Can someone quickly summarize what the flip flop and adders and all the complicated logic gates do? For all I see with my uneducated mind is that the different easy logic gates are used to make B on while using A or C. However, all these complicated flip flops and such do what the other easy logic gates do, but more complicated. Turn A on and B lights up or some such.
Some education in your mindsets would be much appreciated.
Can someone quickly summarize what the flip flop and adders and all the complicated logic gates do? For all I see with my uneducated mind is that the different easy logic gates are used to make B on while using A or C. However, all these complicated flip flops and such do what the other easy logic gates do, but more complicated. Turn A on and B lights up or some such.
Some education in your mindsets would be much appreciated.
it could be possible I think, but it couldn't be possible to have two presses of the same button. or could it? I'm not sure.
Rollback Post to RevisionRollBack
Do not wallow do not stall
Time waits for none at all
Your allowance may crawl,
It may fly or even vanish
But none will seem more lavished
Than time lost to all.
I just figured out how to make a button need to be pressed more than once, or a switch toggled. This could be combined with my (while space consuming) idea to order the presses, and we could be able to make fully-working button locks with 256 different possible combinations! While you can't change easily, it will be near impossible for anyone to guess. Building it now...
Quote from shantec »
Okay this is little bit offtopic but hope it doesn't matter.
Wuld it be possible to make a machine of this kind: (also how much profession would it need to make one?)
You have.. lets say, 3 buttons like so:
Upside view
[] [] ------ Where is Red powder
[] [] ------ and is a button-------
[] [] ------------------------------------
1. ----- 2. ---- 3.
The red powder trails lead to the machinery.
You can have 3 presses, until the machine functions. For instance, I press the buttons 1, 2 and 3, and the machinery translates that to message (that can be then transported to a monitor of some sort). And if I press buttons 1, 2 and 2, the message will be different.
By different amount of buttons and available presses, the message number will be ofcourse different.
Been working with my counter some more and I managed to make it considerably better. I was able to shrink the size of the flip flops and the 7 segment decoder quite a bit, and the decoder operates a bit faster now too.
Old flip flops:
New flip flops:
Old 7 segment:
New 7 segment:
I also updated the clock pulser to be much more consistent and to prevent one from being able to overload the flipflops by clicking the button too fast. On the map, there is a switch and a button. The switch allows for continual running of the counter, and the button lets you increment it by one.
My two-press button is functional, but takes up masses of space. I will begin to build my four-button lock, but I suspect it will go deep underground. My method for making a repeat-press button is to connect the button to an RS Nor latch, and connect the output from the button to a not gate and then to an and gate. The RS-nor powers the other end of the And. That means that the And will not be on until the button is pressed to turn on the RS Nor and it shuts down. That is then put into an RS-Nor to store it, and sent to another And, along with the signal from the button, and is sent to another RS-Nor latch to store the signal, so the button needs to come on again. If you can simplify that, please tell. This system can be repeated for any number of presses.
It looks like no one has posted a working T flip-flop in the new redstone system, so I'll post mine. I had some success building this, but I had some connection issues, so it didn't work as expected.
Please excuse me if I missed something obvious in the rest of your post, but... are you saying:
"I also tried to build a T-flipflop, but failed. Here's the design that doesn't work anyway"
or:
"I had some issues building this, but it works like it should. Here's the finished design."
???
The second one, more or less. I should have phrased it: "I was working off of this design, but I confused myself and failed to construct it properly, so consider it untested." The design has since been tested with a simulator which I will release in the very near futurenow, and it works. (One small copying mistake: the top-left NOT gate is too close to another component and needs to be moved left one unit.)
Heh, I'm 20 years old and studying computer science in college. I got a lot of the information for this from the two pages I linked on my first post, though. But I find this pretty interesting, so I'm able to sit here and mess with it without going insane =P
As for deleting random blocks..... I hate you...
I removed almost all of the unecessary blocks from the 7 segment decoder. There are a couple in there still that act as stepping stones to navigate it, but a lot of the blocks that look like they aren't doing anything are actually preventing connections between blocks below them and ones beside them.
Been working with my counter some more and I managed to make it considerably better. I was able to shrink the size of the flip flops and the 7 segment decoder quite a bit, and the decoder operates a bit faster now too.
Old flip flops:
Image
New flip flops:
Image
Old 7 segment:
Image
New 7 segment:
Image
I also updated the clock pulser to be much more consistent and to prevent one from being able to overload the flipflops by clicking the button too fast. On the map, there is a switch and a button. The switch allows for continual running of the counter, and the button lets you increment it by one.
Heh, I'm 20 years old and studying computer science in college. I got a lot of the information for this from the two pages I linked on my first post, though. But I find this pretty interesting, so I'm able to sit here and mess with it without going insane =P
As for deleting random blocks..... I hate you...
I removed almost all of the unecessary blocks from the 7 segment decoder. There are a couple in there still that act as stepping stones to navigate it, but a lot of the blocks that look like they aren't doing anything are actually preventing connections between blocks below them and ones beside them.
Dude, computer science is so easy.
Instead, go into computer engineering like me, if you like this kind of stuff.
I enjoy the logic puzzles involved in creating an minimizing circuits.
Once again, well done with the compressed decoder
Nicely done. I have a similar counter. I am extreamly impressed by the decoder though.
How did you go about it? well done!
It was my third attempt at the decoder. My first one was all on one level and took up a HUGE amount of space. it ended up getting destroyed because I didn't fully understand NBTForge (Don't leave it open while working on your map in the game.....)
You can see my second attempt at the decoder on the map. That was my first try using multiple floors for the different circuits.
On my third try, I started by changing how I accessed the inputs. The input wires each run into torch towers that push the signal upwards. This let me access the inputs from one simple location and also let me access the inverses of them easily as well, without having to NOT them all over the place (though I still ended up doing that anyway...).
Using this website as a guide, I took each circuit and tried to reduce it to fewer gates for simplicity sake. (like 'a' on that webpage is (a AND c) OR ( NOT a AND NOT c) OR b OR d but you can reduce it to (a XNOR c) OR b OR d). After doing that, I just started building in each circuit, starting with the more complicated ones first (d, f, g) and then moving on to the simpler ones (a, b, c, and e). TBH, it was kinda fun finding ways to bridge the different inputs around to where they were needed and slowly working everything together.
I'm sure that a better one is still possible (especially since I think the redstone dust can work a little better. Having to pad the wires by one block to get them to power the gates causes a lot of bloat) , but someone else can find it =P
TBH, it was kinda fun finding ways to bridge the different inputs around to where they were needed and slowly working everything together.
That's the part i'm impressed with. Mine is large because I didn't want to find a way to do that.
Also, i'm pretty sure you can make the flipflops smaller. you sound like your done though.
I'd be interested in helping with a clock though. let me know if you want some help.
That's the part i'm impressed with. Mine is large because I didn't want to find a way to do that.
Also, i'm pretty sure you can make the flipflops smaller. you sound like your done though.
I'd be interested in helping with a clock though. let me know if you want some help.
Yeah, I know I can. The part that was holding me back before was finding a way for a 3 way NAND gate. Ironically, I discovered one while making the decoder.
That's the part i'm impressed with. Mine is large because I didn't want to find a way to do that.
Also, i'm pretty sure you can make the flipflops smaller. you sound like your done though.
I'd be interested in helping with a clock though. let me know if you want some help.
Yeah, I know I can. The part that was holding me back before was finding a way for a 3 way NAND gate. Ironically, I discovered one while making the decoder.
That's the part i'm impressed with. Mine is large because I didn't want to find a way to do that.
Also, i'm pretty sure you can make the flipflops smaller. you sound like your done though.
I'd be interested in helping with a clock though. let me know if you want some help.
Yeah, I know I can. The part that was holding me back before was finding a way for a 3 way NAND gate. Ironically, I discovered one while making the decoder.
=redstone
Side View
[] []
[] []
Red is the output, Blue is the input locations
You must be working off of a different design than me, I didn't see a need for any
3 input nands. I was working off a jk flipflop (which uses them), but realized that i didn't need the jk inputs >.<
Also, Apparently I am very distracted tonight. Those "though"s in my previous post were rather hilarious.
You must be working off of a different design than me, I didn't see a need for any
3 input nands. I was working off a jk flipflop (which uses them), but realized that i didn't need the jk inputs >.<
Also, Apparently I am very distracted tonight. Those "though"s in my previous post were rather hilarious.
If you want to make the counter roll from 9 to 0 (for display on a 7 segment) then you do need separate J and K inputs for one of the flip flops. I assume you're using T flip flops right now?
In other news, I think I've got a pretty good design for the JK taking advantage of the 3 input NAND gates. 7x8 footprint with a height of 5. Though you can drop it down 2 blocks, submerging only two torches that just happen to be the clock input. Works great if you're running an underground clock line *hint hint* I am!
If I get a chance, I'll post the JK flip flop I designed. Just have to work up the motivation to draw it all out. Posted below.
Quote from Cheeseyx »
Wouldn't that be a NOR gate?
No. It's a view from the side, so that torch on the bottom is actually below the other 2 torches in elevation. Means that all three torches power the redstone, and the only way to turn it off is to power all three torches.
Baezon recently released a Redstone Simulator, so I decided to give it a try and whip something up real quick. Most of the blocks are self explanitory, but that gray circle is a lever, not a button. What it does, though, is when you turn the switch on, it sends a brief pulse out the left-hand side (quicker than a button). Also, when you turn the switch off, it sends another brief pulse out the same side.
So basically it makes a lever work as a button. I don't know if this is useful to anyone.
http://en.wikipedia.org/wiki/Logic_gates
http://en.wikipedia.org/wiki/Flip-flop_(electronics)
http://en.wikipedia.org/wiki/Truth_table
Knock yourself out. :smile.gif:
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
WIKIPEDIA!
So complacated.
http://simple.wikipedia.org/wiki/Logic_gates
http://simple.wikipedia.org/wiki/Flip-flop_(electronics)
Nothing complicated about it!
You have to know the basics to understand the more complex stuff.
Sort of like you need to understand "Spot" "run" and "fast" before you can understand "See Spot run. Spot runs fast!"
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
I do know a bit about the minor ones just the flip flop and stuff is like... What.
Do not wallow do not stall
Time waits for none at all
Your allowance may crawl,
It may fly or even vanish
But none will seem more lavished
Than time lost to all.
If I am successful, this will be possible.
I used a (many) clock and 3 t-flipflops for the counter.
I am halfway done with the logic controling the display.
Has anybody else noticed that with large projects such as this, timing is the worst part?
just getting all the outputs of the flip flops in one place and synchronized was terrible.
Old flip flops:
New flip flops:
Old 7 segment:
New 7 segment:
I also updated the clock pulser to be much more consistent and to prevent one from being able to overload the flipflops by clicking the button too fast. On the map, there is a switch and a button. The switch allows for continual running of the counter, and the button lets you increment it by one.
Map: http://www.megaupload.com/?d=662D8VW2
Sorry I didn't make a video this time. Too lazy.
BUT, I'm one step closer to making a functional clock!
The second one, more or less. I should have phrased it: "I was working off of this design, but I confused myself and failed to construct it properly, so consider it untested." The design has since been tested with a simulator which I will release in the
very near futurenow, and it works. (One small copying mistake: the top-left NOT gate is too close to another component and needs to be moved left one unit.)As for deleting random blocks..... I hate you...
I removed almost all of the unecessary blocks from the 7 segment decoder. There are a couple in there still that act as stepping stones to navigate it, but a lot of the blocks that look like they aren't doing anything are actually preventing connections between blocks below them and ones beside them.
Nicely done. I have a similar counter. I am extreamly impressed by the decoder though.
How did you go about it? well done!
Dude, computer science is so easy.
Instead, go into computer engineering like me, if you like this kind of stuff.
I enjoy the logic puzzles involved in creating an minimizing circuits.
Once again, well done with the compressed decoder
It was my third attempt at the decoder. My first one was all on one level and took up a HUGE amount of space. it ended up getting destroyed because I didn't fully understand NBTForge (Don't leave it open while working on your map in the game.....)
You can see my second attempt at the decoder on the map. That was my first try using multiple floors for the different circuits.
On my third try, I started by changing how I accessed the inputs. The input wires each run into torch towers that push the signal upwards. This let me access the inputs from one simple location and also let me access the inverses of them easily as well, without having to NOT them all over the place (though I still ended up doing that anyway...).
Using this website as a guide, I took each circuit and tried to reduce it to fewer gates for simplicity sake. (like 'a' on that webpage is (a AND c) OR ( NOT a AND NOT c) OR b OR d but you can reduce it to (a XNOR c) OR b OR d). After doing that, I just started building in each circuit, starting with the more complicated ones first (d, f, g) and then moving on to the simpler ones (a, b, c, and e). TBH, it was kinda fun finding ways to bridge the different inputs around to where they were needed and slowly working everything together.
I'm sure that a better one is still possible (especially since I think the redstone dust can work a little better. Having to pad the wires by one block to get them to power the gates causes a lot of bloat) , but someone else can find it =P
That's the part i'm impressed with. Mine is large because I didn't want to find a way to do that.
Also, i'm pretty sure you can make the flipflops smaller. you sound like your done though.
I'd be interested in helping with a clock though. let me know if you want some help.
Yeah, I know I can. The part that was holding me back before was finding a way for a 3 way NAND gate. Ironically, I discovered one while making the decoder.
=redstone
Side View
[] []
[] []
Red is the output, Blue is the input locations
Wouldn't that be a NOR gate?
You must be working off of a different design than me, I didn't see a need for any
3 input nands. I was working off a jk flipflop (which uses them), but realized that i didn't need the jk inputs >.<
Also, Apparently I am very distracted tonight. Those "though"s in my previous post were rather hilarious.
If you want to make the counter roll from 9 to 0 (for display on a 7 segment) then you do need separate J and K inputs for one of the flip flops. I assume you're using T flip flops right now?
In other news, I think I've got a pretty good design for the JK taking advantage of the 3 input NAND gates. 7x8 footprint with a height of 5. Though you can drop it down 2 blocks, submerging only two torches that just happen to be the clock input. Works great if you're running an underground clock line *hint hint* I am!
If I get a chance, I'll post the JK flip flop I designed. Just have to work up the motivation to draw it all out.Posted below.No. It's a view from the side, so that torch on the bottom is actually below the other 2 torches in elevation. Means that all three torches power the redstone, and the only way to turn it off is to power all three torches.
Baezon recently released a Redstone Simulator, so I decided to give it a try and whip something up real quick. Most of the blocks are self explanitory, but that gray circle is a lever, not a button. What it does, though, is when you turn the switch on, it sends a brief pulse out the left-hand side (quicker than a button). Also, when you turn the switch off, it sends another brief pulse out the same side.
So basically it makes a lever work as a button. I don't know if this is useful to anyone.
EDIT:
Made a 4-bit counter with it. Each flip of the level increments it by one (doesn't matter if you flip it on or off).
Image is wider than the page: http://i27.tinypic.com/29c78mg.png .gif: http://i26.tinypic.com/25usaag.gif