&lt;br /&gt;
Updated Feb 25 2006&lt;br /&gt;
===Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved:===&lt;br /&gt;
&lt;br /&gt;
*The GUI needs to be finished and integrated with the options data structure&lt;br /&gt;
*&amp;lt;s&amp;gt;Physics for robots needs to be finished (specifically, velocity limiting code and non-in-elastic collisions)&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;-3, -4, -5, and -6 shots need to be finished,&amp;lt;/s&amp;gt; as well as viruses (though viruses may be disabled in the initial release depending)&lt;br /&gt;
*Ties need to be coded using the new Tie paradigm discussed [http://forum.darwinbots.com/index.php?showtopic=560 here]&lt;br /&gt;
*The Robot Debugging window and robot mouse selection need to be finished.&lt;br /&gt;
*The graphics and engine need to be made thread safe.&lt;br /&gt;
*Mutations code needs to be finished (currently Sprotiel is working on this)&lt;br /&gt;
*Forward and backward compatible save/load routines for Simulation Settings, Simulations, and Robots.  Preferably ascii over binary, except where size is an issue (as in Simulation settings), where some sort of file compression would be nice.&lt;br /&gt;
&lt;br /&gt;
===These would be nice, but aren't 100% necessary for the &amp;quot;Beta&amp;quot; label===&lt;br /&gt;
&lt;br /&gt;
*Scripts.  PY was working on the idea of what they should be, so he should be consulted.&lt;br /&gt;
*Error Database.  Basically, on an error an automatic report could be sent to one of the MYSQL databases available through our webspace and a notification sent to anyone working on the code automatically.  Also, some sort of error viewer inside Darwinbots would be nice, so users could see how many other users reproted the error they recieved and wether or not it's been addressed by the coders yet.&lt;br /&gt;
*Bot Database.  A way to upload and download bots from a central database from inside Darwinbots itself.  Also using a Database as described above (we have 10 of the things, we won't run out :P)&lt;br /&gt;
*Statistical tools.  This would involve everything from collecting data from the sim (and analyzing it according to proper statistical tests) to building a graph form and deciding how to draw it to exporting the data as per user specs into a spreadsheet program (like Excel).  It is prefered that whoever works on this have some statistics background so they know what sort of stats users would want to collect and test.&lt;br /&gt;
*The vision testing algorithm is presently O(n^2), as it uses the &amp;quot;brute force&amp;quot; method. See: [[Vision_algorithm ]] for more inofo.  It can be made nearly linear O(n) by using uniform grid cells.  see:&lt;br /&gt;
&lt;br /&gt;
:[http://yallara.cs.rmit.edu.au/~mawurm/cosc1224/asst1/index.xhtml This resource which exmines the issue]&lt;br /&gt;
&lt;br /&gt;
:[http://www.harveycartel.org/metanet/tutorials/tutorialB.html This resource which describes the implementation and problems associated with it]&lt;br /&gt;
&lt;br /&gt;
:Collision detection could use a similar technique, though its gains would be complicated by the fact that bots are not uniform in size.&lt;br /&gt;
&lt;br /&gt;
:This would mean an absolutely insane boost in speed for large sims, but also would take some work.&lt;br /&gt;
*Since graphics are now using OpenGL, some pretty sweet graphics could be made.  Admitedly spheres/circles shooting dots and lines at each other doesn't really inspire great art, but I think there's definately potential for some sweet demos.  Maybe move it to 3D graphics instead of 2D and use some fog effects.  Maybe use a shader.&lt;br /&gt;
&lt;br /&gt;
===Long standing feature requests===&lt;br /&gt;
Anyone who managed to implement these in a way that didn't drastically increase memory and CPU requirements would be a hero in the Darwinbots community.&lt;br /&gt;
&lt;br /&gt;
*[[Environment Grid]] - Basically the idea that bots should be able to interact with their physical environment.  Things like leave poop behind for other bots to deal with, polute their environment, leave pheremone trails for other bots to follow, etc.  There are, unfortunately, some gigantic memory and processing problems that beg for some smart, algorithm-savy programmer to address.&lt;br /&gt;
&lt;br /&gt;
*[[Metabolism]] - The idea that bots should be able to generate nrg or use nrg based on their own unique bio-chemistry (or is it darwo-chemistry :P).  This involves creating a system (or letting it emerge) of bio-chemical pathways and materials.  Closely tied with the Environment Grid and likewise inter-related with the memory and processing problems.&lt;br /&gt;
&lt;br /&gt;
*[[Specialization | Specialization and Speciation]] - The idea that bots should be able to become more efficient as they limit the number of activities they participate in.  The primary hurdle isn't in coding it, but in designing the basic system to everyone's desires.  It must respect multicellular specialization as well as single celled speciation.  Not an easy task.&lt;br /&gt;
&lt;br /&gt;
*[[Sexual Reproduction]] - Some way for two bots to, with consent (although 'rape' might have a place as well), produce offspring that robustly intermarries the two parents' DNA.&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
If you would like to help with the code, and any of the above sound interesting or do able, feel free to contact Numsgil at Numsgil2002@yahoo.com to discuss your ideas.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=1835</id>
		<title>C plus plus version</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=C_plus_plus_version&amp;diff=1835"/>
				<updated>2006-02-25T21:28:26Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==News and Updates==&lt;br /&gt;
&lt;br /&gt;
(05 Feb 2006) The C++ version is nearing completion.  It might even be possible to have a beta done by the end of the month, but it means Numsgil needs to really put some effort in, and he's sort of tired of programming.  If you know any C++ and want to help, I assure you we'll welcome you with open arms!&lt;br /&gt;
&lt;br /&gt;
== Reasons for Language switch ==&lt;br /&gt;
&lt;br /&gt;
#If you're wondering why we're switching, it's because VB is for relatively simple, GUI based programs. Darwinbots is neither simple nor gui based.  C++, on the other hand is a powerfull language, but it has a higher development cost.  [http://en.wikipedia.org/wiki/Visual_basic#Controversy Visual Basic controvercy]&lt;br /&gt;
#Visual Basic does not intrinsically support pointers.  As such, complex data structures become something of a chore to try and make.&lt;br /&gt;
#Numsgil knows more about C++ than he knows about Visual Basic.&lt;br /&gt;
#C++ can be made to be portable (say, we could make a Linux version).  And presently the code is being developed with portability in mind  (though as yet untested).&lt;br /&gt;
&lt;br /&gt;
== Accessing the Current Code ==&lt;br /&gt;
The code is in an online version control system called [http://en.wikipedia.org/wiki/Subversion_%28software%29 SVN]&lt;br /&gt;
&lt;br /&gt;
To access the SVN, you should download a SVN client.  The one I found that I like the most is called [http://www.smartsvn.com/smartsvn/index.html Smart SVN].  Its basic (and more than adequate) version is free.&lt;br /&gt;
&lt;br /&gt;
The SVN for Darwinbots is located at:&lt;br /&gt;
&lt;br /&gt;
* [http://opensvn.csie.org/Darwinbots http://opensvn.csie.org/Darwinbots]&lt;br /&gt;
* [https://opensvn.csie.org/Darwinbots https://opensvn.csie.org/Darwinbots] secure server&lt;br /&gt;
&lt;br /&gt;
'''Read only access is open to everyone.  If you want to contribute to the code, you'll need Numsgil to give you a username and password.'''  He can be reached at Numsgil2002@yahoo.com&lt;br /&gt;
&lt;br /&gt;
== Code Dependencies ==&lt;br /&gt;
To get the code to compile and work, you'll need the following:&lt;br /&gt;
&lt;br /&gt;
#A C++ compiler.  [http://www.bloodshed.net/devcpp.html Dev-C++] is free, but there have been some issues with it conflicting with Microsoft Visual C++ 6.0 (which Numsgil uses, and hence is the officially supported environment).  If you don't have MSVC++ 6.0 and would like it, contact Numsgil at Numsgil2002@yahoo.com&lt;br /&gt;
#OpenGL libraries.  Specifically, the code must link to glut32.lib, opengl32.lib, and glu32.lib.  You probably have these on your computer somewhere, but if you don't, [http://www.opengl.org/resources/faq/getting_started.html this site will help you]&lt;br /&gt;
#Fox GUI Toolkit.  This is the library which allows Darwinbots to have a GUI at all.  [http://www.fox-toolkit.org/ FOX GUI Homepage].&lt;br /&gt;
#The STLport for MSVC++ 6.0 if you have MSVC.  Dev-C++ won't need this.  It can be found at [http://www.ogre3d.org/index.php?option=com_remository&amp;amp;Itemid=57&amp;amp;func=selectcat&amp;amp;cat=1 The Ogre 3D engine download page].  It should be listed at the bottom of the page.  This makes MSVC a bit more ANSI compliant, among other things.&lt;br /&gt;
#I don't know how it works for Dev-C++, but if you run MSVC you must be sure that you select the Multithreaded libraries or you'll probably get an error.  To set this, inside MSVC in your project go to project-&amp;gt;settings.  Go to the C/C++ tab, change category &amp;quot;General&amp;quot; to category &amp;quot;Code Generation&amp;quot;.  The new upper right hand corner drop box will let you set if you're using multithreaded/singlethreaded libraries.&lt;br /&gt;
&lt;br /&gt;
If you have any problems at all with any of the above steps, or want to help Numsgil make the process a bit smoother and have some ideas, contact him at Numsgil2002@yahoo.com.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
The official policy is that as long as Numsgil understands what's going on in your code, your style is fine.  If you want to have a more uniform coding style throughout the code, this is the style Numsgil uses:&lt;br /&gt;
&lt;br /&gt;
 for(unsigned int x = 0; x &amp;lt; 10; x++)&lt;br /&gt;
 {&lt;br /&gt;
     cout &amp;lt;&amp;lt; x; //notice the 4 space tab&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You are welcome to follow it.&lt;br /&gt;
&lt;br /&gt;
== Coding Doctrine ==&lt;br /&gt;
The goal of the code is two things:&lt;br /&gt;
&lt;br /&gt;
#Speed&lt;br /&gt;
#Readability&lt;br /&gt;
&lt;br /&gt;
Wherever speed is not an issue (as in 97% of the code) coders are encouraged to make the code as readable to newbies as possible.  Imagine your mother's life depends on her deciphering your code and you won't be around to help.  That means no clever programming tricks, and sparing use of any standard libraries and especially templates and inheritance and polymorphism and other &amp;quot;advanced&amp;quot; concepts.&lt;br /&gt;
&lt;br /&gt;
== To Do List (updated sparringly) ==&lt;br /&gt;
Feb 05 2006&lt;br /&gt;
===Presently, the following needs to be finished before a &amp;quot;BETA&amp;quot; can be achieved:===&lt;br /&gt;
&lt;br /&gt;
*The GUI needs to be finished and integrated with the options data structure&lt;br /&gt;
*&amp;lt;s&amp;gt;Physics for robots needs to be finished (specifically, velocity limiting code and non-in-elastic collisions)&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;-3, -4, -5, and -6 shots need to be finished,&amp;lt;/s&amp;gt; as well as viruses (though viruses may be disabled in the initial release depending)&lt;br /&gt;
*Ties need to be coded using the new Tie paradigm discussed [http://forum.darwinbots.com/index.php?showtopic=560 here]&lt;br /&gt;
*The Robot Debugging window and robot mouse selection need to be finished.&lt;br /&gt;
*The graphics and engine need to be made thread safe.&lt;br /&gt;
*Mutations code needs to be finished (currently Sprotiel is working on this)&lt;br /&gt;
*Forward and backward compatible save/load routines for Simulation Settings, Simulations, and Robots.  Preferably ascii over binary, except where size is an issue (as in Simulation settings), where some sort of file compression would be nice.&lt;br /&gt;
&lt;br /&gt;
===These would be nice, but aren't 100% necessary for the &amp;quot;Beta&amp;quot; label===&lt;br /&gt;
&lt;br /&gt;
*Scripts.  PY was working on the idea of what they should be, so he should be consulted.&lt;br /&gt;
*Error Database.  Basically, on an error an automatic report could be sent to one of the MYSQL databases available through our webspace and a notification sent to anyone working on the code automatically.  Also, some sort of error viewer inside Darwinbots would be nice, so users could see how many other users reproted the error they recieved and wether or not it's been addressed by the coders yet.&lt;br /&gt;
*Bot Database.  A way to upload and download bots from a central database from inside Darwinbots itself.  Also using a Database as described above (we have 10 of the things, we won't run out :P)&lt;br /&gt;
*Statistical tools.  This would involve everything from collecting data from the sim (and analyzing it according to proper statistical tests) to building a graph form and deciding how to draw it to exporting the data as per user specs into a spreadsheet program (like Excel).  It is prefered that whoever works on this have some statistics background so they know what sort of stats users would want to collect and test.&lt;br /&gt;
*The vision testing algorithm is presently O(n^2), as it uses the &amp;quot;brute force&amp;quot; method. See: [[Vision_algorithm ]] for more inofo.  It can be made nearly linear O(n) by using uniform grid cells.  see:&lt;br /&gt;
&lt;br /&gt;
:[http://yallara.cs.rmit.edu.au/~mawurm/cosc1224/asst1/index.xhtml This resource which exmines the issue]&lt;br /&gt;
&lt;br /&gt;
:[http://www.harveycartel.org/metanet/tutorials/tutorialB.html This resource which describes the implementation and problems associated with it]&lt;br /&gt;
&lt;br /&gt;
:Collision detection could use a similar technique, though its gains would be complicated by the fact that bots are not uniform in size.&lt;br /&gt;
&lt;br /&gt;
:This would mean an absolutely insane boost in speed for large sims, but also would take some work.&lt;br /&gt;
*Since graphics are now using OpenGL, some pretty sweet graphics could be made.  Admitedly spheres/circles shooting dots and lines at each other doesn't really inspire great art, but I think there's definately potential for some sweet demos.  Maybe move it to 3D graphics instead of 2D and use some fog effects.  Maybe use a shader.&lt;br /&gt;
&lt;br /&gt;
===Long standing feature requests===&lt;br /&gt;
Anyone who managed to implement these in a way that didn't drastically increase memory and CPU requirements would be a hero in the Darwinbots community.&lt;br /&gt;
&lt;br /&gt;
*[[Environment Grid]] - Basically the idea that bots should be able to interact with their physical environment.  Things like leave poop behind for other bots to deal with, polute their environment, leave pheremone trails for other bots to follow, etc.  There are, unfortunately, some gigantic memory and processing problems that beg for some smart, algorithm-savy programmer to address.&lt;br /&gt;
&lt;br /&gt;
*[[Metabolism]] - The idea that bots should be able to generate nrg or use nrg based on their own unique bio-chemistry (or is it darwo-chemistry :P).  This involves creating a system (or letting it emerge) of bio-chemical pathways and materials.  Closely tied with the Environment Grid and likewise inter-related with the memory and processing problems.&lt;br /&gt;
&lt;br /&gt;
*[[Specialization | Specialization and Speciation]] - The idea that bots should be able to become more efficient as they limit the number of activities they participate in.  The primary hurdle isn't in coding it, but in designing the basic system to everyone's desires.  It must respect multicellular specialization as well as single celled speciation.  Not an easy task.&lt;br /&gt;
&lt;br /&gt;
*[[Sexual Reproduction]] - Some way for two bots to, with consent (although 'rape' might have a place as well), produce offspring that robustly intermarries the two parents' DNA.&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
If you would like to help with the code, and any of the above sound interesting or do able, feel free to contact Numsgil at Numsgil2002@yahoo.com to discuss your ideas.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Talk:Botsareus%27s_Vision&amp;diff=876</id>
		<title>Talk:Botsareus's Vision</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Talk:Botsareus%27s_Vision&amp;diff=876"/>
				<updated>2005-11-06T01:34:31Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note to all folks editing these wiki pages:&amp;lt;br&amp;gt;&lt;br /&gt;
if you don't see the changes you make appear ...&amp;lt;br&amp;gt;&lt;br /&gt;
you need to clear your browser cache ... and then refresh the page ...&amp;lt;br&amp;gt;&lt;br /&gt;
this seems to happen at most wikis ... but i notice it here a lot.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use this talk page to discuss various ideas of the implimentation of DB ...&lt;br /&gt;
and provide feedback for Bau.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Evo===&lt;br /&gt;
'''Here is how the 'evo' part works in my program:&lt;br /&gt;
&lt;br /&gt;
*A.) It uses femily based periodically changing mutation rates to avoid mullers rachet.&lt;br /&gt;
&lt;br /&gt;
*B.) Saving '''best robot''' at the end of a simulation or after n time, will result in saving a '''nuke problem''' robot or '''geek loophole''' robot, therefor the following must be done.&lt;br /&gt;
&lt;br /&gt;
#) Each robot must have its skill factor calculated to know its '''true''' best value. This is done using &amp;lt;b&amp;gt;&amp;quot;.good&amp;quot;&amp;lt;/b&amp;gt; in each robots substructure.&lt;br /&gt;
#) Troughout the simulation the higest peaking point of a robots skill is determind. Lets call it J&lt;br /&gt;
#) J is checked agenst the J of the three previos 'runs' (each run lests 8000 cycles (although I have &amp;quot;/end&amp;quot; display something else, I am talking about my current work right now) this is done by using an external &amp;quot;saecheck.txt&amp;quot; file.&lt;br /&gt;
::a) If J is higher then the lest three 'runs', then 'save robots dna' is called. Wait for this 'run' to complete just incase J goes even higher.&lt;br /&gt;
&lt;br /&gt;
*C.) The true 'best robot' is now set as the robot to restart/resume the simulation with.&lt;br /&gt;
&lt;br /&gt;
i like these ideas, Bau ...&amp;lt;br&amp;gt;&lt;br /&gt;
makes a lot of sense to me. i will play with this prog this week and see how&amp;lt;br&amp;gt;&lt;br /&gt;
things go ... what questions are raised, etc ... and perhaps then know enough&amp;lt;br&amp;gt;&lt;br /&gt;
about these new features to ask relevent questions. thanks. {{User:Griz/sig}} 12:16, 2 Nov 2005 (MST)&lt;br /&gt;
&lt;br /&gt;
edit by bots , summary:&lt;br /&gt;
&lt;br /&gt;
'''Geek loophole problem  and Nuke problem'''&lt;br /&gt;
http://forum.darwinbots.com/index.php?showtopic=781&lt;br /&gt;
http://forum.darwinbots.com/index.php?showtopic=703&lt;br /&gt;
&lt;br /&gt;
My definition of 'mullers rachet' is different from the Ensyclopidia it turns out, so here it is:&lt;br /&gt;
&lt;br /&gt;
'''Bau's rachet''' happens when an organism is changing at the same rate and time as all the other organisms (the changes in this case are making the organism worse) Since the saturation of worse organisms are the same for the entire feild, there is no selective presure for killing off the worse robots. Causing overall effiency to go down.&lt;br /&gt;
&lt;br /&gt;
: Not to beat a dead horse or anything, but what you are describing only occurs if Muller's ratchet is, uh, ratcheting.  Basically if you don't give evolution time to sort good and bad mutations out, why should you expect to find good mutations accumulating at all?  What sort of mutations/generation ratio are you running with anyway?  --[[User:216.249.144.14|216.249.144.14]] 18:34, 5 Nov 2005 (MST)&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=FTP&amp;diff=885</id>
		<title>FTP</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=FTP&amp;diff=885"/>
				<updated>2005-11-02T03:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Ver 2.4 C++ - ified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wiki mirror of FTP  (under construction)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Main Installs==&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwin21.zip Darwin21]&lt;br /&gt;
:This must be installed prior to installing the patches/updates. See [[Installation_Instructions]].&lt;br /&gt;
&lt;br /&gt;
==Patches==&lt;br /&gt;
&amp;lt;br&amp;gt;Just copy into your Darwinbots folder (wherever you installed it, generally c:\Program File\DarwinbotsII\)&lt;br /&gt;
&amp;lt;br&amp;gt;Unzip the zip file.  Say yes to all overwrites.  Don't worry, everything is backwards compatible.&lt;br /&gt;
=== Ver 2.36 ===&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.36.0.zip DarwinBots2.36.0]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.36.1.zip DarwinBots2.36.1]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.36.2.zip DarwinBots2.36.2]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.36.3.zip DarwinBots2.36.3]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.36.4.zip DarwinBots2.36.4]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.36.5.zip DarwinBots2.36.5] A Stable Release (New users start here)&lt;br /&gt;
=== Ver 2.37 ===&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.37.0.zip DarwinBots2.37.0]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.37.1.zip DarwinBots2.37.1] Internet Sharing Ready (from here down)&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.37.2.zip DarwinBots2.37.2]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.37.3.zip DarwinBots2.37.3]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.37.4.zip DarwinBots2.37.4]&lt;br /&gt;
=== Ver 2.4 ===&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.BETA.zip DarwinBots2.4 Beta]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.0.zip DarwinBots2.4.0]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.1.zip DarwinBots2.4.1]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.2.zip DarwinBots2.4.2]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.3.zip DarwinBots2.4.3]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.4.zip DarwinBots2.4.4]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.5.zip DarwinBots2.4.5]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.6.zip DarwinBots2.4.6] Almost stable! ;)&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinBots2.4.7.zip DarwinBots2.4.7] Released 31Oct05 Testing in progress.&lt;br /&gt;
&lt;br /&gt;
==Source Code==&lt;br /&gt;
Old School 2.11 source code&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinSource2.11.zip DarwinSource2.11]&lt;br /&gt;
=== Ver 2.36 ===&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.36.0.zip Darwinsource2.36.0]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.36.1.zip Darwinsource2.36.1]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.36.2.zip Darwinsource2.36.2]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.36.3.zip Darwinsource2.36.3]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.36.4.zip Darwinsource2.36.4]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.36.5.zip Darwinsource2.36.5]&lt;br /&gt;
=== Ver 2.37 ===&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.37.0.zip Darwinsource2.37.0]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.37.1.zip Darwinsource2.37.1]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.37.2.zip Darwinsource2.37.2]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.37.3.zip Darwinsource2.37.3]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.37.4.zip Darwinsource2.37.4]&lt;br /&gt;
=== Ver 2.4 ===&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.ALPHA.zip Darwinsource2.4.ALPHA]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.BETA.zip Darwinsource2.4.BETA]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.0.zip Darwinsource2.4.0]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.1.zip Darwinsource2.4.1]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.2.zip Darwinsource2.4.2]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.3.zip Darwinsource2.4.3]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.4.zip Darwinsource2.4.4]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.5.zip Darwinsource2.4.5]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.6.zip Darwinsource2.4.6]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwinsource2.4.7.zip Darwinsource2.4.7]&lt;br /&gt;
===Ver 2.4 C++ - ified ===&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinCSource.zip DarwinCSource Oct. 21 2005]&lt;br /&gt;
&lt;br /&gt;
Most current code can be viewed using the SVN.  See [http://forum.darwinbots.com/index.php?showtopic=886 this announcement in the forum].&lt;br /&gt;
&lt;br /&gt;
==Working Bots==&lt;br /&gt;
:This is a small sample of bots that are guarenteed to work in the latest version.&lt;br /&gt;
:Use these if (when) you have trouble with the default bots.&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Animal_Minimalis%202.4%20Remix.txt Animal_Minimalis 2.4 Remix.txt]&lt;br /&gt;
==Tools==&lt;br /&gt;
:[http://www.darwinbots.com/FTP/VB6.zip VB6]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/VC++60.zip VC6]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/XList.zip Excel]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/snapshot.zip Snapshot to Excel utility (zip)?]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/snapshot.xls Snapshot to Excel utility (xls)?]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/F1Calc.zip time till finished calculator (Excel)]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/WindiffIgnoreCaps.zip Windiff Ignore Caps 1.0] Utility to detect differences between programs.&lt;br /&gt;
==Tutorials==&lt;br /&gt;
:[http://www.darwinbots.com/FTP/DarwinTutorial1+2.zip Darwinbots bot writing tutorial by PY]&lt;br /&gt;
==Misc==&lt;br /&gt;
:[http://www.darwinbots.com/FTP/HenkX%20-%20Digital%20Cell.mp3 HenkX - Digital Cell mp3]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/intro.mp3 BotsAreUS - Intro mp3]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/Darwin2.36ND.exe DarwinBots 2.36 nondeterministic]&lt;br /&gt;
:[http://www.darwinbots.com/FTP/My_code.zip Darwinbots Bau-ified 2.37]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Talk:FTP&amp;diff=887</id>
		<title>Talk:FTP</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Talk:FTP&amp;diff=887"/>
				<updated>2005-11-02T03:40:50Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excellent job, I know that probably took some time. --[[User:216.249.144.14|216.249.144.14]] 20:40, 1 Nov 2005 (MST)&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Humilis&amp;diff=844</id>
		<title>Humilis</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Humilis&amp;diff=844"/>
				<updated>2005-10-31T03:29:48Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; use NewMove&lt;br /&gt;
 &lt;br /&gt;
 'Humilis&lt;br /&gt;
 cond&lt;br /&gt;
 *.robage 20 mod 0 =&lt;br /&gt;
 'Finally figured out how to use mod handily :)&lt;br /&gt;
 start&lt;br /&gt;
 7 rnd 50 store&lt;br /&gt;
 stop&lt;br /&gt;
 &lt;br /&gt;
 cond&lt;br /&gt;
 'Gene should allow bot to test amongst 8 different refs randomly&lt;br /&gt;
 .refup *50 add * .myup *50 add * !=&lt;br /&gt;
 *.eye5 37 &amp;gt;&lt;br /&gt;
 start&lt;br /&gt;
 .shoot dec&lt;br /&gt;
 stop&lt;br /&gt;
 &lt;br /&gt;
 cond&lt;br /&gt;
 *.nrg 5000 &amp;gt;&lt;br /&gt;
 start&lt;br /&gt;
 50 .repro store&lt;br /&gt;
 stop&lt;br /&gt;
 &lt;br /&gt;
 cond&lt;br /&gt;
 *.eye5 0 &amp;gt;&lt;br /&gt;
 *.refeye *.myeye = and&lt;br /&gt;
 *.eye5 0 = or&lt;br /&gt;
 start&lt;br /&gt;
 314 rnd .aimdx store&lt;br /&gt;
 stop&lt;br /&gt;
 &lt;br /&gt;
 cond&lt;br /&gt;
 *.eye5 0 &amp;gt;&lt;br /&gt;
 *.vel 20 &amp;lt;&lt;br /&gt;
 start&lt;br /&gt;
 20 *.vel sub&lt;br /&gt;
 2 div&lt;br /&gt;
 *.body mult 1000 div&lt;br /&gt;
 .up store&lt;br /&gt;
 stop&lt;br /&gt;
 end&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Humilis&amp;diff=762</id>
		<title>Humilis</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Humilis&amp;diff=762"/>
				<updated>2005-10-31T03:29:30Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: Modified source to work using the new &amp;quot;use NewMove&amp;quot; operator (which is preferable for new bots)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; use NewMove&lt;br /&gt;
&lt;br /&gt;
 'Humilis&lt;br /&gt;
 cond&lt;br /&gt;
 *.robage 20 mod 0 =&lt;br /&gt;
 'Finally figured out how to use mod handily :)&lt;br /&gt;
 start&lt;br /&gt;
 7 rnd 50 store&lt;br /&gt;
 stop&lt;br /&gt;
 &lt;br /&gt;
 cond&lt;br /&gt;
 'Gene should allow bot to test amongst 8 different refs randomly&lt;br /&gt;
 .refup *50 add * .myup *50 add * !=&lt;br /&gt;
 *.eye5 37 &amp;gt;&lt;br /&gt;
 start&lt;br /&gt;
 .shoot dec&lt;br /&gt;
 stop&lt;br /&gt;
 &lt;br /&gt;
 cond&lt;br /&gt;
 *.nrg 5000 &amp;gt;&lt;br /&gt;
 start&lt;br /&gt;
 50 .repro store&lt;br /&gt;
 stop&lt;br /&gt;
 &lt;br /&gt;
 cond&lt;br /&gt;
 *.eye5 0 &amp;gt;&lt;br /&gt;
 *.refeye *.myeye = and&lt;br /&gt;
 *.eye5 0 = or&lt;br /&gt;
 start&lt;br /&gt;
 314 rnd .aimdx store&lt;br /&gt;
 stop&lt;br /&gt;
 &lt;br /&gt;
 cond&lt;br /&gt;
 *.eye5 0 &amp;gt;&lt;br /&gt;
 *.vel 20 &amp;lt;&lt;br /&gt;
 start&lt;br /&gt;
 20 *.vel sub&lt;br /&gt;
 2 div&lt;br /&gt;
 *.body mult 1000 div&lt;br /&gt;
 .up store&lt;br /&gt;
 stop&lt;br /&gt;
 end&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=681</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=681"/>
				<updated>2005-10-24T19:41:24Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Oct. 24 2005 = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;!-- __NOTOC__ disables Table of Contents (short pages may not require it--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[Image:MainpageBanner.jpg]]&lt;br /&gt;
&lt;br /&gt;
Darwinbots Wiki Manual and new homepage. Hopefully a compendium of knowledge that will be more than a manual.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== Oct. 24 2005 ===&lt;br /&gt;
2.4.5 is on the FTP.  It is very, very stable.  I think.  If you can't get it to run right, it's been reported that a clean install of 2.1, then patching, will fix the problem.&lt;br /&gt;
&lt;br /&gt;
=== Oct. 19 2005 ===&lt;br /&gt;
2.4.3 is released on the [http://www.darwinbots.com/FTP FTP] which addresses the difficulties of new users.  If you tried Darwinbots recently and had trouble getting it to work properly, this should address your problem.&lt;br /&gt;
&lt;br /&gt;
=== Oct. 15 2005 ===&lt;br /&gt;
A bunch of work has been done with the help page(sidebar). Also added a &amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt; template that users can add to an Unused page they believe should be deleted. This page is also tracked so anyone can also add a link to the unused page and expect a response.&lt;br /&gt;
&lt;br /&gt;
== New Users Portal ==&lt;br /&gt;
&lt;br /&gt;
[[Introduction]] - New to Darwinbots? Start here, this should answer all your questions.&lt;br /&gt;
&lt;br /&gt;
[[Installation Instructions]] - For when installing later versions requires a bit of work&lt;br /&gt;
&lt;br /&gt;
[[Your First Simulations]] - Or getting to know the program&lt;br /&gt;
&lt;br /&gt;
[[Robot Tutorial]] - Learn to write your own bots&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]] - What?  Your program crashes 10 seconds after you start a sim?  That's not right...&lt;br /&gt;
&lt;br /&gt;
[http://forum.darwinbots.com The Forum] - This is the primary hub of the Darwinbots universe. Feel free to stop in and chat sometime&lt;br /&gt;
&lt;br /&gt;
[http://www.darwinbots.com/FTP Downloads, New Installs and Patches]&lt;br /&gt;
&lt;br /&gt;
== Reference Manual ==&lt;br /&gt;
&lt;br /&gt;
[[Robot DNA]] - Not as complicated as it at first seems.&lt;br /&gt;
&lt;br /&gt;
[[Concepts]] - There are some rather abstract concepts that may need explaining&lt;br /&gt;
&lt;br /&gt;
[[Simulation Options]] - What do all these sliders mean?&lt;br /&gt;
&lt;br /&gt;
[[League | Leagues]] - Learn about the leagues that exist.&lt;br /&gt;
&lt;br /&gt;
[[Evolution Sims]] - The pinacle of any ALife program.  It can be a tricky art to master.&lt;br /&gt;
&lt;br /&gt;
[[Technical Details]] - For when you want to know *exactly* how something works.&lt;br /&gt;
&lt;br /&gt;
[[Version History]] - An interesting look at the evolution of Darwinbots itself&lt;br /&gt;
&lt;br /&gt;
[[Other Resources]] - Links to resources you might find useful.&lt;br /&gt;
&lt;br /&gt;
[[Programmers Portal | Programmer's portal]]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
These are links to central link pages that don't directly reflect what is currently in the DB program&lt;br /&gt;
&lt;br /&gt;
[[Ideas]] - Posting spot for interactive work on different ideas&lt;br /&gt;
&lt;br /&gt;
[[Whimsical]] - Stories and ectera may be posted here&lt;br /&gt;
&lt;br /&gt;
[[RoundTable]] - DB wikipedians unite. Knights talk to Emperors, Lords talk to Gods. So basically its a discussion area&lt;br /&gt;
&lt;br /&gt;
== Wiki Help ==&lt;br /&gt;
Please see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for Wiki usage&amp;lt;br&amp;gt;&lt;br /&gt;
and help with [http://en.wikipedia.org/w/wiki.phtml?title=Wikipedia:How_to_edit_a_page&amp;amp;oldid=2360888 Wiki Editing].&amp;lt;br&amp;gt;&lt;br /&gt;
In house DarwinBot [[Help:Contents|Wiki Editing Tips]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is now a [[Sandbox]] to play in and practice your Wiki code.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://meta.wikimedia.org/wiki/Policy Overall WikiPolicy]&lt;br /&gt;
[[WikiManual:Policy]]&lt;br /&gt;
----&lt;br /&gt;
Feel free to come to my [[User_talk:Griz|talk]] page and ask any Wiki questions you might have. {{User:Griz/sig}}&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=606</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=606"/>
				<updated>2005-10-24T19:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;!-- __NOTOC__ disables Table of Contents (short pages may not require it--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[Image:MainpageBanner.jpg]]&lt;br /&gt;
&lt;br /&gt;
Darwinbots Wiki Manual and new homepage. Hopefully a compendium of knowledge that will be more than a manual.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
== Oct. 24 2005 ===&lt;br /&gt;
2.4.5 is on the FTP.  It is very, very stable.  I think.  If you can't get it to run right, it's been reported that a clean install of 2.1, then patching, will fix the problem.&lt;br /&gt;
&lt;br /&gt;
=== Oct. 19 2005 ===&lt;br /&gt;
2.4.3 is released on the [http://www.darwinbots.com/FTP FTP] which addresses the difficulties of new users.  If you tried Darwinbots recently and had trouble getting it to work properly, this should address your problem.&lt;br /&gt;
&lt;br /&gt;
=== Oct. 15 2005 ===&lt;br /&gt;
A bunch of work has been done with the help page(sidebar). Also added a &amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt; template that users can add to an Unused page they believe should be deleted. This page is also tracked so anyone can also add a link to the unused page and expect a response.&lt;br /&gt;
&lt;br /&gt;
== New Users Portal ==&lt;br /&gt;
&lt;br /&gt;
[[Introduction]] - New to Darwinbots? Start here, this should answer all your questions.&lt;br /&gt;
&lt;br /&gt;
[[Installation Instructions]] - For when installing later versions requires a bit of work&lt;br /&gt;
&lt;br /&gt;
[[Your First Simulations]] - Or getting to know the program&lt;br /&gt;
&lt;br /&gt;
[[Robot Tutorial]] - Learn to write your own bots&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]] - What?  Your program crashes 10 seconds after you start a sim?  That's not right...&lt;br /&gt;
&lt;br /&gt;
[http://forum.darwinbots.com The Forum] - This is the primary hub of the Darwinbots universe. Feel free to stop in and chat sometime&lt;br /&gt;
&lt;br /&gt;
[http://www.darwinbots.com/FTP Downloads, New Installs and Patches]&lt;br /&gt;
&lt;br /&gt;
== Reference Manual ==&lt;br /&gt;
&lt;br /&gt;
[[Robot DNA]] - Not as complicated as it at first seems.&lt;br /&gt;
&lt;br /&gt;
[[Concepts]] - There are some rather abstract concepts that may need explaining&lt;br /&gt;
&lt;br /&gt;
[[Simulation Options]] - What do all these sliders mean?&lt;br /&gt;
&lt;br /&gt;
[[League | Leagues]] - Learn about the leagues that exist.&lt;br /&gt;
&lt;br /&gt;
[[Evolution Sims]] - The pinacle of any ALife program.  It can be a tricky art to master.&lt;br /&gt;
&lt;br /&gt;
[[Technical Details]] - For when you want to know *exactly* how something works.&lt;br /&gt;
&lt;br /&gt;
[[Version History]] - An interesting look at the evolution of Darwinbots itself&lt;br /&gt;
&lt;br /&gt;
[[Other Resources]] - Links to resources you might find useful.&lt;br /&gt;
&lt;br /&gt;
[[Programmers Portal | Programmer's portal]]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
These are links to central link pages that don't directly reflect what is currently in the DB program&lt;br /&gt;
&lt;br /&gt;
[[Ideas]] - Posting spot for interactive work on different ideas&lt;br /&gt;
&lt;br /&gt;
[[Whimsical]] - Stories and ectera may be posted here&lt;br /&gt;
&lt;br /&gt;
[[RoundTable]] - DB wikipedians unite. Knights talk to Emperors, Lords talk to Gods. So basically its a discussion area&lt;br /&gt;
&lt;br /&gt;
== Wiki Help ==&lt;br /&gt;
Please see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for Wiki usage&amp;lt;br&amp;gt;&lt;br /&gt;
and help with [http://en.wikipedia.org/w/wiki.phtml?title=Wikipedia:How_to_edit_a_page&amp;amp;oldid=2360888 Wiki Editing].&amp;lt;br&amp;gt;&lt;br /&gt;
In house DarwinBot [[Help:Contents|Wiki Editing Tips]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is now a [[Sandbox]] to play in and practice your Wiki code.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://meta.wikimedia.org/wiki/Policy Overall WikiPolicy]&lt;br /&gt;
[[WikiManual:Policy]]&lt;br /&gt;
----&lt;br /&gt;
Feel free to come to my [[User_talk:Griz|talk]] page and ask any Wiki questions you might have. {{User:Griz/sig}}&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=563</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=563"/>
				<updated>2005-10-20T01:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Oct. 18 2005 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;!-- __NOTOC__ disables Table of Contents (short pages may not require it--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[[Image:MainpageBanner.jpg]]&lt;br /&gt;
&lt;br /&gt;
Darwinbots Wiki Manual and new homepage. Hopefully a compendium of knowledge that will be more than a manual.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== Oct. 19 2005 ===&lt;br /&gt;
2.4.3 is released on the [http://www.darwinbots.com/FTP FTP] which addresses the difficulties of new users.  If you tried Darwinbots recently and had trouble getting it to work properly, this should address your problem.&lt;br /&gt;
&lt;br /&gt;
=== Oct. 15 2005 ===&lt;br /&gt;
A bunch of work has been done with the help page(sidebar). Also added a &amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt; template that users can add to an Unused page they believe should be deleted. This page is also tracked so anyone can also add a link to the unused page and expect a response.&lt;br /&gt;
&lt;br /&gt;
=== Oct. 12 2005 ===&lt;br /&gt;
Well, our wiki went down for a little bit.  I fixed it, and in the process learned a bit about databases.&lt;br /&gt;
&lt;br /&gt;
== New Users Portal ==&lt;br /&gt;
&lt;br /&gt;
[[Introduction]] - New to Darwinbots? Start here, this should answer all your questions.&lt;br /&gt;
&lt;br /&gt;
[[Installation Instructions]] - For when installing later versions requires a bit of work&lt;br /&gt;
&lt;br /&gt;
[[Your First Simulations]] - Or getting to know the program&lt;br /&gt;
&lt;br /&gt;
[[Robot Tutorial]] - Learn to write your own bots&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]] - What?  Your program crashes 10 seconds after you start a sim?  That's not right...&lt;br /&gt;
&lt;br /&gt;
[http://forum.darwinbots.com The Forum] - This is the primary hub of the Darwinbots universe. Feel free to stop in and chat sometime&lt;br /&gt;
&lt;br /&gt;
[http://www.darwinbots.com/FTP Downloads, New Installs and Patches]&lt;br /&gt;
&lt;br /&gt;
== Reference Manual ==&lt;br /&gt;
&lt;br /&gt;
[[Robot DNA]] - Not as complicated as it at first seems.&lt;br /&gt;
&lt;br /&gt;
[[Concepts]] - There are some rather abstract concepts that may need explaining&lt;br /&gt;
&lt;br /&gt;
[[Simulation Options]] - What do all these sliders mean?&lt;br /&gt;
&lt;br /&gt;
[[League | Leagues]] - Learn about the leagues that exist.&lt;br /&gt;
&lt;br /&gt;
[[Evolution Sims]] - The pinacle of any ALife program.  It can be a tricky art to master.&lt;br /&gt;
&lt;br /&gt;
[[Technical Details]] - For when you want to know *exactly* how something works.&lt;br /&gt;
&lt;br /&gt;
[[Version History]] - An interesting look at the evolution of Darwinbots itself&lt;br /&gt;
&lt;br /&gt;
[[Other Resources]] - Links to resources you might find useful.&lt;br /&gt;
&lt;br /&gt;
[[Programmers Portal | Programmer's portal]]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
These are links to central link pages that don't directly reflect what is currently in the DB program&lt;br /&gt;
&lt;br /&gt;
[[Ideas]] - Posting spot for interactive work on different ideas&lt;br /&gt;
&lt;br /&gt;
[[Whimsical]] - Stories and ectera may be posted here&lt;br /&gt;
&lt;br /&gt;
== Wiki Help ==&lt;br /&gt;
Please see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for Wiki usage&amp;lt;br&amp;gt;&lt;br /&gt;
and help with [http://en.wikipedia.org/w/wiki.phtml?title=Wikipedia:How_to_edit_a_page&amp;amp;oldid=2360888 Wiki Editing].&amp;lt;br&amp;gt;&lt;br /&gt;
In house DarwinBot [[Help:Contents|Wiki Editing Tips]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is now a [[Sandbox]] to play in and practice your Wiki code.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://meta.wikimedia.org/wiki/Policy Overall WikiPolicy]&lt;br /&gt;
[[WikiManual:Policy]]&lt;br /&gt;
----&lt;br /&gt;
Feel free to come to my [[User_talk:Griz|talk]] page and ask any Wiki questions you might have. {{User:Griz/sig}}&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Talk:Sysvar&amp;diff=456</id>
		<title>Talk:Sysvar</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Talk:Sysvar&amp;diff=456"/>
				<updated>2005-10-15T22:50:44Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm hoping to make this page be the backbone of a giant reference. Depending on the sysvar(s) there will be links to another specific section or if small enough just a short blurb.&lt;br /&gt;
&lt;br /&gt;
Awesome work, keep it up.  I'll try to post code snipets about relevant sysvars from time to time (like how the code handles the sysvar).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:As this page is going to be rather long ...&lt;br /&gt;
:would generating a Table of Contents at the top of the page be useful? &lt;br /&gt;
Great work, btw. {{User:Griz/sig}} 09:50, 15 Oct 2005 (MST)&lt;br /&gt;
:for example:&lt;br /&gt;
&lt;br /&gt;
===Ties===&lt;br /&gt;
*[[Ties]]&lt;br /&gt;
** [[Soft Ties]]&lt;br /&gt;
** [[Hard Ties]]&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
*[[.up|Movement (.up, .dn. .dx, .sx)]] &lt;br /&gt;
**up/1&lt;br /&gt;
**dn/2&lt;br /&gt;
**sx/3&lt;br /&gt;
**dx/4&lt;br /&gt;
*[[.aimdx|Basic Turning (.aimdx, .aimsx)]]&lt;br /&gt;
**aimdx/5&lt;br /&gt;
**aimsx/6&lt;br /&gt;
===Shooting===&lt;br /&gt;
*[[Shooting]]&lt;br /&gt;
**shoot/7&lt;br /&gt;
**shootval/8&lt;br /&gt;
*backshot/900&lt;br /&gt;
*aimshoot/901&lt;br /&gt;
&lt;br /&gt;
*robage/9&lt;br /&gt;
*mass/10&lt;br /&gt;
*maxvel/11&lt;br /&gt;
*aim/18&lt;br /&gt;
*setaim/19&lt;br /&gt;
&lt;br /&gt;
*velscalar/196&lt;br /&gt;
*velsx/197&lt;br /&gt;
*veldx/198&lt;br /&gt;
*veldn/199&lt;br /&gt;
*velup/200&lt;br /&gt;
*vel/200&lt;br /&gt;
&lt;br /&gt;
===Gains and Losses===&lt;br /&gt;
*[[Gains and Losses]]&lt;br /&gt;
**pain/203&lt;br /&gt;
**pleas/204&lt;br /&gt;
**bodgain/194&lt;br /&gt;
**bodloss/195&lt;br /&gt;
&lt;br /&gt;
===Hit===&lt;br /&gt;
*[[Hit]]?&lt;br /&gt;
**hit/201&lt;br /&gt;
**hitup/205&lt;br /&gt;
**hitdn/206&lt;br /&gt;
**hitdx/207&lt;br /&gt;
**hitsx/208&lt;br /&gt;
&lt;br /&gt;
Table of contents would probably be a very good idea.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Talk:Sysvar&amp;diff=434</id>
		<title>Talk:Sysvar</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Talk:Sysvar&amp;diff=434"/>
				<updated>2005-10-15T16:06:40Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm hoping to make this page be the backbone of a giant reference. Depending on the sysvar(s) there will be links to another specific section or if small enough just a short blurb.&lt;br /&gt;
&lt;br /&gt;
Awesome work, keep it up.  I'll try to post code snipets about relevant sysvars from time to time (like how the code handles the sysvar).&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=413</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=413"/>
				<updated>2005-10-13T18:55:13Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MainpageBanner.jpg]]&lt;br /&gt;
&lt;br /&gt;
Darwinbots Wiki Manual and new homepage. Hopefully a compendium of knowledge that will be more than a manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt; News &amp;lt;/h2&amp;gt;&lt;br /&gt;
=== Oct. 12 2005 ===&lt;br /&gt;
Well, our wiki went down for a little bit.  I fixed it, and in the process learned a bit about databases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt; New Users Portal &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Introduction]] - New to Darwinbots? Start here, this should answer all your questions.&lt;br /&gt;
&lt;br /&gt;
[[Installation Instructions]] - For when installing later versions requires a bit of work&lt;br /&gt;
&lt;br /&gt;
[[Your First Simulations]] - Or getting to know the program&lt;br /&gt;
&lt;br /&gt;
[[Robot Tutorial]] - Learn to write your own bots&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]] - What?  Your program crashes 10 seconds after you start a sim?  That's not right...&lt;br /&gt;
&lt;br /&gt;
[http://forum.darwinbots.com The Forum] - This is the primary hub of the Darwinbots universe. Feel free to stop in and chat sometime&lt;br /&gt;
&lt;br /&gt;
[http://www.darwinbots.com/FTP Downloads, New Installs and Patches]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt; Reference Manual &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Robot DNA]] - Not as complicated as it at first seems.&lt;br /&gt;
&lt;br /&gt;
[[Concepts]] - There are some rather abstract concepts that may need explaining&lt;br /&gt;
&lt;br /&gt;
[[Simulation Options]] - What do all these sliders mean?&lt;br /&gt;
&lt;br /&gt;
[[League | Leagues]] - Learn about the leagues that exist.&lt;br /&gt;
&lt;br /&gt;
[[Evolution Sims]] - The pinacle of any ALife program.  It can be a tricky art to master.&lt;br /&gt;
&lt;br /&gt;
[[Technical Details]] - For when you want to know *exactly* how something works.&lt;br /&gt;
&lt;br /&gt;
[[Version History]] - An interesting look at the evolution of Darwinbots itself&lt;br /&gt;
&lt;br /&gt;
[[Other Resources]] - Links to resources you might find useful.&lt;br /&gt;
&lt;br /&gt;
[[Programmers Portal | Programmer's portal]]&lt;br /&gt;
&lt;br /&gt;
Please see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for usage.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Veggy&amp;diff=1593</id>
		<title>Veggy</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Veggy&amp;diff=1593"/>
				<updated>2005-10-12T21:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Veggies==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
A veggie or Alga is any bot that has the autotroph box checked. This enables the bot to be fed by the program and enables it to feed off any [[waste]] it receives. If the veggie population exceeds the population limit set, the program will not allow any veggies to repopulate.  Note that this often results in sharp spikes of population as all the veggies reproduce at the same time once the population falls below the threshold.&lt;br /&gt;
&lt;br /&gt;
===Repopulation===&lt;br /&gt;
If a certain number of veggies die the species will be repopulated.  This number is user set in the veggies options under general.  The nrg of the repopulated veggies will be the same as that set for the species in the first options panel.  Often repopulation is necessary to keep the bots inside alive, although cancerous veggies (veggies that always try to reproduce) have been shown to be a self sustaining energy source (just make sure you set the maximal veggy population a bit lower than you want it.  This is from the aforementioned population spikes).&lt;br /&gt;
&lt;br /&gt;
The repopulation cooldown period allows you to specify how long it takes until new veggies are dropped into the sim.  Setting this too low is a significant source of bot overpopulation, since the faster the bots eat the new veggies the faster they get new veggies.&lt;br /&gt;
&lt;br /&gt;
== Veggy feeding methods==&lt;br /&gt;
*nrg per cycle - a straight forward feeding method.  Each veggy gets a set amount of energy per cycle.&lt;br /&gt;
*per kilobody - each veggy gets a set amount of [[Energy]] per 1000 [[Body]] points.  This is useful as it discourages cancerous veggies from developing&lt;br /&gt;
&lt;br /&gt;
== Veg Trouble ==&lt;br /&gt;
If your vegs become monsterously fat in the first several seconds of a sim, and your cycles per second becomes too low, you're probably giving the vegs too much enrgy.&lt;br /&gt;
&lt;br /&gt;
This makes the program unstable and somewhat unpredictable.&lt;br /&gt;
&lt;br /&gt;
Check the simulation settings for vegs and be sure the nrg/cycle text box for vegs is set to something under about 100.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Veggy&amp;diff=403</id>
		<title>Veggy</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Veggy&amp;diff=403"/>
				<updated>2005-10-12T21:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Veggies==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
A veggie or Alga is any bot that has the autotroph box checked. This enables the bot to be fed by the program and enables it to feed off any [[waste]] it receives. If the veggie population exceeds the population limit set, the program will not allow any veggies to repopulate.  Note that this often results in sharp spikes of population as all the veggies reproduce at the same time once the population falls below the threshold.&lt;br /&gt;
&lt;br /&gt;
===Repopulation===&lt;br /&gt;
If a certain number of veggies die the species will be repopulated.  This number is user set in the veggies options under general.  The nrg of the repopulated veggies will be the same as that set for the species in the first options panel.  Often repopulation is necessary to keep the bots inside alive, although cancerous veggies (veggies that always try to reproduce) have been shown to be a self sustaining energy source (just make sure you set the maximal veggy population a bit lower than you want it.  This is from the aforementioned population spikes).&lt;br /&gt;
&lt;br /&gt;
The repopulation cooldown period allows you to specify how long it takes until new veggies are dropped into the sim.  Setting this too low is a significant source of bot overpopulation, since the faster the bots eat the new veggies the faster they get new veggies.&lt;br /&gt;
&lt;br /&gt;
== Veggy feeding methods==&lt;br /&gt;
*nrg per cycle - a straight forward feeding method.  Each veggy gets a set amount of energy per cycle.&lt;br /&gt;
*per kilobody - each veggy gets a set amount of [[Energy]] per 1000 [[Body]] points.  This is useful as it discourages cancerous veggies from developing&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=~&amp;diff=3508</id>
		<title>~</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=~&amp;diff=3508"/>
				<updated>2005-10-12T21:39:27Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The top value of the stack is deconstructed into a bit array.  Each element in this array is complimented.  That is, if it was a one, it's turned to a zero, and vice versa.&lt;br /&gt;
&lt;br /&gt;
The effect is really quite interesting.  The sign of the number changes, and its value becomes significantly different.&lt;br /&gt;
&lt;br /&gt;
 0 ~&lt;br /&gt;
&lt;br /&gt;
would be -1 I believe.&lt;br /&gt;
&lt;br /&gt;
 64 ~&lt;br /&gt;
&lt;br /&gt;
is -4294967231 I believe.&lt;br /&gt;
&lt;br /&gt;
All values are me working from memory, but you get the idea.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Operator&amp;diff=417</id>
		<title>Operator</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Operator&amp;diff=417"/>
				<updated>2005-10-12T21:34:48Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anything you're likely to see in DNA.&lt;br /&gt;
&lt;br /&gt;
=== Sysvars ===&lt;br /&gt;
* [[Definitions]]&lt;br /&gt;
* [[.up|Movement (.up, .dn. .dx, .sx)]]&lt;br /&gt;
* [[.aimdx|Basic Turning (.aimdx, .aimsx)]]&lt;br /&gt;
* [[Shooting]]&lt;br /&gt;
* [[Reproducing]]&lt;br /&gt;
* [[Ties]]&lt;br /&gt;
** [[Soft Ties]]&lt;br /&gt;
** [[Hard Ties]]&lt;br /&gt;
*** [[MB Sharing]]&lt;br /&gt;
* [[Memloc and Memval]]&lt;br /&gt;
* [[In and Out]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Commands ==&lt;br /&gt;
*[[add]]&lt;br /&gt;
*[[sub]]&lt;br /&gt;
*[[mult]]&lt;br /&gt;
*[[div]]&lt;br /&gt;
*[[rnd]]&lt;br /&gt;
*[[*]]&lt;br /&gt;
*[[mod]]&lt;br /&gt;
*[[sgn]]&lt;br /&gt;
*[[abs]]&lt;br /&gt;
*[[dup]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Commands ==&lt;br /&gt;
*[[angle]]&lt;br /&gt;
*[[dist]]&lt;br /&gt;
*[[ceil]]&lt;br /&gt;
*[[floor]]&lt;br /&gt;
*[[sqr]]&lt;br /&gt;
*[[pow]]&lt;br /&gt;
*[[pyth]]&lt;br /&gt;
&lt;br /&gt;
== Bitwise Commands ==&lt;br /&gt;
&lt;br /&gt;
It'd be helpful if you knew the [[bit basics]].&lt;br /&gt;
*[[~]] Compliment&lt;br /&gt;
*[[&amp;amp;]] AND&lt;br /&gt;
*[[pipe| |]] OR&lt;br /&gt;
*[[^]] XOR&lt;br /&gt;
*[[valinc | ++]] increment stack value&lt;br /&gt;
*[[valdec | --]] deincrement stack value&lt;br /&gt;
*[[-]] negate stack value&lt;br /&gt;
*[[Shift left | &amp;lt;&amp;lt;]] bit shift left&lt;br /&gt;
*[[Shift right| &amp;gt;&amp;gt;]] bit shift right&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
* [[Greater than|&amp;gt;]]&lt;br /&gt;
* [[Less than|&amp;lt;]]&lt;br /&gt;
*[[=]]&lt;br /&gt;
*[[!=]]&lt;br /&gt;
*[[%=]]&lt;br /&gt;
*[[!%=]]&lt;br /&gt;
*[[~=]]&lt;br /&gt;
*[[!~=]]&lt;br /&gt;
* [[Greatthan equals|&amp;gt;= ]]&lt;br /&gt;
* [[Lessthan equals|&amp;lt;= ]]&lt;br /&gt;
&lt;br /&gt;
== Logic Operators ==&lt;br /&gt;
*[[and]]&lt;br /&gt;
*[[or]]&lt;br /&gt;
*[[xor]]&lt;br /&gt;
*[[not]]&lt;br /&gt;
&lt;br /&gt;
== Store commands ==&lt;br /&gt;
*[[store]]&lt;br /&gt;
*[[inc/dec]]&lt;br /&gt;
&lt;br /&gt;
=== Flow Commands===&lt;br /&gt;
* [[cond]]&lt;br /&gt;
* [[start]]&lt;br /&gt;
* [[else]]&lt;br /&gt;
* [[stop]]&lt;br /&gt;
* [[end]]&lt;br /&gt;
**[[Robot DNA]]&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Robot_DNA&amp;diff=1093</id>
		<title>Robot DNA</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Robot_DNA&amp;diff=1093"/>
				<updated>2005-10-12T21:34:24Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* DNA commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How the DNA works==&lt;br /&gt;
* [[Genes]]&lt;br /&gt;
* [[Execution Flag]]&lt;br /&gt;
* [[The Stack]] &lt;br /&gt;
* [[Custom labels]] (or variables if you prefer)&lt;br /&gt;
&lt;br /&gt;
== DNA commands==&lt;br /&gt;
An overview of each and every DNA command, from sysvars to logical operators.&lt;br /&gt;
&lt;br /&gt;
[[Operators | 2.4 Operators]]&lt;br /&gt;
&lt;br /&gt;
[[Pre2.4 | Operators for older versions]]&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=User_talk:Numsgil&amp;diff=401</id>
		<title>User talk:Numsgil</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=User_talk:Numsgil&amp;diff=401"/>
				<updated>2005-10-12T19:39:38Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You should probably edit the &amp;quot;localsettings.php&amp;quot; file to set the mediawiki license.   It should be self explanatory (but let me know if you are stuck.)  [[FreeBio:Alexanderwait]]&lt;br /&gt;
----&lt;br /&gt;
hey Numbskull ... err ... Numsgil ;)&amp;lt;br&amp;gt;&lt;br /&gt;
just came aboard ... let me know how/if i can be of use around here. {{User:Griz/sig}} 12:30, 12 Oct 2005 (MST)&lt;br /&gt;
&lt;br /&gt;
Yeah, since you're new, trawl through the wiki and see what doesn't make sense, or needs elaborating, or what is entirely missing.  Most of us who work on teh wiki have been with the program so long we know it like the back of our hands.  --[[User:Numsgil]] 12:39, 12 Oct 2005 (MST)&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=User_talk:Numsgil&amp;diff=392</id>
		<title>User talk:Numsgil</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=User_talk:Numsgil&amp;diff=392"/>
				<updated>2005-10-12T19:39:25Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You should probably edit the &amp;quot;localsettings.php&amp;quot; file to set the mediawiki license.   It should be self explanatory (but let me know if you are stuck.)  [[FreeBio:Alexanderwait]]&lt;br /&gt;
----&lt;br /&gt;
hey Numbskull ... err ... Numsgil ;)&amp;lt;br&amp;gt;&lt;br /&gt;
just came aboard ... let me know how/if i can be of use around here. {{User:Griz/sig}} 12:30, 12 Oct 2005 (MST)&lt;br /&gt;
&lt;br /&gt;
Yeah, since you're new, trawl through the wiki and see what doesn't make sense, or needs elaborating, or what is entirely missing.  Most of us who work on teh wiki have been with the program so long we know it like the back of our hands.  --[[User:216.249.144.14|216.249.144.14]] 12:39, 12 Oct 2005 (MST)&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Vision_algorithm&amp;diff=3504</id>
		<title>Vision algorithm</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Vision_algorithm&amp;diff=3504"/>
				<updated>2005-10-04T00:07:20Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Naive Approach ==&lt;br /&gt;
&lt;br /&gt;
 For x = 1 to MaxRobs&lt;br /&gt;
   For y = 1 to MaxRobs&lt;br /&gt;
     check if bot x can see bot y&lt;br /&gt;
&lt;br /&gt;
I'm also looking into ''k''-d trees and quad trees.  If you are knowledgable in space partitioning algorithms, ''please'' post your thoughts on what the most appropriate algorithm to use is and why!&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Robot_DNA&amp;diff=286</id>
		<title>Robot DNA</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Robot_DNA&amp;diff=286"/>
				<updated>2005-10-02T18:47:57Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* DNA commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How the DNA works==&lt;br /&gt;
* [[Genes]]&lt;br /&gt;
* [[Execution Flag]]&lt;br /&gt;
* [[The Stack]] &lt;br /&gt;
* [[Custom labels]] (or variables if you prefer)&lt;br /&gt;
&lt;br /&gt;
== DNA commands==&lt;br /&gt;
An overview of each and every DNA command, from sysvars to logical operators.&lt;br /&gt;
&lt;br /&gt;
[[Operators | 2.4 Operators]]&lt;br /&gt;
&lt;br /&gt;
=== Sysvars ===&lt;br /&gt;
* [[Definitions]]&lt;br /&gt;
* [[.up|Movement (.up, .dn. .dx, .sx)]]&lt;br /&gt;
* [[.aimdx|Basic Turning (.aimdx, .aimsx)]]&lt;br /&gt;
* [[Shooting]]&lt;br /&gt;
* [[Reproducing]]&lt;br /&gt;
* [[Ties]]&lt;br /&gt;
** [[Soft Ties]]&lt;br /&gt;
** [[Hard Ties]]&lt;br /&gt;
*** [[MB Sharing]]&lt;br /&gt;
* [[Memloc and Memval]]&lt;br /&gt;
* [[In and Out]]&lt;br /&gt;
&lt;br /&gt;
===Operators===&lt;br /&gt;
* [[store]]&lt;br /&gt;
* [[rnd]]&lt;br /&gt;
* [[add]]&lt;br /&gt;
* [[sub]]&lt;br /&gt;
* [[mult]]&lt;br /&gt;
* [[div]]&lt;br /&gt;
* [[inc/dec]]&lt;br /&gt;
&lt;br /&gt;
=== Logical Operators===&lt;br /&gt;
* [[and]]&lt;br /&gt;
* [[or]]&lt;br /&gt;
* [[xor]]&lt;br /&gt;
* [[not]]&lt;br /&gt;
&lt;br /&gt;
=== Logical Comparison Operators===&lt;br /&gt;
* [[=]]&lt;br /&gt;
* [[!=]]&lt;br /&gt;
* [[Greater than|&amp;gt;]]&lt;br /&gt;
* [[Less than|&amp;lt;]]&lt;br /&gt;
* [[%=]]&lt;br /&gt;
* [[!%=]]&lt;br /&gt;
&lt;br /&gt;
=== Flow Commands===&lt;br /&gt;
* [[cond]]&lt;br /&gt;
* [[start]]&lt;br /&gt;
* [[stop]]&lt;br /&gt;
* [[end]]&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Current_events&amp;diff=319</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Current_events&amp;diff=319"/>
				<updated>2005-09-20T02:29:34Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Numsgil in particular is gearing up for the upcoming release of 2.4, sometime before the end of September 2005.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=3385</id>
		<title>Birth tie</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=3385"/>
				<updated>2005-09-20T02:26:25Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A thick tie seen at birth connecting both parent and offspring. It generally lasts for 100 cycles.  A number of cycles are spent transfering epigenic or &amp;quot;[[racial memory]]&amp;quot; from parent to child.&lt;br /&gt;
&lt;br /&gt;
Bots can reduce the time spent in the birth tie by firing ties at the parent or child manually and deleting them, since only one tie can be formed between any two bots, and newer ties always supplant older ones.  Ordinarily this is done to reduce motion penalties imposed by attached bot.&lt;br /&gt;
&lt;br /&gt;
Most parents and children coupled together with a birth tie are vulnerable to outside attack.  Also, they tend to attempt moving in different directions, with the result that they go nowhere.&lt;br /&gt;
&lt;br /&gt;
Other methods to compensate for this problem:&lt;br /&gt;
&lt;br /&gt;
* limit motion when tied to child&lt;br /&gt;
* limit child's motion (either parent does this manually, or its coded into newborn babies)&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Other_Resources&amp;diff=262</id>
		<title>Other Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Other_Resources&amp;diff=262"/>
				<updated>2005-09-20T02:25:27Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Links to other areas related to DB */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Links to other areas related to DB==&lt;br /&gt;
&lt;br /&gt;
* [http://www.darwinbots.com/ Darwinbots' New Home]&lt;br /&gt;
* [http://s9.invisionfree.com/DarwinBots_Forum/index.php?act=idx/index.php?act=site New Forum]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Darwinbots Darwinbots at Wikipedia]&lt;br /&gt;
* [http://darwinbots.xwiki.com/ Xwiki vers of Manual (Retired)]&lt;br /&gt;
* [http://darwinbots.proboards20.com/index.cgi Old Forum (Dead Feb 05)]&lt;br /&gt;
* [http://digilander.libero.it/darwinbots/ Old DB Homepage (No longer updated)]&lt;br /&gt;
* [http://www.sodev.free-speicher.de/dbdb/ Database]&lt;br /&gt;
&lt;br /&gt;
== Links to other useful ALife resources ==&lt;br /&gt;
&lt;br /&gt;
* [http://dllab.caltech.edu/avida/ Avida] is pretty much the standard for professional research.  But Darwinbots will change that one day!&lt;br /&gt;
&lt;br /&gt;
It seems weird that most ALife websites have such horrible layouts.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=User:Numsgil&amp;diff=1262</id>
		<title>User:Numsgil</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=User:Numsgil&amp;diff=1262"/>
				<updated>2005-09-20T00:42:40Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: I didn't write this, I swear :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Numsgil is one of the programmers (I would even argue lead programmer :P) and probably the worst forum spammer alive.  By far.&lt;br /&gt;
&lt;br /&gt;
Numsgil currently resides in Murray, Kentucky, which happens to be the exact middle of nowhere.  He is finishing up school, and contemplating either graduate school in Artificial Life or some sort of massive head trauma.  Some would even argue that they're the same thing.&lt;br /&gt;
&lt;br /&gt;
Numsgil is 20 years old as of 2005.  He has also been working on Darwinbots since January 2005.  Note how little time that is compared with how long Darwinbots has been around.  Yet single handedly (well, he uses both hands.  And PY helped.  A little.) Numsgil has taken the program to new levels of complexity.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=149</id>
		<title>Birth tie</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=149"/>
				<updated>2005-09-20T00:37:07Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A thick tie seen at birth connecting both parent and offspring. It generally lasts for 100 cycles.  A number of cycles are spent transfering epigenic or &amp;quot;[[racial memory]]&amp;quot; from parent to child.&lt;br /&gt;
&lt;br /&gt;
Bots can reduce teh time spent in the birth tie by firing ties at the parent or child manually and deleting them, since only one tie can be formed between any two bots, and newer ties always supplant older ones.  Ordinarily this is done to reduce motion penalties imposed by attached bot.&lt;br /&gt;
&lt;br /&gt;
Most parents and children coupled together with a birth tie are vulnerable to outside attack.  Also, they tend to attempt moving in different directions, with the result that they go nowhere.&lt;br /&gt;
&lt;br /&gt;
Other methods to compensate for this problem:&lt;br /&gt;
&lt;br /&gt;
* limit motion when tied to child&lt;br /&gt;
* limit child's motion (either parent does this manually, or its coded into newborn babies)&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=147</id>
		<title>Birth tie</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=147"/>
				<updated>2005-09-20T00:36:40Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A thick tie seen at birth connecting both parent and offspring. It generally lasts for 100 cycles,.  A number of cycles are spent transfering epigenic or &amp;quot;[[racial memory]]&amp;quot; from parent to child.&lt;br /&gt;
&lt;br /&gt;
Bots can reduce teh time spent in the birth tie by firing ties at the parent or child manually and deleting them, since only one tie can be formed between any two bots, and newer ties always supplant older ones.  Ordinarily this is done to reduce motion penalties imposed by attached bot.&lt;br /&gt;
&lt;br /&gt;
Most parents and children coupled together with a birth tie are vulnerable to outside attack.  Also, they tend to attempt moving in different directions, with the result that they go nowhere.&lt;br /&gt;
&lt;br /&gt;
Other methods to compensate for this problem:&lt;br /&gt;
&lt;br /&gt;
* limit motion when tied to child&lt;br /&gt;
* limit child's motion (either parent does this manually, or its coded into newborn babies)&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=140</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=140"/>
				<updated>2005-09-19T22:42:43Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MainpageBanner.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Darwinbots Wiki-Style ==&lt;br /&gt;
&lt;br /&gt;
Hopefully a compendium of knowledge that will be more than a manual.&lt;br /&gt;
(Note: currently the manual exists at [http://darwinbots.xwiki.com/xwiki/bin/view/Main/WebHome DB Xwiki], but hopefully a move over will be swift in coming)&lt;br /&gt;
&lt;br /&gt;
== [[Table of Contents]] ==&lt;br /&gt;
&lt;br /&gt;
[http://www.darwinbots.com/FTP Downloads, New Installs and Patches]&lt;br /&gt;
&lt;br /&gt;
[[Introduction]] -New to Darwinbots? Start here, this should answer all your questions.&lt;br /&gt;
&lt;br /&gt;
[[Your First Simulations]] - Or getting to know the program&lt;br /&gt;
&lt;br /&gt;
[[Concepts]] - There are some rather abstract concepts that may need explaining&lt;br /&gt;
&lt;br /&gt;
[[Simulation Options]] - What do all these sliders mean?&lt;br /&gt;
&lt;br /&gt;
[[Robot DNA]] - Not as complicated as it at first seems.&lt;br /&gt;
&lt;br /&gt;
[[Robot Tutorial]] - Learn to write your own bots&lt;br /&gt;
&lt;br /&gt;
[[League | Leagues]] - Learn about the leagues that exist.&lt;br /&gt;
&lt;br /&gt;
[[Evolution Sims]] - The pinacle of any ALife program.  It can be a tricky art to master.&lt;br /&gt;
&lt;br /&gt;
[[Technical Details]] - For when you want to know *exactly* how something works.&lt;br /&gt;
&lt;br /&gt;
[[Version History]] - An interesting look at the evolution of Darwinbots itself&lt;br /&gt;
&lt;br /&gt;
[[Other Resources]] - Links to resources you might find useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for usage.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Other_Resources&amp;diff=115</id>
		<title>Other Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Other_Resources&amp;diff=115"/>
				<updated>2005-09-18T23:20:50Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: /* Links to other areas related to DB */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Links to other areas related to DB==&lt;br /&gt;
&lt;br /&gt;
* [http://www.darwinbots.com/ Darwinbots' New Home]&lt;br /&gt;
* [http://s9.invisionfree.com/DarwinBots_Forum/index.php?act=idx/index.php?act=site New Forum]&lt;br /&gt;
&lt;br /&gt;
* [http://darwinbots.xwiki.com/ Xwiki vers of Manual (Retired)]&lt;br /&gt;
* [http://darwinbots.proboards20.com/index.cgi Old Forum (Dead Feb 05)]&lt;br /&gt;
* [http://digilander.libero.it/darwinbots/ Old DB Homepage (No longer updated)]&lt;br /&gt;
* [http://www.sodev.free-speicher.de/dbdb/ Database]&lt;br /&gt;
&lt;br /&gt;
== Links to other useful ALife resources (what little there is) ==&lt;br /&gt;
&lt;br /&gt;
* [http://dllab.caltech.edu/avida/ Avida] is pretty much the standard for professional research.  But Darwinbots will change that one day!&lt;br /&gt;
&lt;br /&gt;
It seems weird that most ALife websites have such horrible layouts.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=139</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Main_Page&amp;diff=139"/>
				<updated>2005-09-18T22:53:57Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MainpageBanner.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Darwinbots Wiki-Style ==&lt;br /&gt;
&lt;br /&gt;
Hopefully a compendium of knowledge that will be more than a manual.&lt;br /&gt;
(Note: currently the manual exists at [http://darwinbots.xwiki.com/xwiki/bin/view/Main/WebHome DB Xwiki], but hopefully a move over will be swift in coming)&lt;br /&gt;
&lt;br /&gt;
== [[Table of Contents]] ==&lt;br /&gt;
&lt;br /&gt;
[[Introduction]] -New to Darwinbots? Start here, this should answer all your questions.&lt;br /&gt;
&lt;br /&gt;
[[Your First Simulations]] - Or getting to know the program&lt;br /&gt;
&lt;br /&gt;
[[Concepts]] - There are some rather abstract concepts that may need explaining&lt;br /&gt;
&lt;br /&gt;
[[Simulation Options]] - What do all these sliders mean?&lt;br /&gt;
&lt;br /&gt;
[[Robot DNA]] - Not as complicated as it at first seems.&lt;br /&gt;
&lt;br /&gt;
[[Robot Tutorial]] - Learn to write your own bots&lt;br /&gt;
&lt;br /&gt;
[[League | Leagues]] - Learn about the leagues that exist.&lt;br /&gt;
&lt;br /&gt;
[[Evolution Sims]] - The pinacle of any ALife program.  It can be a tricky art to master.&lt;br /&gt;
&lt;br /&gt;
[[Technical Details]] - For when you want to know *exactly* how something works.&lt;br /&gt;
&lt;br /&gt;
[[Version History]] - An interesting look at the evolution of Darwinbots itself&lt;br /&gt;
&lt;br /&gt;
[[Other Resources]] - Links to resources you might find useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for usage.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=WikiManual:About&amp;diff=1263</id>
		<title>WikiManual:About</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=WikiManual:About&amp;diff=1263"/>
				<updated>2005-09-18T19:10:40Z</updated>
		
		<summary type="html">&lt;p&gt;216.249.144.14: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Darwinbots manual is the official source for all information pertaining to Darwinbots.&lt;/div&gt;</summary>
		<author><name>216.249.144.14</name></author>	</entry>

	</feed>