stuff less important than the shader
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Executable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace UntitledLogicGame.Gates
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{
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public enum GateType
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{
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None,
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Buffer,
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NOTGate,
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ANDGate,
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ORGate,
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XORGate,
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NANDGate,
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NORGate,
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XNORGate
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}
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public abstract class GateDefinition
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{
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public abstract string[] Inputs { get; }
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public abstract string[] Outputs { get; }
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internal abstract Dictionary<State, State> TruthTable { get; }
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private static Dictionary<GateType, GateDefinition> Definitions;
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private static void LoadAll()
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{
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Definitions = new Dictionary<GateType, GateDefinition>();
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foreach (var gateType in Enum.GetValues(typeof(GateType)).Cast<GateType>())
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{
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Type t = Type.GetType($"{typeof(GateDefinition).Namespace}.{gateType}", true);
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Definitions[gateType] = (GateDefinition)t.GetConstructor(new Type[0]).Invoke(new object[0]);
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}
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}
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public static GateDefinition Get(GateType gateType, Gate gate)
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{
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if (gateType == GateType.None)
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throw new InvalidOperationException("GateType is set to None");
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if (Definitions == null)
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LoadAll();
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GateDefinition definition = Definitions[gateType];
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foreach (var inputName in definition.Inputs)
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{
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if(!gate.InputAnchors.Any(a => a.Name.Equals(inputName)))
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throw new InvalidOperationException($"Gate has no {inputName} input anchor");
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}
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foreach (var outputName in definition.Outputs)
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{
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if (!gate.OutputAnchors.Any(a => a.Name.Equals(outputName)))
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throw new InvalidOperationException($"Gate has no {outputName} output anchor");
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}
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return definition;
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}
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internal GateDefinition()
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{
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foreach(var key in TruthTable.Keys)
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{
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if (key.Length != Inputs.Length)
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throw new InvalidOperationException($"{GetType()} invalid inputs ({key})");
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}
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if(Inputs.Length != 0)
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{
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foreach (var key in Utils.AllBoolArrayValues(Inputs.Length).Select(b => new State(b)))
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{
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if (!TruthTable.Keys.Contains(key))
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throw new InvalidOperationException($"{GetType()} no outputs for ({key})");
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var values = TruthTable[key];
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if (values.Length != Outputs.Length)
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throw new InvalidOperationException($"{GetType()} invalid outputs for ({key})");
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}
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}
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}
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public bool[] GetState(Gate gate)
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{
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return Inputs.Select(i => gate.InputAnchors.First(a => a.Name.Equals(i)).Activated).ToArray();
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}
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public void Compute(Gate gate)
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{
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State key = new State(GetState(gate));
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bool[] values = TruthTable[key].values;
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foreach (var output in Outputs.Select((value, i) => new { i, value }))
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{
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gate.OutputAnchors.First(a => a.Name.Equals(output.value)).Activated = values[output.i];
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}
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}
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}
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internal class State
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{
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internal int Length => values.Length;
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internal bool[] values;
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public State(IEnumerable<bool> args)
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{
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values = args.ToArray();
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}
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public State(params bool[] args)
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{
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values = args;
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}
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public override bool Equals(object obj)
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{
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return obj is State state && Enumerable.SequenceEqual(values, state.values);
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}
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public override int GetHashCode()
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{
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//https://stackoverflow.com/questions/6832139/gethashcode-from-booleans-only
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int hash = 17;
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for (int index = 0; index < values.Length; index++)
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hash = hash * 23 + values[index].GetHashCode();
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return hash;
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}
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public override string ToString()
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{
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return string.Join(",", values);
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}
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}
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#region Gates
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internal class None : GateDefinition
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{
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public override string[] Inputs { get; } = new string[] { };
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public override string[] Outputs { get; } = new string[] { };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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};
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}
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internal class Buffer : GateDefinition
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{
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public override string[] Inputs { get; } = new string[] { "A" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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{ new State( false ), new State( false ) },
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{ new State( true ), new State( true ) },
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};
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}
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internal class NOTGate : GateDefinition
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{
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public override string[] Inputs { get; } = new string[] { "A" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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{ new State( false ), new State( true ) },
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{ new State( true ), new State( false ) },
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};
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}
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internal class ANDGate : GateDefinition
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{
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public override string[] Inputs { get; } = new string[] { "A", "B" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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{ new State( false, false ), new State( false ) },
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{ new State( false, true ), new State( false ) },
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{ new State( true, false ), new State( false ) },
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{ new State( true, true ), new State( true ) },
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};
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}
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internal class ORGate : GateDefinition
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{
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public override string[] Inputs { get; } = new string[] { "A", "B" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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{ new State( false, false ), new State( false ) },
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{ new State( false, true ), new State( true ) },
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{ new State( true, false ), new State( true ) },
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{ new State( true, true ), new State( true ) },
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};
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}
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internal class XORGate : GateDefinition
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{
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public override string[] Inputs { get; } = new string[] { "A", "B" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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{ new State( false, false ), new State( false ) },
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{ new State( false, true ), new State( true ) },
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{ new State( true, false ), new State( true ) },
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{ new State( true, true ), new State( false ) },
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};
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}
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internal class NANDGate : GateDefinition
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{
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public override string[] Inputs { get; } = new string[]{ "A", "B" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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{ new State( false, false ), new State( true ) },
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{ new State( false, true ), new State( true ) },
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{ new State( true, false ), new State( true ) },
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{ new State( true, true ), new State( false ) },
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};
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}
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internal class NORGate : GateDefinition
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{
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public override string[] Inputs { get; } = new string[] { "A", "B" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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{ new State( false, false ), new State( true ) },
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{ new State( false, true ), new State( false ) },
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{ new State( true, false ), new State( false ) },
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{ new State( true, true ), new State( false ) },
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};
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}
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internal class XNORGate : GateDefinition
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{
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public override string[] Inputs { get; } = new string[] { "A", "B" };
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public override string[] Outputs { get; } = new string[] { "Q" };
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internal override Dictionary<State, State> TruthTable { get; } = new Dictionary<State, State>
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{
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{ new State( false, false ), new State( true ) },
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{ new State( false, true ), new State( false ) },
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{ new State( true, false ), new State( false ) },
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{ new State( true, true ), new State( true ) },
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};
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}
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#endregion
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}
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