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Author Topic: FUGUDIX: Logic gates / NOT gate  (Read 6051 times)
grim
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FUGUDIX: Logic gates / NOT gate
« on: October 09, 2006, 09:46:09 PM »

Hello all,

Has anyone tried implementing the logic gates AND, OR, NOT, and their ilk?

I have a first attempt at a 'not' gate temporarily held at FUGUDIX, which normalises input to consist only of 0 and 1 crates, and outputs them in notted form. It is, well, um, somewhat Rubian.  Smiley

A replacement for this, and some binary logic gates operating on the same principle, would be lovely to see.

grim.
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krajzega
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #1 on: October 09, 2006, 10:33:28 PM »

Well, a NOT gate should be pretty simple - see the one at decareb. Adding random generation and validation would be trivial, so I didn't bother Wink.
« Last Edit: October 15, 2006, 06:54:38 AM by krajzega » Logged
grim
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #2 on: October 09, 2006, 10:39:37 PM »

Well, a NOT gate should be pretty simple - see the one at decareb. Adding random generation and validation would be trivial, so I didn't bother Wink.
Ah, there we go - good job. I had my inputs back to front somewhere.  Roll Eyes

Binary ones shouldn't be too hard either, though it occurs to me I'm working on a different problem right now: synchronising randomly-spaced inputs from two separate input streams.
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krajzega
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #3 on: October 09, 2006, 10:49:51 PM »

cykodyk has a simple full-speed OR gate. And should also be easy, I might do it or might go to sleep Wink.

EDIT: vurulog is improved, the former one worked wrong for long strings of data.
« Last Edit: October 15, 2006, 06:54:19 AM by krajzega » Logged
grim
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #4 on: October 09, 2006, 11:13:49 PM »

Shaky sort of AND at virofad -- works ok but the timing is a bit delicate.
« Last Edit: October 09, 2006, 11:26:23 PM by grim » Logged
krajzega
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #5 on: October 10, 2006, 02:17:39 PM »

Quote
Shaky sort of AND at virofad -- works ok but the timing is a bit delicate.

I've got a somewhat simpler one (timing-wise) at bypupyn. Yours looks way more cool while running though - I couldn't believe at first that all those crates end up in the right places Smiley.
« Last Edit: October 15, 2006, 06:54:01 AM by krajzega » Logged
grim
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #6 on: October 11, 2006, 11:43:47 AM »

Quote
Shaky sort of AND at virofad -- works ok but the timing is a bit delicate.

I've got a somewhat simpler one (timing-wise) at bypupyn. Yours looks way more cool while running though - I couldn't believe at first that all those crates end up in the right places Smiley.

Likewise, I couldn't believe it when I saw the crates in yours arriving, in perfectly spaced martial sequence Smiley

I thought mine would break with long sequences, but in fact it seems just fine.
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Handi
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OR Operator
« Reply #7 on: October 26, 2006, 04:54:35 AM »

Here's a fancy way for an OR Operator  Grin
Click beravet
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Otto
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #8 on: October 29, 2006, 12:41:15 PM »

Here's all three gates, in box form. Smiley

porokyt

The upper left one is a NOT gate.
The middle bottom one is an OR gate.
The upper right one is an AND gate.

All three are streaming gates, you put in a stream of numbers, it does its thing. The AND and OR gates act on pairs of numbers, of course, so you only get half of what you put in...

Edit: And just for fun, here's an XOR: genutyl Cheesy

Edit2: Fixed them to handle long streams correctly.
« Last Edit: October 29, 2006, 01:09:27 PM by Otto » Logged
Skid
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #9 on: November 02, 2006, 11:50:16 PM »

I just made a quick attempt at an AND gate: fefekyl.  It will only take two boxes input right now, but I'm sure there's a way to loop it by using something other than the bulldozer.
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Blargh
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Re: FUGUDIX: Logic gates / NOT gate
« Reply #10 on: November 03, 2006, 01:43:54 AM »

I just made a quick attempt at an AND gate: fefekyl.  It will only take two boxes input right now, but I'm sure there's a way to loop it by using something other than the bulldozer.
if you place a furnace 1 space above where you currently have a furnace the crate will get copied down once before getting deleted by the furnace, that way you wouldn't need the dozer.
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