Alright everyone I know its been a long time but i finally have version 1 of my CPU completed. Did some testing on it today and it appears that I have too many pistons going at once. (2000 something) I really don't think that would cause too much lag. :tongue.gif: Anyway it seemed to work right after the server catches up so this is what I've got so far.
Keep in mind I did design it to look cool. Deamon is working on one that should use prolly a 1/4 the pistons I used.
I find it funny that your in-game computer is faster than my real computer.
...no it isn't. The fastest an "instant wire" computer could ever theoretically go in this version of minecraft is about 6 hertz. Even if your computer is a complete dinosaur, it's still 100 million times faster.
EDIT: i didnt realize its ran off a pulse that keeps it on the whole time. i was thinking that it turns on and off
its a nice design for doing 1 calculation fast but thats all. for a cpu i dont see this working. compared to repeaters this will be slow i think. do some math.
REPEATERS:
it takes 10 repeaters 10 ticks to send a signal at a 1 tick pulse aswell it takes 10 ticks to turn off and at a single pulse. is takes the same amount of time to turn stuff on as is does to turn of. and can have info spaced 1 tick apart theoretically. so it could toggle 1tick on/1tick off leaving us with a duty cycle of 50%.
also a single on/off cycle requires 2 ticks and takes 10 ticks to reach the end.(on/off= 1tick pulse/ 10tick to reach end) downtime=1 tick uptime=1 tick duty cycle of 50%
1 way INSTANT WIRE:
it take 10 instant wire repeaters 15 ticks to turn on and requires a 15 tick pulse to reach the end(if it turns off before it wont turn on all the instant wire repeater). likewise it take 10 instance wire repeaters 0.5 tick pulse to turn off. with a 0.5 tick pulse. (on= 15tick pulse/ 15tick to reach end, off= 0.5 tick pulse/0.5 tick to reach end)
downtime = 15 tick uptime= .5 tick duty cycle of 3.33% and thats in this example. lets say your cpu and alu and everything together is 100 reapeaters long. you would have to have a 150tick pulse to turn everything on and a 0.5 tick pulse to turn off. leaving it with a duty cycle of 0.33%
so in conclution instant wire sucks. it might be faster for a signle calculation but its duty cycle is crap and the bigger and longer it gets the more the duty cycle % drops.
I think that using separate wires to convey 0 and 1 signals is properly termed Dual Rail Logic.
This is very good work here, actually going all the way to making an operational ALU. It must put the server through one hell of a lag storm when it fires, though.
Given the 7 tick lower limit to cycle time for any device in order to avoid torch burnout would it make any sense to divide sections of a greater machine into portions each which do their operations with a slight delay to each other? I suppose that would defeat the entire purpose of an "Instant Computer", since practicality is not at its heart, and never has been.
The only practical application of "instant wire" in my mid is simply the delay-free transmission of data to reduce the speed cost of bussing and the painfully slow memory-access times.
I think that the future of high-speed computing with Redstone will be in hybrid devices which use instant-wire for bussing, but where the data is manipulated by compact conventional devices. I've been working on some designs for RAM which can be read from without cumulative delay for distance, but which tries to maintain as much compactness as possible. A lot of work on that has already been done by Woodyman whose designs I once unhelpfully commented on when I failed to realize that he was using instant-wire.
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Hans Lemurson's Thread of Links:http://www.minecraftforum.net/topic/371610-hans-lemursons-thread-of-links/
Look here to find links to my inventions, creations, and my Youtube channel featuring Amazing Creations of Mine (Redstone engineering FTW!!!) and charming Music-Videos about clones. I also made "Minecraft in Minecraft" (2D platformer/building game). I'm currently trying to make a computer.
I think that using separate wires to convey 0 and 1 signals is properly termed Dual Rail Logic.
This is very good work here, actually going all the way to making an operational ALU. It must put the server through one hell of a lag storm when it fires, though.
Given the 7 tick lower limit to cycle time for any device in order to avoid torch burnout would it make any sense to divide sections of a greater machine into portions each which do their operations with a slight delay to each other? I suppose that would defeat the entire purpose of an "Instant Computer", since practicality is not at its heart, and never has been.
The only practical application of "instant wire" in my mid is simply the delay-free transmission of data to reduce the speed cost of bussing and the painfully slow memory-access times.
I think that the future of high-speed computing with Redstone will be in hybrid devices which use instant-wire for bussing, but where the data is manipulated by compact conventional devices. I've been working on some designs for RAM which can be read from without cumulative delay for distance, but which tries to maintain as much compactness as possible. A lot of work on that has already been done by Woodyman whose designs I once unhelpfully commented on when I failed to realize that he was using instant-wire.
The lag isn't too bad unless you start topping 4000-5000 pistons going at once(The Voxel Box's machine is pretty powerful), at which point you start getting end of stream's, but yeah we will certainly be splitting parts of our computers up within the 6-tick clock.
The one problem with hybrid systems is that it unfortunately takes 5-ticks to transfer into this duel-wire system and back again. Same for bussing, instant wire (with the duel wire system at least, I can't speak for other methods) is only more efficient over 96-blocks or more.
But yeah the future, of faster systems at least, will involve instant wire to some degree.
you would have to have a 150tick pulse to turn everything on and a 0.5 tick pulse to turn off. leaving it with a duty cycle of 0.33%
so in conclution instant wire sucks. it might be faster for a signle calculation but its duty cycle is crap and the bigger and longer it gets the more the duty cycle % drops.
Actually it takes 0-ticks to turn off and then 0.5-ticks to turn back on, regardless of distance or number of pistons. The torch on every piston does the resetting for it and all at the same time.
It's been a while since a major update, but it seems as though you're very close to finishing the CPU & RAM. Looking forward to seeing the fastest CPU to date.
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I have a question. Why do we need to use dual rail gates? Couldn't we just have, when the clock goes off once, they send the signals and another gate recieves them in the same tick. However I just can't think about dual rail gates?
Hellew although this is a really old thread theres an instant thing ive been working which could work in this and thats using BUDS in a massive row i tested it and its fully instant at any distance you just need a fast BUD but as soon as a single BUD gets activates the current changes instanly when you invert it with a redstone block and then sets the other one off and goes on and on instantly if you add a an instant Tflip flop gate onto the end then it sends the signal perfectly and instantly just if youre interested in trying to use this i would do it myself but ive bearly made my own RAM and ALU neverlone a computer lewl
I love how overhead screenshots of redstone circuitry look like microchips <3 Even if they are actually massivechips.
Keep in mind I did design it to look cool. Deamon is working on one that should use prolly a 1/4 the pistons I used.
Still have to add ram, rom, and a display.
...no it isn't. The fastest an "instant wire" computer could ever theoretically go in this version of minecraft is about 6 hertz. Even if your computer is a complete dinosaur, it's still 100 million times faster.
its a nice design for doing 1 calculation fast but thats all. for a cpu i dont see this working. compared to repeaters this will be slow i think. do some math.
REPEATERS:
it takes 10 repeaters 10 ticks to send a signal at a 1 tick pulse aswell it takes 10 ticks to turn off and at a single pulse. is takes the same amount of time to turn stuff on as is does to turn of. and can have info spaced 1 tick apart theoretically. so it could toggle 1tick on/1tick off leaving us with a duty cycle of 50%.
also a single on/off cycle requires 2 ticks and takes 10 ticks to reach the end.(on/off= 1tick pulse/ 10tick to reach end) downtime=1 tick uptime=1 tick duty cycle of 50%
1 way INSTANT WIRE:
it take 10 instant wire repeaters 15 ticks to turn on and requires a 15 tick pulse to reach the end(if it turns off before it wont turn on all the instant wire repeater). likewise it take 10 instance wire repeaters 0.5 tick pulse to turn off. with a 0.5 tick pulse. (on= 15tick pulse/ 15tick to reach end, off= 0.5 tick pulse/0.5 tick to reach end)
downtime = 15 tick uptime= .5 tick duty cycle of 3.33% and thats in this example. lets say your cpu and alu and everything together is 100 reapeaters long. you would have to have a 150tick pulse to turn everything on and a 0.5 tick pulse to turn off. leaving it with a duty cycle of 0.33%
so in conclution instant wire sucks. it might be faster for a signle calculation but its duty cycle is crap and the bigger and longer it gets the more the duty cycle % drops.
-Regards, Gerard
This is very good work here, actually going all the way to making an operational ALU. It must put the server through one hell of a lag storm when it fires, though.
Given the 7 tick lower limit to cycle time for any device in order to avoid torch burnout would it make any sense to divide sections of a greater machine into portions each which do their operations with a slight delay to each other? I suppose that would defeat the entire purpose of an "Instant Computer", since practicality is not at its heart, and never has been.
The only practical application of "instant wire" in my mid is simply the delay-free transmission of data to reduce the speed cost of bussing and the painfully slow memory-access times.
I think that the future of high-speed computing with Redstone will be in hybrid devices which use instant-wire for bussing, but where the data is manipulated by compact conventional devices. I've been working on some designs for RAM which can be read from without cumulative delay for distance, but which tries to maintain as much compactness as possible. A lot of work on that has already been done by Woodyman whose designs I once unhelpfully commented on when I failed to realize that he was using instant-wire.
Look here to find links to my inventions, creations, and my Youtube channel featuring Amazing Creations of Mine (Redstone engineering FTW!!!) and charming Music-Videos about clones. I also made "Minecraft in Minecraft" (2D platformer/building game). I'm currently trying to make a computer.
The lag isn't too bad unless you start topping 4000-5000 pistons going at once(The Voxel Box's machine is pretty powerful), at which point you start getting end of stream's, but yeah we will certainly be splitting parts of our computers up within the 6-tick clock.
The one problem with hybrid systems is that it unfortunately takes 5-ticks to transfer into this duel-wire system and back again. Same for bussing, instant wire (with the duel wire system at least, I can't speak for other methods) is only more efficient over 96-blocks or more.
But yeah the future, of faster systems at least, will involve instant wire to some degree.
Actually it takes 0-ticks to turn off and then 0.5-ticks to turn back on, regardless of distance or number of pistons. The torch on every piston does the resetting for it and all at the same time.
TheWoodyMan came up with some shenanigans for the instant RAM and they work great, but I don't pretend to fully understand how they work. :tongue.gif:
stupidnecessary Curse merger, my memory, and my privacyparanoiaconcerns.is this compatible? I haven't played around with it yet.
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