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First Quantum Signal and Comparator Behavior Analytics - Printable Version

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First Quantum Signal and Comparator Behavior Analytics - Apocryphan - 03-07-2015

Recently i've been finding more and more discrepencies between comparators in 1.7.10 and 1.8.3. Most of these differences are ONLY in Direction, Configuration (same parts and connections) or both.

So I will no longer be building in 1.7 for fear of having to make things twice but same only different...

there is a rabbit hole in 1.8, and i'm afraid i've fallen in. I've started to document my findings in a series I'm calling Comparator Behavior Analytics (CBA). The laws for creating the quantum signal will be called Apo's Law. Just a head's up, it won't add up, but it is like a 1 inch punch breaking a boulder. It may be hard to automate until i get better at manipulating timing at a game tick level. Nothing is seen as impossible through these eyes.

Quantum Signal (works in 1.7 also)
http://imgur.com/a/Rd7lY

1 tick Comparator Do's and Don'ts in 1.8 (CBA part 1)
http://imgur.com/a/Z9a70

In 1.7 1 tick comparators don't stop 1 before the end when chained, and from what i've seen were easier to produce.

In 1.8 1 tick comparators have transfer rules different than the 1.5 tick. slight game tick differences between comparators and repeaters can cause adverse effects to the game ticks without any visual change to the signal. In specific wiring such as chaining comparators the game tick can be slowed to misalign 2 synced signals.

Here was the start of my 1 tick endevor, the circuit that broke my logic, it only works with those 3 comparators chained. other wire setups with same values just output a 2 tick signal of 3 but this outputs a 1 tick value. And when the 1 value is replaced with 15, this circuit will not output, but now other wiring will now output 1 tick! I believe even pulsers used affect the signal at a game tick level.

[Image: tG2Fkxz.png]
^1st rule of Apo's law, there are no laws.

[Image: iBOGK2w.png]
^outputs a 2 tick value of 3, only slight differences in setup, no added ticks.

[Image: pVu9oIs.png]
^outputs 1 tick when the 1 is upped to 15


RE: First Quantum Signal and Comparator Behavior Analytics - Apocryphan - 03-08-2015

A fellow redditor pointed out that this is caused by race condition in the coding, currently I am getting the 1-2 tick visual by knocking out part of a 4 tick signal with 2 interruptions, but it will not act like a 1.5 tick.

If I can knock it down to a 0-1 tick visual that acts like a 1 or 1.5 tick. It may actually jump across wire when appearing as a 0 tick but still travelling at the speed of 1tick. I know half ticks have trouble transferring thru comparators, but if it can be backed with a 1.5 tick, we may be able to send it with only 1.5 tick limitations.

If this is possible it may be the key to storing 2 values in a 2 comparator loop without the greater value combining with other 1 ticks. I will also try and string the 1-2 tick values to see if i can make a signal appear solid or striped.

Ironically this was discovered while proving that they travel at the same speed regardless of side inputs. At first results were as expected. And then I wanted to go as far as to say that even pulsing in the side input will not hinder the speed of it. And had i not placed the torch down at the exact off tick during the 3 trials, i wouldn't have seen the occurrence and went on trying to find a pattern to the directional bug, and testing for game tick delay between transferring signals through blocks and other ways transferring.


RE: First Quantum Signal and Comparator Behavior Analytics - Chibill - 03-08-2015

Also triggering with those buttons might make problems.


RE: First Quantum Signal and Comparator Behavior Analytics - Legofreak - 03-08-2015

this scares me


RE: First Quantum Signal and Comparator Behavior Analytics - Iceglade - 03-09-2015

quantum


RE: First Quantum Signal and Comparator Behavior Analytics - Apocryphan - 03-09-2015

Doable in the 1.7, so maybe im just seeing more differences because I'm trying to prove there are none. So 1.8 shouldn't change much unless it takes multiple inputs at precise timing, which could just be the wiring configuration or additional ticks needed. If an input is preloaded before a 2nd input is recieved (comparators) then there are no issues or delay seen.

But once we get 1.8 we will have more data to make a conclusion. With all the redstone on ORE, if there is a change, we will see.

(03-08-2015, 10:31 PM)Chibill Wrote: Also triggering with those buttons might make problems.

It's not about the input, ive used it for everything, its about confusing the game with timing off by a game tick, the pictures with buttons were just the first documented occurence, everything in the quantum album doesn't have buttons.

[Image: BKtTEdE.gif]


RE: First Quantum Signal and Comparator Behavior Analytics - Chibill - 03-09-2015

Well 1.8 did make it so random block updates don't affect redstone components...


RE: First Quantum Signal and Comparator Behavior Analytics - Apocryphan - 03-09-2015

Another strange phenomena with some quantum signals (not all) is that they will maintain a 2-3 tick visual when transferred using proper 1 tick transfer rules but after using chained comparators, transferring back thru dust or block will cause it to drop to a 1-2 tick visual, still unclear if it will act as a 3 tick before and a 2 tick after, or which race hazard will cause this behavior.

[Image: R3Pqekl.png]


RE: First Quantum Signal and Comparator Behavior Analytics - Chibill - 03-24-2015

I can dig into some code for this. (Might be a race condition....) What version does it happen mostly?


RE: First Quantum Signal and Comparator Behavior Analytics - Apocryphan - 03-24-2015

First observed naturally in 1.8 but it can be done in 1.7 also.


Also, here is something useful to come out of 1.8 comparators, you can use a comparator as a switch simply by toggling between subtract and regular. (1 tick chained comparators will change output)

[Image: T5Mk1cx.gif]

http://imgur.com/a/rkQEd