gate definitions refactoring

This commit is contained in:
klemek
2020-12-17 19:26:11 +01:00
parent 0ea30c4829
commit 9ea26d2563
7 changed files with 338 additions and 597 deletions
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
namespace UntitledLogicGame.Workspace.Gates
{
@@ -8,7 +9,8 @@ namespace UntitledLogicGame.Workspace.Gates
{
public override string[] Inputs { get; } = new string[] { };
public override string[] Outputs { get; } = new string[] { };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
internal override Func<InputState, OutputState> Function => (input) => new OutputState(0);
}
#endregion
@@ -23,50 +25,32 @@ namespace UntitledLogicGame.Workspace.Gates
{
public override string[] Inputs { get; } = new string[] { "A" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
{
{ new InputState( false ), new OutputState( false ) },
{ new InputState( true ), new OutputState( true ) },
};
internal override Func<InputState, OutputState> Function => (input) => new OutputState(input[0]);
}
internal class ANDGate : GateDefinition
{
public override string[] Inputs { get; } = new string[] { "A", "B" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
{
{ new InputState( false, false ), new OutputState( false ) },
{ new InputState( false, true ), new OutputState( false ) },
{ new InputState( true, false ), new OutputState( false ) },
{ new InputState( true, true ), new OutputState( true ) },
};
internal override Func<InputState, OutputState> Function => (input) => new OutputState(input[0] && input[1]);
}
internal class ORGate : GateDefinition
{
public override string[] Inputs { get; } = new string[] { "A", "B" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
{
{ new InputState( false, false ), new OutputState( false ) },
{ new InputState( false, true ), new OutputState( true ) },
{ new InputState( true, false ), new OutputState( true ) },
{ new InputState( true, true ), new OutputState( true ) },
};
internal override Func<InputState, OutputState> Function => (input) => new OutputState(input[0] || input[1]);
}
internal class XORGate : GateDefinition
{
public override string[] Inputs { get; } = new string[] { "A", "B" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
{
{ new InputState( false, false ), new OutputState( false ) },
{ new InputState( false, true ), new OutputState( true ) },
{ new InputState( true, false ), new OutputState( true ) },
{ new InputState( true, true ), new OutputState( false ) },
};
internal override Func<InputState, OutputState> Function => (input) => new OutputState(input[0] ^ input[1]);
}
#endregion
@@ -77,67 +61,47 @@ namespace UntitledLogicGame.Workspace.Gates
{
public override string[] Inputs { get; } = new string[] { "A" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
{
{ new InputState( false ), new OutputState( true ) },
{ new InputState( true ), new OutputState( false ) },
};
internal override Func<InputState, OutputState> Function => (input) => new OutputState(!input[0]);
}
internal class NANDGate : GateDefinition
{
public override string[] Inputs { get; } = new string[] { "A", "B" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
{
{ new InputState( false, false ), new OutputState( true ) },
{ new InputState( false, true ), new OutputState( true ) },
{ new InputState( true, false ), new OutputState( true ) },
{ new InputState( true, true ), new OutputState( false ) },
};
internal override Func<InputState, OutputState> Function => (input) => new OutputState(!(input[0] && input[1]));
}
internal class NORGate : GateDefinition
{
public override string[] Inputs { get; } = new string[] { "A", "B" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
{
{ new InputState( false, false ), new OutputState( true ) },
{ new InputState( false, true ), new OutputState( false ) },
{ new InputState( true, false ), new OutputState( false ) },
{ new InputState( true, true ), new OutputState( false ) },
};
internal override Func<InputState, OutputState> Function => (input) => new OutputState(!(input[0] || input[1]));
}
internal class XNORGate : GateDefinition
{
public override string[] Inputs { get; } = new string[] { "A", "B" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
{
{ new InputState( false, false ), new OutputState( true ) },
{ new InputState( false, true ), new OutputState( false ) },
{ new InputState( true, false ), new OutputState( false ) },
{ new InputState( true, true ), new OutputState( true ) },
};
internal override Func<InputState, OutputState> Function => (input) => new OutputState(!(input[0] ^ input[1]));
}
#endregion
#region 400 - Latches
internal class SRLatchGate : GateDefinition
internal class SRLatchGate : StateGateDefinition
{
public new string Name => "SR Latch";
public override string[] Inputs { get; } = new string[] { "S", "R" };
public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "SR Latch";
public new bool HasState => true;
private bool _q;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var s = input[0];
var r = input[1];
@@ -146,20 +110,18 @@ namespace UntitledLogicGame.Workspace.Gates
else if (s) // set
_q = true;
return new OutputState(_q, !_q);
}
};
}
internal class JKLatchGate : GateDefinition
internal class JKLatchGate : StateGateDefinition
{
public new string Name => "JK Latch";
public override string[] Inputs { get; } = new string[] { "J", "K" };
public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "JK Latch";
public new bool HasState => true;
private bool _q;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var j = input[0];
var k = input[1];
@@ -170,45 +132,41 @@ namespace UntitledLogicGame.Workspace.Gates
else if (j) // set
_q = true;
return new OutputState(_q, !_q);
}
};
}
internal class DLatchGate : GateDefinition
internal class DLatchGate : StateGateDefinition
{
public new string Name => "D Latch";
public override string[] Inputs { get; } = new string[] { "D", "E" };
public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "D Latch";
public new bool HasState => true;
private bool _q;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var d = input[0];
var e = input[1];
if (e) // set
_q = d;
return new OutputState(_q, !_q);
}
};
}
#endregion
#region 500 - Flip-Flops
internal class SRFlipFlopGate : GateDefinition
internal class SRFlipFlopGate : StateGateDefinition
{
public new string Name => "SR Flip-Flop";
public override string[] Inputs { get; } = new string[] { "CLK", "S", "R" };
public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "SR Flip-Flop";
public new bool HasState => true;
private bool _q;
private bool _lastClk;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var clk = input[0];
var s = input[1];
@@ -220,21 +178,19 @@ namespace UntitledLogicGame.Workspace.Gates
_q = true;
_lastClk = clk;
return new OutputState(_q, !_q);
}
};
}
internal class JKFlipFlopGate : GateDefinition
internal class JKFlipFlopGate : StateGateDefinition
{
public new string Name => "JK Flip-Flop";
public override string[] Inputs { get; } = new string[] { "CLK", "J", "K" };
public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "JK Flip-Flop";
public new bool HasState => true;
private bool _q;
private bool _lastClk;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var clk = input[0];
var j = input[1];
@@ -248,21 +204,19 @@ namespace UntitledLogicGame.Workspace.Gates
_q = true;
_lastClk = clk;
return new OutputState(_q, !_q);
}
};
}
internal class DFlipFlopGate : GateDefinition
internal class DFlipFlopGate : StateGateDefinition
{
public new string Name => "D Flip-Flop";
public override string[] Inputs { get; } = new string[] { "CLK", "D" };
public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "D Flip-Flop";
public new bool HasState => true;
private bool _q;
private bool _lastClk;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var clk = input[0];
var d = input[1];
@@ -270,21 +224,19 @@ namespace UntitledLogicGame.Workspace.Gates
_q = d;
_lastClk = clk;
return new OutputState(_q, !_q);
}
};
}
internal class TFlipFlopGate : GateDefinition
internal class TFlipFlopGate : StateGateDefinition
{
public new string Name => "T Flip-Flop";
public override string[] Inputs { get; } = new string[] { "CLK", "T" };
public override string[] Outputs { get; } = new string[] { "Q", "Q̅" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "T Flip-Flop";
public new bool HasState => true;
private bool _q;
private bool _lastClk;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var clk = input[0];
var t = input[1];
@@ -293,99 +245,108 @@ namespace UntitledLogicGame.Workspace.Gates
_q = !_q;
_lastClk = clk;
return new OutputState(_q, !_q);
}
};
}
#endregion
#region 600 - Combinational
#region 600 - Arithmetic
internal class HalfAddGate : GateDefinition
{
public new string Name => "Half Add.";
public override string[] Inputs { get; } = new string[] { "A", "B" };
public override string[] Outputs { get; } = new string[] { "S", "C" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
internal override Func<InputState, OutputState> Function => (input) =>
{
{ new InputState( false, false ), new OutputState( false, false ) },
{ new InputState( false, true ), new OutputState( true, false ) },
{ new InputState( true, false ), new OutputState( true, false ) },
{ new InputState( true, true ), new OutputState( false, true ) },
var a = input[0];
var b = input[1];
var s = a || b;
var c = a && b;
return new OutputState(s, c);
};
public new string Name => "Half Add.";
}
internal class FullAddGate : GateDefinition
{
public new string Name => "Full Add.";
public override string[] Inputs { get; } = new string[] { "A", "B", "Cɪ" };
public override string[] Outputs { get; } = new string[] { "S", "C" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
internal override Func<InputState, OutputState> Function => (input) =>
{
{ new InputState( false, false, false ), new OutputState( false, false ) },
{ new InputState( false, false, true ), new OutputState( true, false ) },
{ new InputState( false, true, false ), new OutputState( true, false ) },
{ new InputState( false, true, true ), new OutputState( false, true ) },
{ new InputState( true, false, false ), new OutputState( true, false ) },
{ new InputState( true, false, true ), new OutputState( false, true ) },
{ new InputState( true, true, false ), new OutputState( false, true ) },
{ new InputState( true, true, true ), new OutputState( true, true ) },
var a = input[0];
var b = input[1];
var ci = input[2];
var s = a || b || ci;
var co = a && b || a && ci || b && ci;
return new OutputState(s, co);
};
public new string Name => "Full Add.";
}
internal class HalfSubGate : GateDefinition
{
public new string Name => "Half Sub.";
public override string[] Inputs { get; } = new string[] { "A", "B" };
public override string[] Outputs { get; } = new string[] { "S", "C" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
internal override Func<InputState, OutputState> Function => (input) =>
{
{ new InputState( false, false ), new OutputState( false, false ) },
{ new InputState( false, true ), new OutputState( true, true ) },
{ new InputState( true, false ), new OutputState( true, false ) },
{ new InputState( true, true ), new OutputState( false, false ) },
var a = input[0];
var b = input[1];
var s = a || b;
var c = !a && b;
return new OutputState(s, c);
};
public new string Name => "Half Sub.";
}
internal class FullSubGate : GateDefinition
{
public new string Name => "Full Add.";
public override string[] Inputs { get; } = new string[] { "A", "B", "Cɪ" };
public override string[] Outputs { get; } = new string[] { "S", "C" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
internal override Func<InputState, OutputState> Function => (input) =>
{
{ new InputState( false, false, false ), new OutputState( false, false ) },
{ new InputState( false, false, true ), new OutputState( true, true ) },
{ new InputState( false, true, false ), new OutputState( true, true ) },
{ new InputState( false, true, true ), new OutputState( false, true ) },
{ new InputState( true, false, false ), new OutputState( true, false ) },
{ new InputState( true, false, true ), new OutputState( false, false ) },
{ new InputState( true, true, false ), new OutputState( false, false ) },
{ new InputState( true, true, true ), new OutputState( true, true ) },
var a = input[0];
var b = input[1];
var ci = input[2];
var s = a || b || ci;
var co = a && !b || a && !ci || b && ci;
return new OutputState(s, co);
};
public new string Name => "Full Add.";
}
#endregion
#region 700 - Data
internal class MuxGate : GateDefinition
{
public override string[] Inputs { get; } = new string[] { "E", "S", "D₀", "D₁" };
public override string[] Outputs { get; } = new string[] { "Y" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
internal override Func<InputState, OutputState> Function => (input) =>
{
{ new InputState( false, false, false, false ), new OutputState( false ) }, // => E=0
{ new InputState( false, false, false, true ), new OutputState( false ) }, // => E=0
{ new InputState( false, false, true, false ), new OutputState( false ) }, // => E=0
{ new InputState( false, false, true, true ), new OutputState( false ) }, // => E=0
{ new InputState( false, true, false, false ), new OutputState( false ) }, // => E=0
{ new InputState( false, true, false, true ), new OutputState( false ) }, // => E=0
{ new InputState( false, true, true, false ), new OutputState( false ) }, // => E=0
{ new InputState( false, true, true, true ), new OutputState( false ) }, // => E=0
{ new InputState( true, false, false, false ), new OutputState( false ) }, // => S=0 => Y=D₀=0
{ new InputState( true, false, false, true ), new OutputState( false ) }, // => S=0 => Y=D₀=0
{ new InputState( true, false, true, false ), new OutputState( true ) }, // => S=0 => Y=D₀=1
{ new InputState( true, false, true, true ), new OutputState( true ) }, // => S=0 => Y=D₀=1
{ new InputState( true, true, false, false ), new OutputState( false ) }, // => S=1 => Y=D₁=0
{ new InputState( true, true, false, true ), new OutputState( true ) }, // => S=1 => Y=D₁=1
{ new InputState( true, true, true, false ), new OutputState( false ) }, // => S=1 => Y=D₁=0
{ new InputState( true, true, true, true ), new OutputState( true ) }, // => S=1 => Y=D₁=1
var e = input[0];
var s = input[1];
var d0 = input[2];
var d1 = input[3];
var y = e && (!s && d0 || s && d1);
return new OutputState(y);
};
}
@@ -393,68 +354,118 @@ namespace UntitledLogicGame.Workspace.Gates
{
public override string[] Inputs { get; } = new string[] { "E", "S", "D" };
public override string[] Outputs { get; } = new string[] { "Y₀", "Y₁" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
internal override Func<InputState, OutputState> Function => (input) =>
{
{ new InputState( false, false, false ), new OutputState( false, false ) }, // => E=0
{ new InputState( false, false, true ), new OutputState( false, false ) }, // => E=0
{ new InputState( false, true, false ), new OutputState( false, false ) }, // => E=0
{ new InputState( false, true, true ), new OutputState( false, false ) }, // => E=0
{ new InputState( true, false, false ), new OutputState( false, false ) }, // => S=0 => Y₀=D=0
{ new InputState( true, false, true ), new OutputState( true, false ) }, // => S=0 => Y₀=D=1
{ new InputState( true, true, false ), new OutputState( false, false ) }, // => S=1 => Y₁=D=0
{ new InputState( true, true, true ), new OutputState( false, true ) }, // => S=1 => Y₁=D=1
var e = input[0];
var s = input[1];
var d = input[2];
var y0 = e && !s && d;
var y1 = e && s && d;
return new OutputState(y0, y1);
};
}
internal class EncGate : GateDefinition
internal class Mux2bGate : GateDefinition
{
public new string Name => "2bits Mux";
public override string[] Inputs { get; } = new string[] { "E", "S₀", "S₁", "D₀", "D₁", "D₂", "D₃" };
public override string[] Outputs { get; } = new string[] { "Y" };
internal override Func<InputState, OutputState> Function => (input) =>
{
var e = input[0];
var s0 = input[1];
var s1 = input[2];
var d0 = input[3];
var d1 = input[4];
var d2 = input[5];
var d3 = input[6];
var y = e && (
!s0 && !s1 && d0 ||
s0 && !s1 && d1 ||
!s0 && s1 && d2 ||
s0 && s1 && d3
);
return new OutputState(y);
};
}
internal class Demux2bGate : GateDefinition
{
public new string Name => "2bits Demux";
public override string[] Inputs { get; } = new string[] { "E", "S₀", "S₁", "D" };
public override string[] Outputs { get; } = new string[] { "Y₀", "Y₁", "Y₂", "Y₃" };
internal override Func<InputState, OutputState> Function => (input) =>
{
var e = input[0];
var s0 = input[1];
var s1 = input[2];
var d = input[3];
var y0 = e && !s0 && !s1 && d;
var y1 = e && s0 && !s1 && d;
var y2 = e && !s0 && s1 && d;
var y3 = e && s0 && s1 && d;
return new OutputState(y0, y1, y2, y3);
};
}
internal class Enc2b4bGate : GateDefinition
{
public new string Name => "2b/4b Enc.";
public override string[] Inputs { get; } = new string[] { "D₀", "D₁" };
public override string[] Outputs { get; } = new string[] { "Y₀", "Y₁", "Y₂", "Y₃" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
internal override Func<InputState, OutputState> Function => (input) =>
{
{ new InputState( false, false ), new OutputState( true, false, false, false ) }, // D̅₀D̅₁
{ new InputState( false, true ), new OutputState( false, true, false, false ) }, // D₀D̅₁
{ new InputState( true, false ), new OutputState( false, false, true, false ) }, // D̅₀D₁
{ new InputState( true, true ), new OutputState( false, false, false, true ) }, // D₀D₁
var d0 = input[0];
var d1 = input[1];
var y0 = !d0 && !d1;
var y1 = d0 && !d1;
var y2 = !d0 && d1;
var y3 = d0 && d1;
return new OutputState(y0, y1, y2, y3);
};
}
internal class DecGate : GateDefinition
internal class Dec4b2bGate : GateDefinition
{
public override string[] Inputs { get; } = new string[] { "D₃", "D₂", "D₁", "D₀" };
public new string Name => "4b/2b Dec.";
public override string[] Inputs { get; } = new string[] { "D₀", "D₁", "D₂", "D₃"};
public override string[] Outputs { get; } = new string[] { "Y₀", "Y₁" };
internal override Dictionary<InputState, OutputState> TruthTable { get; } = new Dictionary<InputState, OutputState>
internal override Func<InputState, OutputState> Function => (input) =>
{
{ new InputState( false, false, false, false ), new OutputState( false, false ) }, // XX
{ new InputState( false, false, false, true ), new OutputState( false, false ) }, // D̅₀D̅₁
{ new InputState( false, false, true, false ), new OutputState( true, true ) }, // D₀D̅₁
{ new InputState( false, false, true, true ), new OutputState( true, false ) }, // D₀D̅₁
{ new InputState( false, true, false, false ), new OutputState( false, true ) }, // D̅₀D₁
{ new InputState( false, true, false, true ), new OutputState( false, true ) }, // D̅₀D₁
{ new InputState( false, true, true, false ), new OutputState( false, true ) }, // D̅₀D₁
{ new InputState( false, true, true, true ), new OutputState( false, true ) }, // D̅₀D₁
{ new InputState( true, false, false, false ), new OutputState( true, true ) }, // D₀D₁
{ new InputState( true, false, false, true ), new OutputState( true, true ) }, // D₀D₁
{ new InputState( true, false, true, false ), new OutputState( true, true ) }, // D₀D₁
{ new InputState( true, false, true, true ), new OutputState( true, true ) }, // D₀D₁
{ new InputState( true, true, false, false ), new OutputState( true, true ) }, // D₀D₁
{ new InputState( true, true, false, true ), new OutputState( true, true ) }, // D₀D₁
{ new InputState( true, true, true, false ), new OutputState( true, true ) }, // D₀D₁
{ new InputState( true, true, true, true ), new OutputState( true, true ) }, // D₀D₁
var d0 = input[0];
var d1 = input[1];
var d2 = input[2];
var d3 = input[3];
var y0 = d1 && !d2 || d3;
var y1 = d2 || d3;
return new OutputState(y0, y1);
};
}
#endregion
#region 700 - Registers
#region 800 - Registers
internal class SISO4bGate : GateDefinition
internal class SISO4bGate : StateGateDefinition
{
public new string Name => "4bits SISO";
public override string[] Inputs { get; } = new string[] { "CLK", "D" };
public override string[] Outputs { get; } = new string[] { "Q" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "4 bits SISO";
public new bool HasState => true;
private bool _q0;
private bool _q1;
@@ -462,7 +473,7 @@ namespace UntitledLogicGame.Workspace.Gates
private bool _q3;
private bool _lastClk;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var clk = input[0];
var d = input[1];
@@ -475,16 +486,14 @@ namespace UntitledLogicGame.Workspace.Gates
}
_lastClk = clk;
return new OutputState(_q3);
}
};
}
internal class SIPO4bGate : GateDefinition
internal class SIPO4bGate : StateGateDefinition
{
public new string Name => "4bits SIPO";
public override string[] Inputs { get; } = new string[] { "CLK", "D" };
public override string[] Outputs { get; } = new string[] { "Q₀", "Q₁", "Q₂", "Q₃" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "4 bits SIPO";
public new bool HasState => true;
private bool _q0;
private bool _q1;
@@ -492,7 +501,7 @@ namespace UntitledLogicGame.Workspace.Gates
private bool _q3;
private bool _lastClk;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var clk = input[0];
var d = input[1];
@@ -505,16 +514,14 @@ namespace UntitledLogicGame.Workspace.Gates
}
_lastClk = clk;
return new OutputState(_q0, _q1, _q2, _q3);
}
};
}
internal class PIPO4bGate : GateDefinition
internal class PIPO4bGate : StateGateDefinition
{
public override string[] Inputs { get; } = new string[] { "CLK", "D₀", "D₁", "D₂", "D₃" };
public new string Name => "4bits PIPO";
public override string[] Inputs { get; } = new string[] { "CLK", "D₀", "D₁", "D₂", "D₃" };
public override string[] Outputs { get; } = new string[] { "Q₀", "Q₁", "Q₂", "Q₃" };
internal override Dictionary<InputState, OutputState> TruthTable => EmptyTruthTable;
public new string Name => "4 bits PIPO";
public new bool HasState => true;
private bool _q0;
private bool _q1;
@@ -522,7 +529,7 @@ namespace UntitledLogicGame.Workspace.Gates
private bool _q3;
private bool _lastClk;
internal new OutputState Compute(InputState input)
internal override Func<InputState, OutputState> Function => (input) =>
{
var clk = input[0];
var d0 = input[1];
@@ -538,7 +545,7 @@ namespace UntitledLogicGame.Workspace.Gates
}
_lastClk = clk;
return new OutputState(_q0, _q1, _q2, _q3);
}
};
}
#endregion