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	<channel>
		<title><![CDATA[Forums - Open Redstone Engineers - Fundamental Tutorials]]></title>
		<link>https://forum.openredstone.org/</link>
		<description><![CDATA[Forums - Open Redstone Engineers - https://forum.openredstone.org]]></description>
		<pubDate>Sun, 26 Apr 2026 17:32:55 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[subtractors!]]></title>
			<link>https://forum.openredstone.org/thread-14201.html</link>
			<pubDate>Sun, 24 Jun 2018 15:30:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=10067">draftdragon21</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-14201.html</guid>
			<description><![CDATA[Simple, yet effective subtractors with the avaliability to have a output on top for A AND B logic.<br />
https://www.youtube.com/watch?v=Lj_oGPtG2kc]]></description>
			<content:encoded><![CDATA[Simple, yet effective subtractors with the avaliability to have a output on top for A AND B logic.<br />
https://www.youtube.com/watch?v=Lj_oGPtG2kc]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Minecraft Basic Gates]]></title>
			<link>https://forum.openredstone.org/thread-13838.html</link>
			<pubDate>Tue, 27 Mar 2018 05:19:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=4862">LambdaPI</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-13838.html</guid>
			<description><![CDATA[Very quick tutorials on Minecraft Gates.<br />
<br />
<a href="https://www.youtube.com/watch?v=q5iggganDNk" target="_blank" rel="noopener" class="mycode_url">OR/NOR gates</a><br />
<a href="https://www.youtube.com/watch?v=OC1hN-4rL2s" target="_blank" rel="noopener" class="mycode_url">AND/NAND gates</a><br />
<br />
This is totally not an advertisement for my youtube channel.<br />
More coming soon! (like probably never but who knows)<br />
The audio differences are pretty funny.]]></description>
			<content:encoded><![CDATA[Very quick tutorials on Minecraft Gates.<br />
<br />
<a href="https://www.youtube.com/watch?v=q5iggganDNk" target="_blank" rel="noopener" class="mycode_url">OR/NOR gates</a><br />
<a href="https://www.youtube.com/watch?v=OC1hN-4rL2s" target="_blank" rel="noopener" class="mycode_url">AND/NAND gates</a><br />
<br />
This is totally not an advertisement for my youtube channel.<br />
More coming soon! (like probably never but who knows)<br />
The audio differences are pretty funny.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The best of adders: CCA (nutshell)]]></title>
			<link>https://forum.openredstone.org/thread-13314.html</link>
			<pubDate>Sat, 25 Nov 2017 19:51:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=9108">crazypurrfect</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-13314.html</guid>
			<description><![CDATA[CCA (Carry Cancel Adder)<br />
Image of a CCA adder:<br />
<a href="http://imgur.com/a/GdUWI" target="_blank" rel="noopener" class="mycode_url">imgur.com/a/GdUWI</a><br />
<br />
So what is it? Let's see the basic steps:<br />
1. XOR, this XOR is a bit different; it uses comparator! Image is the same: <a href="http://imgur.com/a/GdUWI" target="_blank" rel="noopener" class="mycode_url">This image will be posted everywhere</a> and by everywhere I mean 1 step down is still this image<br />
2. Second XOR, it inverts then it XOR's, go to the same image.<br />
3. Double Inversion, so this will become useful later on, once again; SAME IMAGE<br />
4. Final output.... SAME IMAGE!!!!  <img src="https://forum.openredstone.org/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />  (3 images) you connect out the XOR to the Torch, as shown<br />
5. Carry, you need a slab like this]]></description>
			<content:encoded><![CDATA[CCA (Carry Cancel Adder)<br />
Image of a CCA adder:<br />
<a href="http://imgur.com/a/GdUWI" target="_blank" rel="noopener" class="mycode_url">imgur.com/a/GdUWI</a><br />
<br />
So what is it? Let's see the basic steps:<br />
1. XOR, this XOR is a bit different; it uses comparator! Image is the same: <a href="http://imgur.com/a/GdUWI" target="_blank" rel="noopener" class="mycode_url">This image will be posted everywhere</a> and by everywhere I mean 1 step down is still this image<br />
2. Second XOR, it inverts then it XOR's, go to the same image.<br />
3. Double Inversion, so this will become useful later on, once again; SAME IMAGE<br />
4. Final output.... SAME IMAGE!!!!  <img src="https://forum.openredstone.org/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />  (3 images) you connect out the XOR to the Torch, as shown<br />
5. Carry, you need a slab like this]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Redstone Math Toolbox Part 1: Modular Arithmetic]]></title>
			<link>https://forum.openredstone.org/thread-12696.html</link>
			<pubDate>Sun, 16 Jul 2017 08:25:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=710">belevid</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-12696.html</guid>
			<description><![CDATA[Welcome to the first part of a math tutorial series I'm putting together. These tutorials will guide you through not only the knowledge needed for circuitry on this server, but can also serve as a guideline in any mathematical pursuit. However, the lessons will eventually be oriented towards application to redstone. This tutorial assumes a basic knowledge of binary but will visit binary as its own part later on. Please note that each part will be continuously updated as people make suggestions and I add more topics to each chapter. Also, in order to keep the tutorial short and simple, proofs are omitted (unless necessary). Consequently, it is up to the reader to convince themselves of the statements or to take them at face value.<br />
<br />
    In this first part, we will discuss modular arithmetic. The list of topics for the entire series is as follows:<br />
<br />
(Subject to change as I add topics)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. Modular Arithmetic</span><br />
<span style="font-weight: bold;" class="mycode_b">    1.1 Inspiring Question</span><br />
<span style="font-weight: bold;" class="mycode_b">    1.2 The %(Modulo) Operator</span><br />
<span style="font-weight: bold;" class="mycode_b">    1.3 Basic Operations</span><br />
<span style="font-weight: bold;" class="mycode_b">    1.4. Additional Topics</span><br />
<span style="font-weight: bold;" class="mycode_b">        1.4.1 Multiplicative Groups</span><br />
<span style="font-weight: bold;" class="mycode_b">        1.4.2 Divisibility with Modular Arithmetic</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">2. Boolean Algebra</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.1. Inspiring Question</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.2 Truth Tables</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.3. Basic Operations</span><br />
<span style="font-weight: bold;" class="mycode_b">        2.3.1 NOT, AND, OR, etc.</span><br />
<span style="font-weight: bold;" class="mycode_b">        2.3.2 Algebraic Logic</span><br />
<span style="font-weight: bold;" class="mycode_b">        2.3.3 De Morgan's Laws</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.4 Writing Formal Statements in Boolean Logic</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.5 Logic Gates and Application to Binary</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.6. Additional Topics</span><br />
<span style="font-weight: bold;" class="mycode_b">        2.6.1 The 3-SAT Problem</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">3. Number Bases</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.1 Inspiring Question</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.2 Revisiting Decimal</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.3 General Number Bases</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.4 Basic Operations</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.5. Binary</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.5.1 Binary as a Number System</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.5.2 Binary in Circuits</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.6. Hexadecimal</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.6.1 Hexadecimal as a Number System</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.6.2 Hexadecimal in Circuits</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.7. Additional Topics</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.7.1 Non-Constant Number Bases</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">4. Computation Theory</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.1 Computation and Universality</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.2 Models of Computation</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.3. Cellular Automata</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.3.1 Elementary Cellular Automata</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.3.2 Game of Life</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.3.3 Langton's Ant</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.4. Complexity</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.4.1 Big "O" Notation</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.4.2 Algorithmic Complexity</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.5. The Turing Machine</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.5.1 The Tape and Head</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.5.2 Symbols</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.5.3 States</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.5.4 Time-Space Trade-off</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.6. Additional Topics</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.6.1 Universal Turing Machine</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.6.2 Metasimulation</span><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Chapter 1: Modular Arithmetic</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Section 1: Inspiring Question</span><br />
<br />
    Modular arithmetic is, in the loosest sense, a way of doing normal arithmetic but with a limited set of numbers. This is useful to us as redstoners because, regardless of how much space we use, we can only ever represent a finite set of numbers. In order to perform the calculations that we want, we must have a way of modifying traditional algebra to suit our limitations while still preserving its familiar and convenient structures. To pique the interest of the reader, and in the interest of demonstrating the capabilities of modular arithmetic I pose the following question:<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">(1) What is the last digit of 17^1139?</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">    </span>Even the most avid calculator will shudder at such a calculation! With the power of modular arithmetic, however, we can find the answer without calculations exceeding the calculator's limit. By the end of this chapter, not only will you have the knowledge to perform such a calculation, but I implore that you do so on your own. </div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Section 2: The %(Modulo) Operator</span></div>
<br />
<div style="text-align: left;" class="mycode_align">    The<span style="font-style: italic;" class="mycode_i"> % operator</span> is known to any programmer or mathematician with adequate experience as the "modulo" operator. It works much like + or * in that it takes two numbers and returns a single number. Anyone who has done long division will be familiar with the concept of a remainder, that is, the quantity that is left after you've done the repeated subtraction. The modulo is exactly that quantity. For example, 35%4 = 3 because when you divide 35 by 4, the remainder is 3. The modulo operator has the following properties:</div>
<div style="text-align: left;" class="mycode_align"><ul class="mycode_list"><li>For the operation a%b, a is called the<span style="font-style: italic;" class="mycode_i"> dividend, </span>b is called the <span style="font-style: italic;" class="mycode_i">divisor</span> and the result is called the <span style="font-style: italic;" class="mycode_i">modulus.</span><br />
</li>
<li>0 &lt;= <span style="font-family: Arial;" class="mycode_font">a</span>%b &lt; b<br />
</li>
<li>If a%b = n, then a-n is divisible by b<br />
</li>
</ul>
    Often times, we find it convenient to, instead of writing something like 45%6, write it as 45 mod 6 as it clearly defines the divisor. The divisor is an important quantity because it defines the "looping point" of our number set. It's very clear to see that 16 mod 6 = 4, 17 mod 6 = 5, and 18 mod 6 = 0 and that it repeats infinitely. This gives us our fourth, and arguably most important, property.</div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">(2) a+nb mod b = a mod b</span></div>
<br />
<div style="text-align: left;" class="mycode_align">where n is any integer. If we restrict a so that 0 &lt;= a &lt; b, we obtain an easy way to calculate the modulus. For example, 43 mod 7 = 1 + 6(7) mod 7 = 1 mod 7 = 1. It's important to note that this property also allows us to define the modulo operator for negative dividends (though not for negative divisors). -3 mod 10 = 7 + (-1)(10) mod 10 = 7 mod 10 = 7. This fact will become very important when we discuss negative numbers in binary. </div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Section 3: Basic Operations</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">    </span>It's one thing to calculate the modulus, but most times we have an expression inside of the dividend such as 62+12 mod 5 or 43*2 mod 7. It would be useful if we had a way of simplifying dividend in order to calculate the modulus easier. To do that, we have the following operations:</div>
<div style="text-align: left;" class="mycode_align"><ul class="mycode_list"><li>a+/-b mod n = ((a mod n)+/-(b mod n)) mod n<br />
</li>
<li>a*b mod n = ((a mod n)*(b mod n)) mod n<br />
</li>
<li>a^b mod n = ((a mod n)^b) mod n<br />
</li>
</ul>
where +/- is addition or subtraction.<br />
    Notice that division is not mentioned. This is because it does not have very nice properties with the modulus (due, in part, to the fact that it is so closely related to division). Let's put these properties to use:</div>
<div style="text-align: left;" class="mycode_align"><ul class="mycode_list"><li>53+27 mod 7 = (53 mod 7) + (27 mod 7) mod 7 = (4+6(7) mod 7)+(6+3(7) mod 7) mod 7 = 4+6 mod 7 = 3+1(7) mod 7 = 3<br />
</li>
<li>45*16 mod 9 = (45 mod 9)*(16 mod 9) mod 9 = (0+5(9) mod 9)*(5+1(9) mod 9) mod 9 = 0*5 mod 9 = 0<br />
</li>
<li>76^3 mod 35 = (6 + 2(35) mod 35)^3 mod 35 = 6^3 mod 35 = 216 mod 35 = 6 + 6(35) mod 35 = 6<br />
</li>
</ul>
</div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Section 4: Additional Topics</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Topic 1: Multiplicative Groups</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">    </span>Of the operations discussed in the previous section, the last two should be particularly surprising in that they took a potentially laborious calculation and turned it into simple mental math. It's clear that the modulo operator has the ability to simplify multiplication (which makes sense considering it's related to division) to a great degree. In studying the last property, a pattern emerges quickly. Let's look at the following operations. 3^0 mod 7 = 1, 3^1 mod 7 = 3, 3^2 mod 7 = 2, 3^3 mod 7 = 6, 3^4 mod 7 = 4, 3^5 mod 7 = 5, 3^6 = 1. We arrive back where we began and, according to the third property, this pattern repeats infinitely. Similar to the pattern we see from addition in equation (2), multiplication also has a similar equation.</div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">(3) a^φ(n) mod n = 1</span></div>
<br />
<div style="text-align: left;" class="mycode_align">only if a and n don't share any factors. φ is called the <span style="font-style: italic;" class="mycode_i">Euler totient function</span>. I won't be covering it in this tutorial but I urge the reader to read the <a href="https://en.wikipedia.org/wiki/Euler%27s_totient_function" target="_blank" rel="noopener" class="mycode_url">Wikipedia article</a> on it. This number φ(n) is like the "looping point" but for multiplication because clearly a^0 mod n = 1. </div>
<div style="text-align: left;" class="mycode_align">    At this point, you should have the tools you need to tackle the problem I posed at the beginning of the chapter (if you're clever). In the next topic, we will solve the problem that I posed. At this point I'd advise the reader to try and solve it themselves and then return to read the next topic and see how their solution matches up.</div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Topic 2: Divisibility with Modular Arithmetic</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">    </span>To introduce the topic, I would like to give the reader a nice trick I've used many times in my life. If you want to tell if a number is divisible by 3, add up the digits and if the result is divisible by 3, then so is the original number (the same property applies to 9 but 3 is the easiest to explain and we will discuss how to prove it for the other numbers). Once you have sufficiently convinced yourself this is true, the question becomes "What causes this strange trick?". Luckily, modular arithmetic shows whats really going on, but to prove it will require everything we've talked about up to this point. </div>
<div style="text-align: left;" class="mycode_align">    Using the third property discussed in Section 2, we know that if a mod b = 0, then a is divisible by b. Thus, if a mod 3 = 0, then a is divisible by 3. If a has the digits a0, a1, a2, ... where a0 is the rightmost digit (not a*0), then a = a0 + 10*a1 + 100*a2... 10^n+an. Now the properties discussed in Chapter 3 come into play. Our expression is currently  a0 + 10*a1 + 100*a2... 10^n+an mod 3. If we notice, however, that 10^n mod 3 = (10 mod 3)^n mod 3 = (1+3(3) mod 3)^n mod 3 = 1^n mod 3 = 1, then our expression becomes  a0 + a1 + a2... an mod 3. And thus we arrive at the result. If the sum of the digits is divisible mod 3, then so is the original number. Note that 3 could be any number we want and we can create a way to test any number's divisibility based on the sum of its digits. </div>
<div style="text-align: left;" class="mycode_align">    Now, we are ready to tackle question (1). Let's look at the expression 17^1139. How do we tell what the last digit is? Well if any number can be expanded as  a0 + 10*a1 + 100*a2... 10^n+an. Then if we take the expression modulo 10, we're just left with a0, the rightmost digit. Thus our question becomes "what is 17^1139 mod 10?". Here, we can notice that 17 and 10 don't share any factors, thus we can apply equation (3). If we change the the equation to 17^(3+284(4)) mod 10 = 17^3*17^(4(284)) mod 10 = 17^3*1^284 mod 10 = 17^3 mod 10. At this point we're close to an answer and one could easily give this to a calculator and get an answer. But in the pursuit of applying our knowledge and simplifying things, we can apply property 3 of Section 3 to get (17 mod 10)^3 mod 10 = 7^3 mod 10 = 7*49 mod 10 = 7*(49 mod 10) mod 10 = 7*9 mod 10 = 63 mod 10 = 3. So with some simple equations and mental math, we were able to answer the question fairly easily. </div>
<br />
<div style="text-align: left;" class="mycode_align">    I hope that you enjoyed the first part of this tutorial and learned a lot. I wanted to start this because I've noticed both a lack of resources for new people and a large amount of misinformation filling the server. As a math major, I felt it was important to set some things straight and create such a resource. If you have any recommendations (anywhere from future subjects to additions to the current parts) please let me know in the replies. Thanks for reading!</div>]]></description>
			<content:encoded><![CDATA[Welcome to the first part of a math tutorial series I'm putting together. These tutorials will guide you through not only the knowledge needed for circuitry on this server, but can also serve as a guideline in any mathematical pursuit. However, the lessons will eventually be oriented towards application to redstone. This tutorial assumes a basic knowledge of binary but will visit binary as its own part later on. Please note that each part will be continuously updated as people make suggestions and I add more topics to each chapter. Also, in order to keep the tutorial short and simple, proofs are omitted (unless necessary). Consequently, it is up to the reader to convince themselves of the statements or to take them at face value.<br />
<br />
    In this first part, we will discuss modular arithmetic. The list of topics for the entire series is as follows:<br />
<br />
(Subject to change as I add topics)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. Modular Arithmetic</span><br />
<span style="font-weight: bold;" class="mycode_b">    1.1 Inspiring Question</span><br />
<span style="font-weight: bold;" class="mycode_b">    1.2 The %(Modulo) Operator</span><br />
<span style="font-weight: bold;" class="mycode_b">    1.3 Basic Operations</span><br />
<span style="font-weight: bold;" class="mycode_b">    1.4. Additional Topics</span><br />
<span style="font-weight: bold;" class="mycode_b">        1.4.1 Multiplicative Groups</span><br />
<span style="font-weight: bold;" class="mycode_b">        1.4.2 Divisibility with Modular Arithmetic</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">2. Boolean Algebra</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.1. Inspiring Question</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.2 Truth Tables</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.3. Basic Operations</span><br />
<span style="font-weight: bold;" class="mycode_b">        2.3.1 NOT, AND, OR, etc.</span><br />
<span style="font-weight: bold;" class="mycode_b">        2.3.2 Algebraic Logic</span><br />
<span style="font-weight: bold;" class="mycode_b">        2.3.3 De Morgan's Laws</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.4 Writing Formal Statements in Boolean Logic</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.5 Logic Gates and Application to Binary</span><br />
<span style="font-weight: bold;" class="mycode_b">    2.6. Additional Topics</span><br />
<span style="font-weight: bold;" class="mycode_b">        2.6.1 The 3-SAT Problem</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">3. Number Bases</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.1 Inspiring Question</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.2 Revisiting Decimal</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.3 General Number Bases</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.4 Basic Operations</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.5. Binary</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.5.1 Binary as a Number System</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.5.2 Binary in Circuits</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.6. Hexadecimal</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.6.1 Hexadecimal as a Number System</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.6.2 Hexadecimal in Circuits</span><br />
<span style="font-weight: bold;" class="mycode_b">    3.7. Additional Topics</span><br />
<span style="font-weight: bold;" class="mycode_b">        3.7.1 Non-Constant Number Bases</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">4. Computation Theory</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.1 Computation and Universality</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.2 Models of Computation</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.3. Cellular Automata</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.3.1 Elementary Cellular Automata</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.3.2 Game of Life</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.3.3 Langton's Ant</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.4. Complexity</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.4.1 Big "O" Notation</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.4.2 Algorithmic Complexity</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.5. The Turing Machine</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.5.1 The Tape and Head</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.5.2 Symbols</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.5.3 States</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.5.4 Time-Space Trade-off</span><br />
<span style="font-weight: bold;" class="mycode_b">    4.6. Additional Topics</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.6.1 Universal Turing Machine</span><br />
<span style="font-weight: bold;" class="mycode_b">        4.6.2 Metasimulation</span><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Chapter 1: Modular Arithmetic</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Section 1: Inspiring Question</span><br />
<br />
    Modular arithmetic is, in the loosest sense, a way of doing normal arithmetic but with a limited set of numbers. This is useful to us as redstoners because, regardless of how much space we use, we can only ever represent a finite set of numbers. In order to perform the calculations that we want, we must have a way of modifying traditional algebra to suit our limitations while still preserving its familiar and convenient structures. To pique the interest of the reader, and in the interest of demonstrating the capabilities of modular arithmetic I pose the following question:<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">(1) What is the last digit of 17^1139?</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">    </span>Even the most avid calculator will shudder at such a calculation! With the power of modular arithmetic, however, we can find the answer without calculations exceeding the calculator's limit. By the end of this chapter, not only will you have the knowledge to perform such a calculation, but I implore that you do so on your own. </div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Section 2: The %(Modulo) Operator</span></div>
<br />
<div style="text-align: left;" class="mycode_align">    The<span style="font-style: italic;" class="mycode_i"> % operator</span> is known to any programmer or mathematician with adequate experience as the "modulo" operator. It works much like + or * in that it takes two numbers and returns a single number. Anyone who has done long division will be familiar with the concept of a remainder, that is, the quantity that is left after you've done the repeated subtraction. The modulo is exactly that quantity. For example, 35%4 = 3 because when you divide 35 by 4, the remainder is 3. The modulo operator has the following properties:</div>
<div style="text-align: left;" class="mycode_align"><ul class="mycode_list"><li>For the operation a%b, a is called the<span style="font-style: italic;" class="mycode_i"> dividend, </span>b is called the <span style="font-style: italic;" class="mycode_i">divisor</span> and the result is called the <span style="font-style: italic;" class="mycode_i">modulus.</span><br />
</li>
<li>0 &lt;= <span style="font-family: Arial;" class="mycode_font">a</span>%b &lt; b<br />
</li>
<li>If a%b = n, then a-n is divisible by b<br />
</li>
</ul>
    Often times, we find it convenient to, instead of writing something like 45%6, write it as 45 mod 6 as it clearly defines the divisor. The divisor is an important quantity because it defines the "looping point" of our number set. It's very clear to see that 16 mod 6 = 4, 17 mod 6 = 5, and 18 mod 6 = 0 and that it repeats infinitely. This gives us our fourth, and arguably most important, property.</div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">(2) a+nb mod b = a mod b</span></div>
<br />
<div style="text-align: left;" class="mycode_align">where n is any integer. If we restrict a so that 0 &lt;= a &lt; b, we obtain an easy way to calculate the modulus. For example, 43 mod 7 = 1 + 6(7) mod 7 = 1 mod 7 = 1. It's important to note that this property also allows us to define the modulo operator for negative dividends (though not for negative divisors). -3 mod 10 = 7 + (-1)(10) mod 10 = 7 mod 10 = 7. This fact will become very important when we discuss negative numbers in binary. </div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Section 3: Basic Operations</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">    </span>It's one thing to calculate the modulus, but most times we have an expression inside of the dividend such as 62+12 mod 5 or 43*2 mod 7. It would be useful if we had a way of simplifying dividend in order to calculate the modulus easier. To do that, we have the following operations:</div>
<div style="text-align: left;" class="mycode_align"><ul class="mycode_list"><li>a+/-b mod n = ((a mod n)+/-(b mod n)) mod n<br />
</li>
<li>a*b mod n = ((a mod n)*(b mod n)) mod n<br />
</li>
<li>a^b mod n = ((a mod n)^b) mod n<br />
</li>
</ul>
where +/- is addition or subtraction.<br />
    Notice that division is not mentioned. This is because it does not have very nice properties with the modulus (due, in part, to the fact that it is so closely related to division). Let's put these properties to use:</div>
<div style="text-align: left;" class="mycode_align"><ul class="mycode_list"><li>53+27 mod 7 = (53 mod 7) + (27 mod 7) mod 7 = (4+6(7) mod 7)+(6+3(7) mod 7) mod 7 = 4+6 mod 7 = 3+1(7) mod 7 = 3<br />
</li>
<li>45*16 mod 9 = (45 mod 9)*(16 mod 9) mod 9 = (0+5(9) mod 9)*(5+1(9) mod 9) mod 9 = 0*5 mod 9 = 0<br />
</li>
<li>76^3 mod 35 = (6 + 2(35) mod 35)^3 mod 35 = 6^3 mod 35 = 216 mod 35 = 6 + 6(35) mod 35 = 6<br />
</li>
</ul>
</div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Section 4: Additional Topics</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Topic 1: Multiplicative Groups</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">    </span>Of the operations discussed in the previous section, the last two should be particularly surprising in that they took a potentially laborious calculation and turned it into simple mental math. It's clear that the modulo operator has the ability to simplify multiplication (which makes sense considering it's related to division) to a great degree. In studying the last property, a pattern emerges quickly. Let's look at the following operations. 3^0 mod 7 = 1, 3^1 mod 7 = 3, 3^2 mod 7 = 2, 3^3 mod 7 = 6, 3^4 mod 7 = 4, 3^5 mod 7 = 5, 3^6 = 1. We arrive back where we began and, according to the third property, this pattern repeats infinitely. Similar to the pattern we see from addition in equation (2), multiplication also has a similar equation.</div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">(3) a^φ(n) mod n = 1</span></div>
<br />
<div style="text-align: left;" class="mycode_align">only if a and n don't share any factors. φ is called the <span style="font-style: italic;" class="mycode_i">Euler totient function</span>. I won't be covering it in this tutorial but I urge the reader to read the <a href="https://en.wikipedia.org/wiki/Euler%27s_totient_function" target="_blank" rel="noopener" class="mycode_url">Wikipedia article</a> on it. This number φ(n) is like the "looping point" but for multiplication because clearly a^0 mod n = 1. </div>
<div style="text-align: left;" class="mycode_align">    At this point, you should have the tools you need to tackle the problem I posed at the beginning of the chapter (if you're clever). In the next topic, we will solve the problem that I posed. At this point I'd advise the reader to try and solve it themselves and then return to read the next topic and see how their solution matches up.</div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Topic 2: Divisibility with Modular Arithmetic</span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">    </span>To introduce the topic, I would like to give the reader a nice trick I've used many times in my life. If you want to tell if a number is divisible by 3, add up the digits and if the result is divisible by 3, then so is the original number (the same property applies to 9 but 3 is the easiest to explain and we will discuss how to prove it for the other numbers). Once you have sufficiently convinced yourself this is true, the question becomes "What causes this strange trick?". Luckily, modular arithmetic shows whats really going on, but to prove it will require everything we've talked about up to this point. </div>
<div style="text-align: left;" class="mycode_align">    Using the third property discussed in Section 2, we know that if a mod b = 0, then a is divisible by b. Thus, if a mod 3 = 0, then a is divisible by 3. If a has the digits a0, a1, a2, ... where a0 is the rightmost digit (not a*0), then a = a0 + 10*a1 + 100*a2... 10^n+an. Now the properties discussed in Chapter 3 come into play. Our expression is currently  a0 + 10*a1 + 100*a2... 10^n+an mod 3. If we notice, however, that 10^n mod 3 = (10 mod 3)^n mod 3 = (1+3(3) mod 3)^n mod 3 = 1^n mod 3 = 1, then our expression becomes  a0 + a1 + a2... an mod 3. And thus we arrive at the result. If the sum of the digits is divisible mod 3, then so is the original number. Note that 3 could be any number we want and we can create a way to test any number's divisibility based on the sum of its digits. </div>
<div style="text-align: left;" class="mycode_align">    Now, we are ready to tackle question (1). Let's look at the expression 17^1139. How do we tell what the last digit is? Well if any number can be expanded as  a0 + 10*a1 + 100*a2... 10^n+an. Then if we take the expression modulo 10, we're just left with a0, the rightmost digit. Thus our question becomes "what is 17^1139 mod 10?". Here, we can notice that 17 and 10 don't share any factors, thus we can apply equation (3). If we change the the equation to 17^(3+284(4)) mod 10 = 17^3*17^(4(284)) mod 10 = 17^3*1^284 mod 10 = 17^3 mod 10. At this point we're close to an answer and one could easily give this to a calculator and get an answer. But in the pursuit of applying our knowledge and simplifying things, we can apply property 3 of Section 3 to get (17 mod 10)^3 mod 10 = 7^3 mod 10 = 7*49 mod 10 = 7*(49 mod 10) mod 10 = 7*9 mod 10 = 63 mod 10 = 3. So with some simple equations and mental math, we were able to answer the question fairly easily. </div>
<br />
<div style="text-align: left;" class="mycode_align">    I hope that you enjoyed the first part of this tutorial and learned a lot. I wanted to start this because I've noticed both a lack of resources for new people and a large amount of misinformation filling the server. As a math major, I felt it was important to set some things straight and create such a resource. If you have any recommendations (anywhere from future subjects to additions to the current parts) please let me know in the replies. Thanks for reading!</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Comp Sci Roadmap]]></title>
			<link>https://forum.openredstone.org/thread-12467.html</link>
			<pubDate>Mon, 19 Jun 2017 10:27:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=5190">Koyarno</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-12467.html</guid>
			<description><![CDATA[For people new to computational redstone I give you this: the roadmap for being the ultimate nerd in class. <br />
It starts from the absolute basics to the more advanced concepts used in modern computers.<br />
<br />
Please note that topics tagged [OPTIONAL] can be skipped. They will maybe only be mentioned later down the line, but no more than that. <br />
<br />
This roadmap is not for people that expect a "how to build my/benny's/newo's cpu" tutorial. I will give you all the knowledge to let you think about your own design decisions for your own projects. <br />
<br />
Difficulty range approved by skyrim: <br />
<span style="font-weight: bold;" class="mycode_b">Novice</span> - Anyone new to redstone trying to apply basic logic to survival builds (EG double light switch, timers) <br />
<span style="font-weight: bold;" class="mycode_b">Apprentice</span> - Anyone using basic logic to make more special purpose builds (EG adders, decoders/encoders) <br />
<span style="font-weight: bold;" class="mycode_b">Addept</span> - Anyone configuring special purpose builds to design simple microcontrollers (EG single cycle processing units, word processor) <br />
<span style="font-weight: bold;" class="mycode_b">Master</span> - Anyone optimising builds for pipelining/parallelism and managing hazards (EG multi cycle processing units, routers)<br />
<span style="font-weight: bold;" class="mycode_b">Expert</span> - Anyone complaining about the xor count reaching 3 digits <br />
<br />
categories:<br />
<span style="font-weight: bold;" class="mycode_b">logic</span> - bitwise logic<br />
<span style="font-weight: bold;" class="mycode_b">binary</span> - arithmetic logic<br />
<span style="font-weight: bold;" class="mycode_b">memory</span> - state logic<br />
<span style="font-weight: bold;" class="mycode_b">architecture</span> - hardware solutions<br />
<span style="font-weight: bold;" class="mycode_b">coding</span> - software solutions<br />
<br />
<span style="font-weight: bold;" class="mycode_b">LOGIC I</span><br />
OR XOR AND + inversions<br />
<br />
<span style="font-weight: bold;" class="mycode_b">BINARY I</span><br />
Base systems - 9:59 - https://youtu.be/ku4KOFQ-bB4<br />
Binary arithmetic - 6:59 - https://youtu.be/WN8i5cwjkSE\<br />
- Half adder <br />
- Full adder<br />
<br />
<span style="font-weight: bold;" class="mycode_b">LOGIC II</span> <br />
- Encoders <br />
- Decoders<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MEMORY I</span> <br />
- Latch designs<br />
-  Control<br />
<br />
<span style="font-weight: bold;" class="mycode_b">BINARY II</span>  - Negative binary<br />
16:15 - https://youtu.be/lKTsv6iVxV4<br />
<br />
<span style="font-weight: bold;" class="mycode_b">LOGIC III</span> <br />
Multiplexors / demultiplexors<br />
Logic reduction tactics<br />
<br />
<span style="font-weight: bold;" class="mycode_b">BINARY III</span> - Carry look ahead types<br />
- PPA<br />
- CLA / CLE<br />
- CCA/ICA<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MEMORY II</span>  - special registers<br />
- Stack <br />
- Queue <br />
<br />
<span style="font-weight: bold;" class="mycode_b">ARCHITECTURE I</span> - generic cpu layout<br />
6:25 - https://www.youtube.com/watch?v=RPQD7-AOjMI<br />
- Instruction ROM<br />
- Instruction decoder<br />
- Dataloop<br />
- Branching<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ARCHITECTURE II</span> - Pipelining<br />
5:30 - https://youtu.be/IAkj32VPcUE?t=349<br />
- Latency vs throughput<br />
- Data hazards<br />
- Resource hazards<br />
- Control hazards<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MEMORY III</span> - Caching<br />
6:05 - https://www.youtube.com/watch?v=6JpLD3PUAZk<br />
- Set &amp; way associativity<br />
- Sacrifice algorithms<br />
- Prefetching]]></description>
			<content:encoded><![CDATA[For people new to computational redstone I give you this: the roadmap for being the ultimate nerd in class. <br />
It starts from the absolute basics to the more advanced concepts used in modern computers.<br />
<br />
Please note that topics tagged [OPTIONAL] can be skipped. They will maybe only be mentioned later down the line, but no more than that. <br />
<br />
This roadmap is not for people that expect a "how to build my/benny's/newo's cpu" tutorial. I will give you all the knowledge to let you think about your own design decisions for your own projects. <br />
<br />
Difficulty range approved by skyrim: <br />
<span style="font-weight: bold;" class="mycode_b">Novice</span> - Anyone new to redstone trying to apply basic logic to survival builds (EG double light switch, timers) <br />
<span style="font-weight: bold;" class="mycode_b">Apprentice</span> - Anyone using basic logic to make more special purpose builds (EG adders, decoders/encoders) <br />
<span style="font-weight: bold;" class="mycode_b">Addept</span> - Anyone configuring special purpose builds to design simple microcontrollers (EG single cycle processing units, word processor) <br />
<span style="font-weight: bold;" class="mycode_b">Master</span> - Anyone optimising builds for pipelining/parallelism and managing hazards (EG multi cycle processing units, routers)<br />
<span style="font-weight: bold;" class="mycode_b">Expert</span> - Anyone complaining about the xor count reaching 3 digits <br />
<br />
categories:<br />
<span style="font-weight: bold;" class="mycode_b">logic</span> - bitwise logic<br />
<span style="font-weight: bold;" class="mycode_b">binary</span> - arithmetic logic<br />
<span style="font-weight: bold;" class="mycode_b">memory</span> - state logic<br />
<span style="font-weight: bold;" class="mycode_b">architecture</span> - hardware solutions<br />
<span style="font-weight: bold;" class="mycode_b">coding</span> - software solutions<br />
<br />
<span style="font-weight: bold;" class="mycode_b">LOGIC I</span><br />
OR XOR AND + inversions<br />
<br />
<span style="font-weight: bold;" class="mycode_b">BINARY I</span><br />
Base systems - 9:59 - https://youtu.be/ku4KOFQ-bB4<br />
Binary arithmetic - 6:59 - https://youtu.be/WN8i5cwjkSE\<br />
- Half adder <br />
- Full adder<br />
<br />
<span style="font-weight: bold;" class="mycode_b">LOGIC II</span> <br />
- Encoders <br />
- Decoders<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MEMORY I</span> <br />
- Latch designs<br />
-  Control<br />
<br />
<span style="font-weight: bold;" class="mycode_b">BINARY II</span>  - Negative binary<br />
16:15 - https://youtu.be/lKTsv6iVxV4<br />
<br />
<span style="font-weight: bold;" class="mycode_b">LOGIC III</span> <br />
Multiplexors / demultiplexors<br />
Logic reduction tactics<br />
<br />
<span style="font-weight: bold;" class="mycode_b">BINARY III</span> - Carry look ahead types<br />
- PPA<br />
- CLA / CLE<br />
- CCA/ICA<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MEMORY II</span>  - special registers<br />
- Stack <br />
- Queue <br />
<br />
<span style="font-weight: bold;" class="mycode_b">ARCHITECTURE I</span> - generic cpu layout<br />
6:25 - https://www.youtube.com/watch?v=RPQD7-AOjMI<br />
- Instruction ROM<br />
- Instruction decoder<br />
- Dataloop<br />
- Branching<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ARCHITECTURE II</span> - Pipelining<br />
5:30 - https://youtu.be/IAkj32VPcUE?t=349<br />
- Latency vs throughput<br />
- Data hazards<br />
- Resource hazards<br />
- Control hazards<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MEMORY III</span> - Caching<br />
6:05 - https://www.youtube.com/watch?v=6JpLD3PUAZk<br />
- Set &amp; way associativity<br />
- Sacrifice algorithms<br />
- Prefetching]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[O.R.E.F.A.Q.]]></title>
			<link>https://forum.openredstone.org/thread-12436.html</link>
			<pubDate>Wed, 14 Jun 2017 13:55:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=6628">optimo</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-12436.html</guid>
			<description><![CDATA[we need a F.A.Q. for newcomers. <br />
lets make one in this thread.<br />
so add anything you want.]]></description>
			<content:encoded><![CDATA[we need a F.A.Q. for newcomers. <br />
lets make one in this thread.<br />
so add anything you want.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Logic Gates Basics]]></title>
			<link>https://forum.openredstone.org/thread-12364.html</link>
			<pubDate>Sat, 03 Jun 2017 11:13:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=5703">FreeProGamer</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-12364.html</guid>
			<description><![CDATA[Hello, here you will read a brief and simple explanation about Logic Gates.<br />
Lets take the "Gate" expression, imagine there is a gate, a closed one, and two guards are standing in the two front sides of it.<br />
Each guard has a statement - a thing he requests from you - to open the gate, only when both of the guards are pleased, the gate will open and you can pass.<br />
Lets set the statement to be giving a cookie, we will also say that you have infinite amount of cookies but you can give only one cookie to each guard.<br />
Now, after we set upped our example, lets use it by the first gate - we can't call it a REAL gate, but it exists, the Input/Output gate:<br />
In this case, we have only one guard securing the gate, when you come near the gate, the guard tells you his request: "I really like cookies, therefore, if you will give me a cookie, I will open the gate for you, else the gate will stay closed".<br />
If we will translate it to computer engineering, this gate has only one input, and if it is ON, the output will be ON, else, the output will be OFF. Here is the truth table:<br />
Input Output<br />
  0     0<br />
  1     1<br />
Now, after you understood how the example works, we will continue, in a faster pace:<br />
The NOT Gate:<br />
Again, we have only one guard securing the gate, and he tells you the next: "Not like my brother, (the guard in the pervious gate) I do not like cookies, to be honest, I am alergic to them, so here's the deal, you will not give me cookies and I will open the gate, but if you will give me cookies, I will keep it close".<br />
If we will translate it to computer engineering we will see this:<br />
If the input is ON the output is OFF, else the output is ON. Here's the truth table:<br />
Input Output<br />
  0     1<br />
  1     0<br />
The next gate is OR Gate, it is a really basic but useful gate:<br />
This time, the gate has two guards, and when you come nerby, one of them tells you the next: "If you will give a cookie to at least one of us (the guards) we will let you in".<br />
When translated to computer engineering, we see that if the first input is ON, OR the second input is ON OR if both inputs are ON, the output will be ON, else it will be OFF. The truth table:<br />
Input 1 Input 2 Output<br />
  0       0       0<br />
  1       0       1<br />
  0       1       1<br />
  1       1       1<br />
The next gate will be the AND Gate:<br />
And in this gate there are two guards, but they tell you almost the opposite of the OR Gate: "Only if you will BOTH of us cookies, we will let you in".<br />
If we will translate it to computer engineering, it will look like this: Only if the first input AND the second input are ON, the output will be ON, else, the output will be OFF. We can see it more clearly in the truth table:<br />
Input 1 Input 2 Output<br />
  0       0       0<br />
  1       0       0<br />
  0       1       0<br />
  1       1       1<br />
If you will compare between the AND Gate, and the OR Gate, you will see they are almost the opposite.<br />
<br />
At last we have the XOR gate:<br />
Imagine the gate with two guards again, but this time, the guards hate each other, so when you come near, they tell you: "I will open the gate for you, but I will do so, if you will give a cookie ONLY to me, and not to him (the other guard)".<br />
Basically, if translated to computer engineering, if the inputs' status will be different (one ON and one OFF) the output will be ON, else, if the inputs are the same (both OFF or ON), the output is OFF. The truth table looks like this:<br />
Input 1 Input 2 Output<br />
  0       0       0<br />
  1       0       1<br />
  0       1       1<br />
  1       1       0<br />
Now, we are done with the gates, the normal and basic at least. Next comes combinations, Gate + NOT, which in circuits looks like Gate --&gt; Not Gate.<br />
It basically means we take the gates we learned till now, and connect the output to a NOT gate.<br />
Lets start with the NOR (NOT OR) Gate.<br />
Remember the NOT Gate? The brother of the Input/Output's Gate Guard, yes the one that is alergic to cookies.<br />
So, let's replace the guards in the OR Gate with these guards. And we get the next situation:<br />
"Hey, we (the two guards) don't like cookies! We saw you gave everyone cookies but we don't like them! If you will give us cookies, at least 1, we will not open the gate, but if you will not give us cookies, we will open the gate".<br />
Translated to circuits (computer engineering), if the NOR gate gets an input (at least one) the output is OFF, else, if the NOR gate does not get an input (both are OFF), the output is ON. The truth table looks like this:<br />
Input 1 Input 2 Output<br />
  0       0       1<br />
  1       0       0<br />
  0       1       0<br />
  1       1       0<br />
Now, comes the NAND Gate, here, one guard is alergic and one is not:<br />
"Hey, I am alergic to cookies, but the other guard is not, if you will give him a cookie, or just won't give any of us a cookie, we will open the gate, else, if you will give both of us cookies, the gate will stay closed".<br />
It might sound confusing so I will make it brief: NOT + [Gate]s are basically the opposite of the normal gate, which means, it inverts the output; If the output of the normal gate is ON, then the opposite of it will be OFF, and if the output of the normal gate is OFF, then the output of the NOT + [Gate] will be ON. So, if we will compare between AND and NAND gate's truth tables, we will see the next:<br />
AND: Input 1 Input 2 Output NAND: Input 1 Input 2 Output<br />
       0       0       0            0       0       1<br />
       1       0       0            1       0       1<br />
       0       1       0            0       1       1<br />
       1       1       1            1       1       0<br />
As you can see, where the output in the AND gate is 0, in the NAND is 1, and where the output of the AND is 1, the output of the NAND is 0.<br />
Same happens with XNOR:<br />
"Hey! Wait a second! We are alergic to cookies, but not as much as the others, so we can eat one, but we can also not eat cookies, so if you will give both of us or none of us cookies, we will open the gate. Else, the gate will stay closed".<br />
Which means if the inputs have the same status, the output will be ON, else, if the inputs will have different status (as in XOR), the output will be OFF. Not suprisignly the same situation is located here too:<br />
Input 1 Input 2 Output<br />
  0       0       1<br />
  1       0       0<br />
  0       1       0<br />
  1       1       1<br />
This is it for logic gates, last note: There are a few more logic gates but they are almost useless, also, no matter what gate it is, it must have at least 1 input and only 1 output.<br />
by Eldar Bakerman (also known as FreeProGamer)<br />
Do not claim this post as yours.<br />
© All rights reserved. Eldar Bakerman 2017]]></description>
			<content:encoded><![CDATA[Hello, here you will read a brief and simple explanation about Logic Gates.<br />
Lets take the "Gate" expression, imagine there is a gate, a closed one, and two guards are standing in the two front sides of it.<br />
Each guard has a statement - a thing he requests from you - to open the gate, only when both of the guards are pleased, the gate will open and you can pass.<br />
Lets set the statement to be giving a cookie, we will also say that you have infinite amount of cookies but you can give only one cookie to each guard.<br />
Now, after we set upped our example, lets use it by the first gate - we can't call it a REAL gate, but it exists, the Input/Output gate:<br />
In this case, we have only one guard securing the gate, when you come near the gate, the guard tells you his request: "I really like cookies, therefore, if you will give me a cookie, I will open the gate for you, else the gate will stay closed".<br />
If we will translate it to computer engineering, this gate has only one input, and if it is ON, the output will be ON, else, the output will be OFF. Here is the truth table:<br />
Input Output<br />
  0     0<br />
  1     1<br />
Now, after you understood how the example works, we will continue, in a faster pace:<br />
The NOT Gate:<br />
Again, we have only one guard securing the gate, and he tells you the next: "Not like my brother, (the guard in the pervious gate) I do not like cookies, to be honest, I am alergic to them, so here's the deal, you will not give me cookies and I will open the gate, but if you will give me cookies, I will keep it close".<br />
If we will translate it to computer engineering we will see this:<br />
If the input is ON the output is OFF, else the output is ON. Here's the truth table:<br />
Input Output<br />
  0     1<br />
  1     0<br />
The next gate is OR Gate, it is a really basic but useful gate:<br />
This time, the gate has two guards, and when you come nerby, one of them tells you the next: "If you will give a cookie to at least one of us (the guards) we will let you in".<br />
When translated to computer engineering, we see that if the first input is ON, OR the second input is ON OR if both inputs are ON, the output will be ON, else it will be OFF. The truth table:<br />
Input 1 Input 2 Output<br />
  0       0       0<br />
  1       0       1<br />
  0       1       1<br />
  1       1       1<br />
The next gate will be the AND Gate:<br />
And in this gate there are two guards, but they tell you almost the opposite of the OR Gate: "Only if you will BOTH of us cookies, we will let you in".<br />
If we will translate it to computer engineering, it will look like this: Only if the first input AND the second input are ON, the output will be ON, else, the output will be OFF. We can see it more clearly in the truth table:<br />
Input 1 Input 2 Output<br />
  0       0       0<br />
  1       0       0<br />
  0       1       0<br />
  1       1       1<br />
If you will compare between the AND Gate, and the OR Gate, you will see they are almost the opposite.<br />
<br />
At last we have the XOR gate:<br />
Imagine the gate with two guards again, but this time, the guards hate each other, so when you come near, they tell you: "I will open the gate for you, but I will do so, if you will give a cookie ONLY to me, and not to him (the other guard)".<br />
Basically, if translated to computer engineering, if the inputs' status will be different (one ON and one OFF) the output will be ON, else, if the inputs are the same (both OFF or ON), the output is OFF. The truth table looks like this:<br />
Input 1 Input 2 Output<br />
  0       0       0<br />
  1       0       1<br />
  0       1       1<br />
  1       1       0<br />
Now, we are done with the gates, the normal and basic at least. Next comes combinations, Gate + NOT, which in circuits looks like Gate --&gt; Not Gate.<br />
It basically means we take the gates we learned till now, and connect the output to a NOT gate.<br />
Lets start with the NOR (NOT OR) Gate.<br />
Remember the NOT Gate? The brother of the Input/Output's Gate Guard, yes the one that is alergic to cookies.<br />
So, let's replace the guards in the OR Gate with these guards. And we get the next situation:<br />
"Hey, we (the two guards) don't like cookies! We saw you gave everyone cookies but we don't like them! If you will give us cookies, at least 1, we will not open the gate, but if you will not give us cookies, we will open the gate".<br />
Translated to circuits (computer engineering), if the NOR gate gets an input (at least one) the output is OFF, else, if the NOR gate does not get an input (both are OFF), the output is ON. The truth table looks like this:<br />
Input 1 Input 2 Output<br />
  0       0       1<br />
  1       0       0<br />
  0       1       0<br />
  1       1       0<br />
Now, comes the NAND Gate, here, one guard is alergic and one is not:<br />
"Hey, I am alergic to cookies, but the other guard is not, if you will give him a cookie, or just won't give any of us a cookie, we will open the gate, else, if you will give both of us cookies, the gate will stay closed".<br />
It might sound confusing so I will make it brief: NOT + [Gate]s are basically the opposite of the normal gate, which means, it inverts the output; If the output of the normal gate is ON, then the opposite of it will be OFF, and if the output of the normal gate is OFF, then the output of the NOT + [Gate] will be ON. So, if we will compare between AND and NAND gate's truth tables, we will see the next:<br />
AND: Input 1 Input 2 Output NAND: Input 1 Input 2 Output<br />
       0       0       0            0       0       1<br />
       1       0       0            1       0       1<br />
       0       1       0            0       1       1<br />
       1       1       1            1       1       0<br />
As you can see, where the output in the AND gate is 0, in the NAND is 1, and where the output of the AND is 1, the output of the NAND is 0.<br />
Same happens with XNOR:<br />
"Hey! Wait a second! We are alergic to cookies, but not as much as the others, so we can eat one, but we can also not eat cookies, so if you will give both of us or none of us cookies, we will open the gate. Else, the gate will stay closed".<br />
Which means if the inputs have the same status, the output will be ON, else, if the inputs will have different status (as in XOR), the output will be OFF. Not suprisignly the same situation is located here too:<br />
Input 1 Input 2 Output<br />
  0       0       1<br />
  1       0       0<br />
  0       1       0<br />
  1       1       1<br />
This is it for logic gates, last note: There are a few more logic gates but they are almost useless, also, no matter what gate it is, it must have at least 1 input and only 1 output.<br />
by Eldar Bakerman (also known as FreeProGamer)<br />
Do not claim this post as yours.<br />
© All rights reserved. Eldar Bakerman 2017]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Overflow detection]]></title>
			<link>https://forum.openredstone.org/thread-11995.html</link>
			<pubDate>Sun, 26 Mar 2017 22:18:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=2305">Magic :^)</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-11995.html</guid>
			<description><![CDATA[https://www.cs.umd.edu/class/sum2003/cmsc311/Notes/Comb/overflow.html<br />
<br />
This page explains it extremely well.<br />
An easy-to-understand way to check for overflow is to check if the MSb's of the inputs are equal, and then see if the output MSb is different.<br />
<br />
on the linked page, UB stands for unsigned binary and 2C stands for 2's complement. On ORE, we usually just refer to Cout when talking about UB overflow btw.]]></description>
			<content:encoded><![CDATA[https://www.cs.umd.edu/class/sum2003/cmsc311/Notes/Comb/overflow.html<br />
<br />
This page explains it extremely well.<br />
An easy-to-understand way to check for overflow is to check if the MSb's of the inputs are equal, and then see if the output MSb is different.<br />
<br />
on the linked page, UB stands for unsigned binary and 2C stands for 2's complement. On ORE, we usually just refer to Cout when talking about UB overflow btw.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ultimate tutorial finder link thing...]]></title>
			<link>https://forum.openredstone.org/thread-11873.html</link>
			<pubDate>Mon, 27 Feb 2017 20:18:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=6296">Matthew</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-11873.html</guid>
			<description><![CDATA[Yeah... watch all these to learn junk<br />
<br />
<a href="https://www.youtube.com/user/bennyscube" target="_blank" rel="noopener" class="mycode_url">Benny</a><br />
<a href="https://www.youtube.com/user/Newomaster" target="_blank" rel="noopener" class="mycode_url">Newo</a><br />
<a href="https://www.youtube.com/user/MagicalGentleman" target="_blank" rel="noopener" class="mycode_url">Magical</a><br />
<a href="https://www.youtube.com/user/greatgamer34/videos" target="_blank" rel="noopener" class="mycode_url">Great</a><br />
<a href="https://www.youtube.com/user/Properinglish19" target="_blank" rel="noopener" class="mycode_url">Proper</a><br />
<a href="https://www.youtube.com/user/BIGWUNuvDbunch" target="_blank" rel="noopener" class="mycode_url">Guy#</a><br />
<a href="https://www.youtube.com/user/ephraimdiddy" target="_blank" rel="noopener" class="mycode_url">Tuchi</a><br />
<a href="https://www.youtube.com/channel/UCSHmEjZr-tetuYpnABy1zrw" target="_blank" rel="noopener" class="mycode_url">Data</a><br />
<a href="https://www.youtube.com/playlist?list=PL5PHm2jkkXmi5CxxI7b3JCL1TWybTDtKq" target="_blank" rel="noopener" class="mycode_url">Carnegie</a>]]></description>
			<content:encoded><![CDATA[Yeah... watch all these to learn junk<br />
<br />
<a href="https://www.youtube.com/user/bennyscube" target="_blank" rel="noopener" class="mycode_url">Benny</a><br />
<a href="https://www.youtube.com/user/Newomaster" target="_blank" rel="noopener" class="mycode_url">Newo</a><br />
<a href="https://www.youtube.com/user/MagicalGentleman" target="_blank" rel="noopener" class="mycode_url">Magical</a><br />
<a href="https://www.youtube.com/user/greatgamer34/videos" target="_blank" rel="noopener" class="mycode_url">Great</a><br />
<a href="https://www.youtube.com/user/Properinglish19" target="_blank" rel="noopener" class="mycode_url">Proper</a><br />
<a href="https://www.youtube.com/user/BIGWUNuvDbunch" target="_blank" rel="noopener" class="mycode_url">Guy#</a><br />
<a href="https://www.youtube.com/user/ephraimdiddy" target="_blank" rel="noopener" class="mycode_url">Tuchi</a><br />
<a href="https://www.youtube.com/channel/UCSHmEjZr-tetuYpnABy1zrw" target="_blank" rel="noopener" class="mycode_url">Data</a><br />
<a href="https://www.youtube.com/playlist?list=PL5PHm2jkkXmi5CxxI7b3JCL1TWybTDtKq" target="_blank" rel="noopener" class="mycode_url">Carnegie</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hex Basics]]></title>
			<link>https://forum.openredstone.org/thread-5565.html</link>
			<pubDate>Tue, 13 Jan 2015 20:02:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=878">Phase</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-5565.html</guid>
			<description><![CDATA[If you don't know binary, I sugest you learn it, as I will be referancing  it a lot.<a href="http://http://forum.openredstone.org/showthread.php?tid=75" target="_blank" rel="noopener" class="mycode_url">Here is a sweet tutorial by icecoldjazz.</a><br />
<br />
Hexadecimal, sometimes called Hex, is a 16 base counting system. It uses 16 distinct symbols, 0-9 &amp; a-f. 0-9 act normally while a-f act as 10-15. <br />
<br />
In binary, you only have 2 symbols, so you have to rollover to the next space once you go above 1. This is not the case in hex, here you have 16 different symbols, so you roll over once you hit the max symbol, f.<br />
<br />
Example 1:<br />
Binary: 00 -&gt; 01 -&gt; 10 -&gt; 11...<br />
Hex: 0d -&gt; 0e -&gt; 0f -&gt; 10 -&gt; 11 -&gt; ... -&gt; 1f -&gt; 20...<br />
<br />
For place values, instead of 1s,2s,4s,8s,16s..., you have 1s, 16s, 256s... Each place value goes up by *16.<br />
<br />
Ex2:<br />
    Bin:<br />
        16 8 4 2 1<br />
          1 0 0 1 1<br />
    Hex:<br />
        4096 256 16 1<br />
              d    f    3 7<br />
<br />
To convert it into decimal, you multiply the value of the number by the place value.<br />
<br />
Ex3:<br />
    4096 256 16 1<br />
         d     f    3 7<br />
     =  d(4096) + f(256) + 3(16) + 7(1) | Multiply each number by the place value<br />
     =  13(4096) + 15(256) + 3(16) + 7(1) | Convert a-f to 10-15<br />
     =  53248 + 3840 + 48 + 7 | Multiply<br />
     =  57143 | Add<br />
<br />
//Not done, will be adding more as time goes on.]]></description>
			<content:encoded><![CDATA[If you don't know binary, I sugest you learn it, as I will be referancing  it a lot.<a href="http://http://forum.openredstone.org/showthread.php?tid=75" target="_blank" rel="noopener" class="mycode_url">Here is a sweet tutorial by icecoldjazz.</a><br />
<br />
Hexadecimal, sometimes called Hex, is a 16 base counting system. It uses 16 distinct symbols, 0-9 &amp; a-f. 0-9 act normally while a-f act as 10-15. <br />
<br />
In binary, you only have 2 symbols, so you have to rollover to the next space once you go above 1. This is not the case in hex, here you have 16 different symbols, so you roll over once you hit the max symbol, f.<br />
<br />
Example 1:<br />
Binary: 00 -&gt; 01 -&gt; 10 -&gt; 11...<br />
Hex: 0d -&gt; 0e -&gt; 0f -&gt; 10 -&gt; 11 -&gt; ... -&gt; 1f -&gt; 20...<br />
<br />
For place values, instead of 1s,2s,4s,8s,16s..., you have 1s, 16s, 256s... Each place value goes up by *16.<br />
<br />
Ex2:<br />
    Bin:<br />
        16 8 4 2 1<br />
          1 0 0 1 1<br />
    Hex:<br />
        4096 256 16 1<br />
              d    f    3 7<br />
<br />
To convert it into decimal, you multiply the value of the number by the place value.<br />
<br />
Ex3:<br />
    4096 256 16 1<br />
         d     f    3 7<br />
     =  d(4096) + f(256) + 3(16) + 7(1) | Multiply each number by the place value<br />
     =  13(4096) + 15(256) + 3(16) + 7(1) | Convert a-f to 10-15<br />
     =  53248 + 3840 + 48 + 7 | Multiply<br />
     =  57143 | Add<br />
<br />
//Not done, will be adding more as time goes on.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Applying school server]]></title>
			<link>https://forum.openredstone.org/thread-5189.html</link>
			<pubDate>Fri, 05 Dec 2014 20:13:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=2985">Azzab10</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-5189.html</guid>
			<description><![CDATA[Minecraft name:azzab10<br />
<br />
What do you hope to learn?:as much as I can about redstone<br />
<br />
What past experience (if any) do you have in redstone?:<br />
I watched a YouTube clip about some basics<br />
<br />
Do you agree with the rules?: yes]]></description>
			<content:encoded><![CDATA[Minecraft name:azzab10<br />
<br />
What do you hope to learn?:as much as I can about redstone<br />
<br />
What past experience (if any) do you have in redstone?:<br />
I watched a YouTube clip about some basics<br />
<br />
Do you agree with the rules?: yes]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Applying for O.R.E]]></title>
			<link>https://forum.openredstone.org/thread-4738.html</link>
			<pubDate>Wed, 17 Sep 2014 22:51:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=254">greatgamer34</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-4738.html</guid>
			<description><![CDATA[<iframe width="560" height="315" src="//www.youtube.com/embed/zkz0wYeTsWs" frameborder="0" allowfullscreen></iframe>]]></description>
			<content:encoded><![CDATA[<iframe width="560" height="315" src="//www.youtube.com/embed/zkz0wYeTsWs" frameborder="0" allowfullscreen></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[how2 php]]></title>
			<link>https://forum.openredstone.org/thread-4171.html</link>
			<pubDate>Sat, 26 Jul 2014 11:07:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=43">EDevil</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-4171.html</guid>
			<description><![CDATA[<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&lt;!DOCTYPE html&gt;<br />
&lt;html&gt;<br />
&lt;head&gt;<br />
&lt;title&gt;Hi&lt;/title&gt;<br />
&lt;/head&gt;<br />
&lt;body&gt;<br />
&lt;?php<br />
echo "Congrats, you just learned php. Now go outside.";<br />
?&gt;<br />
&lt;/body&gt;<br />
&lt;/html&gt;</code></div></div><br />
gj.]]></description>
			<content:encoded><![CDATA[<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&lt;!DOCTYPE html&gt;<br />
&lt;html&gt;<br />
&lt;head&gt;<br />
&lt;title&gt;Hi&lt;/title&gt;<br />
&lt;/head&gt;<br />
&lt;body&gt;<br />
&lt;?php<br />
echo "Congrats, you just learned php. Now go outside.";<br />
?&gt;<br />
&lt;/body&gt;<br />
&lt;/html&gt;</code></div></div><br />
gj.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Best Zombie Spawner | 1.8]]></title>
			<link>https://forum.openredstone.org/thread-3103.html</link>
			<pubDate>Sun, 13 Apr 2014 00:01:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=1666">thron3s</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-3103.html</guid>
			<description><![CDATA[This thing has a lot of potential I think it's going to turn out great.<br />
<br />
https://www.youtube.com/watch?v=z6dFdAwJMtA&amp;index=4&amp;list=PL0bV8EyVaGV7oWTkkM1Pcieuky7_e0vUL<br />
<br />
Thanks for checking it out,<br />
<br />
Thron3s]]></description>
			<content:encoded><![CDATA[This thing has a lot of potential I think it's going to turn out great.<br />
<br />
https://www.youtube.com/watch?v=z6dFdAwJMtA&amp;index=4&amp;list=PL0bV8EyVaGV7oWTkkM1Pcieuky7_e0vUL<br />
<br />
Thanks for checking it out,<br />
<br />
Thron3s]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Minecart Elevator]]></title>
			<link>https://forum.openredstone.org/thread-3102.html</link>
			<pubDate>Sat, 12 Apr 2014 23:58:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.openredstone.org/member.php?action=profile&uid=1666">thron3s</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.openredstone.org/thread-3102.html</guid>
			<description><![CDATA[Here is a video a put together on how to easily make a 3x3 minecart elevator.<br />
<br />
https://www.youtube.com/watch?v=zHsGEbbthSs&amp;list=PL0bV8EyVaGV7oWTkkM1Pcieuky7_e0vUL&amp;index=3<br />
<br />
Thanks for checking it out,<br />
<br />
Thron3s<br />
<br />
www.youtube.com/thron3s]]></description>
			<content:encoded><![CDATA[Here is a video a put together on how to easily make a 3x3 minecart elevator.<br />
<br />
https://www.youtube.com/watch?v=zHsGEbbthSs&amp;list=PL0bV8EyVaGV7oWTkkM1Pcieuky7_e0vUL&amp;index=3<br />
<br />
Thanks for checking it out,<br />
<br />
Thron3s<br />
<br />
www.youtube.com/thron3s]]></content:encoded>
		</item>
	</channel>
</rss>