refactoring
This commit is contained in:
@@ -183,8 +183,10 @@ namespace UntitledLogicGame
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private void SetCursor()
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private void SetCursor()
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{
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{
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Texture2D cursor = DefaultCursor;
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var cursor = DefaultCursor;
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Vector2 position = Vector2.zero;
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var position = Vector2.zero;
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//TODO fix warning about invalid Texture2D
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if(!Interacting && GameManager.Instance.CurrentAnchor != null || Interacting && _currentCable != null)
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if(!Interacting && GameManager.Instance.CurrentAnchor != null || Interacting && _currentCable != null)
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{
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{
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@@ -23,7 +23,7 @@ namespace UntitledLogicGame
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public static bool[][] AllBoolArrayValues(int length)
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public static bool[][] AllBoolArrayValues(int length)
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{
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{
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int count = (int)Math.Pow(2, length);
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var count = (int)Math.Pow(2, length);
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return new ArrayList[count].Select((v, i) => i.ToBoolArray(length)).ToArray();
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return new ArrayList[count].Select((v, i) => i.ToBoolArray(length)).ToArray();
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}
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}
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@@ -43,7 +43,7 @@ namespace UntitledLogicGame
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{
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{
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public static bool[] ToBoolArray(this int value, int length)
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public static bool[] ToBoolArray(this int value, int length)
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{
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{
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string str = Convert.ToString(value, 2).PadLeft(length, '0');
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var str = Convert.ToString(value, 2).PadLeft(length, '0');
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return str.Select((x) => x == '1').ToArray();
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return str.Select((x) => x == '1').ToArray();
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}
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}
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@@ -12,7 +12,7 @@ namespace UntitledLogicGame.Workspace.Gates
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public abstract string[] Outputs { get; }
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public abstract string[] Outputs { get; }
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internal abstract Dictionary<InputState, OutputState> TruthTable { get; }
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internal abstract Dictionary<InputState, OutputState> TruthTable { get; }
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public string Name { get; internal set; }
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public string Name { get; internal set; }
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public bool HasState { get; } = false;
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public bool HasState => false;
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public GateDefinition New => (GateDefinition)GetType().GetConstructor(new Type[0]).Invoke(new object[0]);
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public GateDefinition New => (GateDefinition)GetType().GetConstructor(new Type[0]).Invoke(new object[0]);
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private static void LoadAll()
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private static void LoadAll()
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@@ -22,7 +22,7 @@ namespace UntitledLogicGame.Workspace.Gates
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{
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{
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try
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try
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{
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{
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Type t = Type.GetType($"{typeof(GateDefinition).Namespace}.{gateType}Gate", true);
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var t = Type.GetType($"{typeof(GateDefinition).Namespace}.{gateType}Gate", true);
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Definitions[gateType] = (GateDefinition)t.GetConstructor(new Type[0]).Invoke(new object[0]);
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Definitions[gateType] = (GateDefinition)t.GetConstructor(new Type[0]).Invoke(new object[0]);
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Definitions[gateType].Name = gateType.ToString();
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Definitions[gateType].Name = gateType.ToString();
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}
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}
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@@ -39,7 +39,7 @@ namespace UntitledLogicGame.Workspace.Gates
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if (Definitions == null)
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if (Definitions == null)
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LoadAll();
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LoadAll();
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GateDefinition definition = Definitions[gateType];
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var definition = Definitions[gateType];
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foreach (var inputName in definition.Inputs)
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foreach (var inputName in definition.Inputs)
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{
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{
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@@ -60,6 +60,10 @@ namespace UntitledLogicGame.Workspace.Gates
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}
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}
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internal GateDefinition()
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internal GateDefinition()
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{
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if (!HasState)
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{
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if (TruthTable.Count > 0)
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{
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{
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foreach (var key in TruthTable.Keys)
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foreach (var key in TruthTable.Keys)
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{
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{
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@@ -78,6 +82,16 @@ namespace UntitledLogicGame.Workspace.Gates
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}
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}
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}
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}
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}
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}
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}
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else
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{
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// Only test basic value
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var sample = new InputState(Inputs.Length);
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var output = Compute(sample);
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if(output.Length != Outputs.Length)
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throw new InvalidOperationException($"{GetType()} invalid outputs for sample ({sample})");
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}
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}
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public bool[] GetState(Gate gate)
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public bool[] GetState(Gate gate)
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{
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{
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@@ -86,8 +100,8 @@ namespace UntitledLogicGame.Workspace.Gates
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public void Compute(Gate gate)
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public void Compute(Gate gate)
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{
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{
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InputState input = new InputState(GetState(gate));
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var input = new InputState(GetState(gate));
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State output = Compute(input);
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var output = Compute(input);
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foreach (var outputAnchor in Outputs.Select((name, i) => new { i, name }))
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foreach (var outputAnchor in Outputs.Select((name, i) => new { i, name }))
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gate.OutputAnchors.First(a => a.Name.Equals(outputAnchor.name)).Activated = output[outputAnchor.i];
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gate.OutputAnchors.First(a => a.Name.Equals(outputAnchor.name)).Activated = output[outputAnchor.i];
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}
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}
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@@ -130,7 +130,7 @@ namespace UntitledLogicGame.Workspace.Gates
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internal class SRLatchGate : GateDefinition
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internal class SRLatchGate : GateDefinition
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{
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{
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public override string[] Inputs { get; } = new string[] { "S", "R" };
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public override string[] Inputs { get; } = new string[] { "S", "R" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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public new string Name => "SR Latch";
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public new string Name => "SR Latch";
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public new bool HasState => true;
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public new bool HasState => true;
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@@ -139,20 +139,20 @@ namespace UntitledLogicGame.Workspace.Gates
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internal new OutputState Compute(InputState input)
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internal new OutputState Compute(InputState input)
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{
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{
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bool s = input[0];
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var s = input[0];
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bool r = input[1];
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var r = input[1];
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if (r)
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if (r)
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_q = false;
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_q = false;
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else if (s)
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else if (s)
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_q = true;
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_q = true;
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return new OutputState(_q);
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return new OutputState(_q, !_q);
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}
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}
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}
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}
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internal class JKLatchGate : GateDefinition
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internal class JKLatchGate : GateDefinition
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{
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{
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public override string[] Inputs { get; } = new string[] { "J", "K" };
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public override string[] Inputs { get; } = new string[] { "J", "K" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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public new string Name => "JK Latch";
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public new string Name => "JK Latch";
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public new bool HasState => true;
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public new bool HasState => true;
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@@ -161,22 +161,22 @@ namespace UntitledLogicGame.Workspace.Gates
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internal new OutputState Compute(InputState input)
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internal new OutputState Compute(InputState input)
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{
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{
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bool j = input[0];
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var j = input[0];
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bool k = input[1];
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var k = input[1];
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if (k && j)
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if (k && j)
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_q = !_q;
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_q = !_q;
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else if (k)
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else if (k)
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_q = false;
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_q = false;
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else if (j)
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else if (j)
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_q = true;
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_q = true;
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return new OutputState(_q);
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return new OutputState(_q, !_q);
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}
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}
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}
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}
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internal class DLatchGate : GateDefinition
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internal class DLatchGate : GateDefinition
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{
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{
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public override string[] Inputs { get; } = new string[] { "D", "E" };
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public override string[] Inputs { get; } = new string[] { "D", "E" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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public new string Name => "D Latch";
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public new string Name => "D Latch";
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public new bool HasState => true;
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public new bool HasState => true;
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@@ -185,11 +185,11 @@ namespace UntitledLogicGame.Workspace.Gates
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internal new OutputState Compute(InputState input)
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internal new OutputState Compute(InputState input)
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{
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{
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bool d = input[0];
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var d = input[0];
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bool e = input[1];
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var e = input[1];
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if (e)
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if (e)
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_q = d;
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_q = d;
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return new OutputState(_q);
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return new OutputState(_q, !_q);
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}
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}
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}
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}
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@@ -200,7 +200,7 @@ namespace UntitledLogicGame.Workspace.Gates
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internal class SRFlipFlopGate : GateDefinition
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internal class SRFlipFlopGate : GateDefinition
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{
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{
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public override string[] Inputs { get; } = new string[] { "S", "R", "CLK" };
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public override string[] Inputs { get; } = new string[] { "S", "R", "CLK" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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public new string Name => "SR Flip-Flop";
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public new string Name => "SR Flip-Flop";
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public new bool HasState => true;
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public new bool HasState => true;
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@@ -210,23 +210,23 @@ namespace UntitledLogicGame.Workspace.Gates
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internal new OutputState Compute(InputState input)
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internal new OutputState Compute(InputState input)
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{
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{
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bool s = input[0];
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var s = input[0];
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bool r = input[1];
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var r = input[1];
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bool clk = input[2];
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var clk = input[2];
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if (clk && !_lastClk) // rising edge
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if (clk && !_lastClk) // rising edge
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if (r)
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if (r)
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_q = false;
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_q = false;
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else if (s)
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else if (s)
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_q = true;
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_q = true;
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_lastClk = clk;
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_lastClk = clk;
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return new OutputState(_q);
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return new OutputState(_q, !_q);
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}
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}
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}
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}
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internal class JKFlipFlopGate : GateDefinition
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internal class JKFlipFlopGate : GateDefinition
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{
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{
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public override string[] Inputs { get; } = new string[] { "J", "K", "CLK" };
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public override string[] Inputs { get; } = new string[] { "J", "K", "CLK" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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public new string Name => "JK Flip-Flop";
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public new string Name => "JK Flip-Flop";
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public new bool HasState => true;
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public new bool HasState => true;
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@@ -236,9 +236,9 @@ namespace UntitledLogicGame.Workspace.Gates
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internal new OutputState Compute(InputState input)
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internal new OutputState Compute(InputState input)
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{
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{
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bool j = input[0];
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var j = input[0];
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bool k = input[1];
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var k = input[1];
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bool clk = input[2];
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var clk = input[2];
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if (clk && !_lastClk) // rising edge
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if (clk && !_lastClk) // rising edge
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if (k && j)
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if (k && j)
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_q = !_q;
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_q = !_q;
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@@ -247,14 +247,14 @@ namespace UntitledLogicGame.Workspace.Gates
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else if (j)
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else if (j)
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_q = true;
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_q = true;
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_lastClk = clk;
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_lastClk = clk;
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return new OutputState(_q);
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return new OutputState(_q, !_q);
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}
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}
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}
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}
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internal class DFlipFlopGate : GateDefinition
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internal class DFlipFlopGate : GateDefinition
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{
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{
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public override string[] Inputs { get; } = new string[] { "D", "CLK" };
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public override string[] Inputs { get; } = new string[] { "D", "CLK" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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public new string Name => "D Flip-Flop";
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public new string Name => "D Flip-Flop";
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public new bool HasState => true;
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public new bool HasState => true;
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@@ -264,19 +264,19 @@ namespace UntitledLogicGame.Workspace.Gates
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internal new OutputState Compute(InputState input)
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internal new OutputState Compute(InputState input)
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{
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{
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bool d = input[0];
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var d = input[0];
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bool clk = input[1];
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var clk = input[1];
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if (clk && !_lastClk) // rising edge
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if (clk && !_lastClk) // rising edge
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_q = d;
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_q = d;
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_lastClk = clk;
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_lastClk = clk;
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return new OutputState(_q);
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return new OutputState(_q, !_q);
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}
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}
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}
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}
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internal class TFlipFlopGate : GateDefinition
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internal class TFlipFlopGate : GateDefinition
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{
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{
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public override string[] Inputs { get; } = new string[] { "T", "CLK" };
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public override string[] Inputs { get; } = new string[] { "T", "CLK" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
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public new string Name => "T Flip-Flop";
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public new string Name => "T Flip-Flop";
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public new bool HasState => true;
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public new bool HasState => true;
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@@ -286,13 +286,13 @@ namespace UntitledLogicGame.Workspace.Gates
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internal new OutputState Compute(InputState input)
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internal new OutputState Compute(InputState input)
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{
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{
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bool t = input[0];
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var t = input[0];
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bool clk = input[1];
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var clk = input[1];
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if (clk && !_lastClk) // rising edge
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if (clk && !_lastClk) // rising edge
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if (t)
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if (t)
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_q = !_q;
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_q = !_q;
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_lastClk = clk;
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_lastClk = clk;
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return new OutputState(_q);
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return new OutputState(_q, !_q);
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}
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}
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}
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}
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@@ -1,7 +1,7 @@
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TODO
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TODO
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-(0) mux/demux
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-(0) mux/demux
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-(2) gate bar sub categories
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-(2) gate bar sub categories
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-(2) named anchors
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-(2) named anchors (dezoom hide ?)
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-(3) clocks (1Hz, 5Hz, 10Hz, etc.)
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-(3) clocks (1Hz, 5Hz, 10Hz, etc.)
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-(3) generic rect gates
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-(3) generic rect gates
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-(3) state gates
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-(3) state gates
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Reference in New Issue
Block a user