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Logic Design is one of the most important
topics, which constitutes the very basics of computer sciences. In this manner,
almost in any branch of the computer science education, it is a mandatory to
take lessons of Logic Design which provides the students to get a deep
understanding of computer working principle in a very basic manner in order to
be able to think in the way that the computer works. Besides, the students are
requested to be able to construct their own circuit designs with the help of
Logic Design laboratories in practice also. Universities spend noteworthy
amounts of money, in order to provide their students the possibility of
acquiring the experience of the theory of the Logic Design. In this vision,
this project can help the computer science students to get a unique experience
and can provide a pre-testing of their designs before they attend the
laboratory sessions. This can also reduce the ratio of accidents in the labs
and indirectly can reduce the cost of real experiences.
As the basis of learning some subject, even if
you learn every detail in theory, you cannot shape it in your mind easily or
after some points you cannot acquire any further details. For the sake of
learning, you must practice the event. Here, the simulations come into the scene
as the auxiliaries of extreme trials. In a simulated computer environment, you
can develop your ideas without fear of to be harmed or to harm any equipment.
In this sense, this project also provides that, the Logic Design students to be
able to try their interesting ideas and designs just as in a real Logic Design
laboratory session in a 3D environment.
In Addition, you
don’t have to spend money to test for trials of your circuit designs. You can
develop your own ICs (Integrated Circuits) or you can recreate previously
designed original chips those are used in real life currently by the Circuit
Engine Script Language (CESL - a scripting language designed for this project). Also, I am sure that the CESL will speed up the
learning and perceiving time of newcomers for Logic design.
In this document, there
place the basic explanations of the logical circuits which gives a fundamental
description of logical gates, Boolean algebra, combinational circuits, and
asynchronous/synchronous sequential circuits in section two. The internal
working principle of the Circuit Engine, its classes and data structures, the
CESL and the CEC (Circuit Engine Circuit - a file structure designed for this project) file structure are explained in
detail in the third section. And you can find a sample of a Circuit Engine implementation
supported by figures in the fourth section.
This section gives some fundamental description
about the logic gates, Boolean algebra, combinational logic and
synchronous/asynchronous sequential logic. It is assumed that you have
pre-knowledge about logic circuits. In this sense, this section has not an educational
purpose, and has a position of remark.
Logic gates are electronic circuits that
operate on one or more input signals to produce an output signal. Electrical
signals such as voltages or currents exist throughout a digital system in
either of two recognizable values. Voltage-operated circuits respond to two
separate voltage ranges that represent a binary variable equal to logic-1 or
logic-0. The input terminals of logic gates accept binary signals that fall
within a specified range (such as +5 volts for logic-1 and 0 volt for logic-0).
The intermediate regions between the allowed ranges from 0 to 1 or 1 to 0 are
called transitions, and the intermediate regions are called transition regions.
The graphics symbols are used to designate the three types of gates –
AND, OR and NOT – as shown in Figure 2.1 (1). The gates are electronic circuits
that produce equivalents of logic-1 or logic-0 output signals in accordance
with their respective truth tables if the equivalents of logic-1 and logic-0
output signals are applied. The AND gate responds with a logic-1 output signal
when both input signals are logic-1. The OR gate responds with a logic-1 output
signal if any of the input signals is logic-1. The NOT gate is more commonly
referred as an inverter. The reason for this name is apparent from its response
(logic-1 for input logic-0 and vice versa). The output logic signal is an
inverted version of input logic signal X.
FIGURE 2.1 (1) - Basic logic gates
In addition to the basic gates (NOT, AND and OR),
there is some other composed gate definitions which are based on these basic
gates as NAND, NOR, XOR, XNOR. Their graphical symbols are shown in Figure 2.1
FIGURE 2.1 (2) - Composed logic gates
The Boolean algebra here is the form of algebra
that deals with binary variables and logic operations. The letters are
designated by letters of the alphabet, and the three basic operations are AND,
OR, and NOT. A Boolean function can be equal to either 1 or 0. Consider as an
example of the Boolean function:
F = X + Y'Z
The two parts of the expression, X and Y'Z, are called the terms of the function F. The function F is equal to 1 if term X is equal to 1 or if term Y'Z - i.e. if both Y' and Z are equal to 1. Otherwise, F is equal to 0. The complement (NOT) operation dictates that if Y' = 1, then Y must equal 0. Therefore, we can say that F = 1 if X = 1, or if Y = 0 and Z = 1. A Boolean function expresses the logical relationship between binary variables. It is evaluated by determining the binary value of the expression for all possible combinations of values for the variables.
A Boolean function can be represented in a truth table. A truth table
for a function is a list of all combinations of 1’s and 0’s that can be
assigned to the binary variables and a list that shows the value of the
function for each binary combination. Table 2.2 (1) shows the truth table for
the function F.
TABLE 2.2 (1) – Truth Table for the Function F
In the truth table, the number of rows is 2n, where n is the number of variables in the function. The
binary combinations for the truth table are n-bit binary numbers that
correspond to counting in decimal from 0 to 2n - 1.
FIGURE 2.2 (1) – Logic Circuit Diagram for F
A Boolean function can be transformed from an
algebraic expression into a circuit diagram composed of logic gates. The
circuit diagram for F is shown in Figure 2.2
(1). An inverter on input Y generates the
complement Y'. An AND gate operates on Y' and Z, and an OR gate combines X and Y'Z. In logic circuit diagrams, the variables of the function
are taken as inputs of the circuit, and the binary variable F is taken as the output of the circuit. The gates are interconnected by wires that carry logic signals.
Logic circuits of this type are called as combinational logic circuits, since the variables “combined” by the logical operations. This is in contrast to the
sequential logic which is explained in the next section.
Although every digital system is likely to include a combinational
circuit, most systems encountered in practice also include storage elements.
Such systems are called as sequential circuits. A block diagram of a sequential
circuit is shown in Figure 2.3 (1).
FIGURE 2.3 (1) – Block Diagram of a Sequential Circuit
A combinational circuit and storage elements
are interconnected to form the sequential circuit. The storage elements are
circuits that are capable of storing binary information. The binary information
stored in these elements at any given time defines the state of the sequential
circuit at that time. The sequential circuit receives binary information from
its environment via the inputs. These inputs, together with the present state
of the storage elements, determine the binary value of the outputs. They also
determine the values used to specify the next state of the storage elements.
The block diagram demonstrates that the outputs in a sequential circuit are a
function not only of the inputs, but also of the present state of the storage
elements. The next state of the storage elements is also a function of the
inputs and the present state. Thus, a sequential circuit is specified by a time
sequence of inputs, internal states and outputs.
There are two main types of sequential
circuits, and their classification depends on times at which their inputs are
observed and their internal state changes. The behavior of a synchronous
sequential circuit can be defined from the knowledge of its signals at discrete
instants of time. The behavior of asynchronous sequential circuit depends upon
the inputs at any instant of time and the order in continuous time in which the
There are some ways in order to store binary information in an
indefinite time in the sense of a memory element. One of the most popular
methods for implementing storage is to be constructed from logic with delay
connected buffer elements or NOT gates in a closed loop. However, although such
circuits are able to store information, there is no way for the information to
be changed. By replacing inverters with NOR or NAND gates, the information can
be changed. Asynchronous storage circuits called latches are made in this manner. An example, SR
(Set-Reset) latch, is shown in Figure 2.3 (2)
FIGURE 2.3 (2) – SR Latch with NAND Gates
In general, more complex asynchronous circuits
are difficult to design, since their behavior is highly dependent on the
propagation delays of the gates and on the timing of input changes. Thus,
circuits that fit the synchronous model are the choice of most designers.
A synchronous sequential circuit employs signals that affect the storage
elements only at discrete instants of time. Synchronization is achieved by a
timing device called a clock generator which produces a periodic train of clock
pulses. The pulses are distributed throughout the system in such a way that
synchronous storage elements are affected only in some specified relationship
to every pulse. In practice, the clock pulses are applied with other signals
that specify the required change in the storage elements. The outputs of
storage elements can change their value only in the presence of clock pulses.
An SR latch with clock control input is shown in Figure 2.3 (3).
FIGURE 2.3 (3) – SR Latch with Control Input
Using the code
In this project the object oriented
approach is to be used. In this sense, the C/C++ language is preferred for
coding. This section has a detailed explanation of internal structure of
Circuit Engine and the information about the ‘Circuit Engine Script Language’
(CESL). Also, the information about internal structure of the ‘Circuit Engine
Circuit’ (CEC) files is included in the last part. The holistic overview of the
Circuit Engine is shown in Figure 3 (1).
FIGURE 3 (1) – the Circuit Engine
In Circuit Engine, the working principle is so close to the real circuit
elements. In reality, the atomic element for a logic circuit is the gate
structure which completes an atomic process within a circuit life cycle. The
same situation is also valid for the Circuit Engine, but this time, the wirings
are made up by ‘connection pointers’. In this respect, if we think of any
circuit element in the form of a linked list of gates then we can represent the
circuits in the way that Figure 3.1 (1) shows.
FIGURE 3.1 (1) – Simplified Circuit Element Structure of Circuit Engine
Every circuit element has a number of gates
those completes the functioning of the circuit element with respect to its
design. You see a simplified structure of a circuit element of the Circuit
Engine in Figure 3.1 (1). Since the number of inputs of a gate can change according
to the needs, the gate input array sizes are not constant. Consider the circuit
mentioned in section 2.2 in order to make the structure clearer. It is shown in
Figure 3.1 (2).
FIGURE 3.1 (2) – the Logic Circuit of the Function F
In order to understand the fact clearly, think of
the Figure 3.1 (2) as the layout of a chip. Its corresponding Circuit Engine
interpretation is as shown in Figure 3.1 (3). In order to distinguish the
inputs of the circuit (which will be represented as the input legs of the chip
in the GUI), there is additional input gates those actually doesn’t make any calculation other than to complete
the connection of the chip with the outer environment. The boxes which have
letters X, Y and Z represent that the information coming from the outer
environment (possibly the output of a gate of another chip) of the chip over
the input legs. And the letter F represents an output leg of the corresponding
chip element which gives output bit of gate OR to the outer environment
(possibly the input of an input gate
of another chip).
FIGURE 3.1 (3) – Circuit Engine Representation
of the Function F
After combination of the circuit elements, the structure
of the circuit of the Circuit Engine is
constituted as shown in Figure 3.1 (4). The wirings between gates and between
circuit elements are not shown in order to save the apparentness of the
structure. Notice that how the linked circuit elements constitute the whole circuit.
FIGURE 3.1 (4) – Simplified Circuit Structure of Circuit Engine
It is clear that, after completing the wiring
between the gates and the circuit elements, the circuit structure change into a
graph. In this graph, a circuit element
can be a chip, a LED or a cable. LED’s and cables are different circuit
elements in contrast the chips which are explained in this section. They have
no gates and work different than the chips. The cable and LED are explained in
detail in section 3.2.5.
Another point that needs to be clarified is
that; the in-chip connections (black arrows in Figure 3.1 (3)) between gates
are completed in the compilation process of a CESL file. And, the connections
between the circuit elements are done
in the Circuit Engine GUI interactively by the user. The detailed explanation
of the Circuit Engine Script Language can be found in section 3.3. Also, it is
provided to save a Circuit Engine session into a CEC file of which its
structure is explained in section 3.4.
There are seven classes those completes the wheels
of the Circuit Engine. This section explains them and their relationships.
Binary class deals with the primitive binary
operations such as the status array of the circuit elements, the physical
occupation map of the bread-board, and the leg association control while the
Basically, it is a byte array with size of
specified bits over eight. For example, if an array of bits of size eight is
created, it will be enough only one byte of memory to allocate the necessary
space. In this respect, it saves eight times more memory space compared to the
normal Boolean variables which requires each one byte of memory.
The disadvantage of the Binary class is the
consumed time while processing individual bits of a byte. Therefore, it is not
used for time critical process within the program.
Gate class deals with the primitive operations on gates such as
calculating of input bits, setting of the specifications (number of inputs,
gate type, associated leg number, etc.). Gate class design is shown in Table 3.2.2
TABLE 3.2.2 (1) – Class Gate
Input: A gate can have many numbers of inputs according to the request of the
user. Gate **Input array is dynamically allocated and provides the gate to be
able to point other gate(s) in order to take outputs of them when the gate
lists are traversed by the Circuit Engine. A gate which has n inputs must have
an Input array as all elements are not NULL (i.e. the gate must be connected to
number of other gates which is defined by the size of the array). If there is a
gate pointer in the array which points NULL, the gate class gives an error
which complains the incompleteness of the inputs of the gate. Otherwise, if
everything is OK then the gate calculates its output with respect of its type
when it is requested by Circuit Engine, and fills its output field with the
calculated logic result.
type: It is the code of the gate which indicates its type. The type property
can be any of enumerations; gtEmpty, gtInput, gtAND, gtNAND, gtOR, gtNOR,
gtXOR, gtNOT, gtXNOR, gtVoltage and gtGround. It is used to determine and
calculate the gate output when a Circuit Element is traversing. Initial type is
gtEmpty which does not specify any operation, but it is one of the criteria
while checking the readiness of the gate. gtInput provides gate to behave just
as a conductor which reflects the input directly to its output. The gates of
type input can have an input array of only one element. If the gate has type
gtVoltage or gtGround, the gate cannot have an input array, and it behaves as a
source always giving logic-1 (gtVoltage), or logic-0 (gtGround) from its output.
These types of gates is used by the Circuit Engine as a Circuit Element which
has only gtVoltage and gtGround type of gates in order to provide voltage and
ground source for the whole circuit which is currently working. The name of
this Circuit Element is the Source Level. The gate types other than the
gtEmpty, gtVoltage and gtGround provides gate to behave as the name of the type
output: The calculated result of the gate is placed in this property. It this
way, any other gate which requests the output of current gate, the output -
which was calculated in the last Circuit Engine request sequence – can be taken
by the gate which makes the request. The request process is done when other
gate is requested to make his calculation.
leg_no: The associated leg number of the gate provides the Circuit Engine to
recognize the gate as an outputting gate outside the CE. The gates those are
outputting gates (leg_no is other than 0) are seen as legs of the Circuit
Element in CEngine visual environment, and user can manipulate the connections
of them in CEngine GUI. The gates of type gtInput must be assigned to a leg
number, like voltage and ground legs of the CE as described in CESL
nof_inputs: nof_inputs specifies the number of inputs of the gate.
ready: If the gate properties are initialized successfully by the
SetProperties() method of the class, it is assigned as TRUE, otherwise, the
gate cannot be used and any request to the gate results with an error.
It holds the address of the
next gate within the same gate list. When a Circuit Element is requested to
make calculation, it makes use of next_gate pointers to traverse and to make
requests to its member gates in its gate list.
on: This property is used to specify that the gate is on or off. If the on
is false, the gate gives always logic-0 on its output, otherwise it does its
job. It is thought to simulate a broken gate.
SetInputArray(): Sets up the Input array of the gate according
to the given size. It alters the gate to be an n-input gate, where n is the
Connect(): Gate must be informed about the source(s)
which are to be connected in order to be able to acquire the input bits from
source(s). Connect function deals with the Input array and sets it with the
given input index and the source gate address. After the setting the Input
array, the gate can make the calculation and outputs the result.
SetType(): At first creation, every gate has type of
gtEmpty which means a NULL gate. The gates must have a given type, in order to operate.
The function sets the type of the gate with the given gate type enumeration.
SetLeg(): Initially, the gate leg number is set as leg-0
which means the output of the gate will not be shown in GUI as a leg of the
chip. It deals with the setting of the leg number of the gate from which the
gate can gives its output to the outer environment (possibly other chips or
LED’s or cables). This leg information is taken from the CESL file with the
optional output keyword of the gate
which is being set up.
SetProperties(): This function uses the functions
SetInputArray(), SetLeg(), and SetType() methods. In other words, it makes the
gate to be ready with a one line call. It gets the properties of the gate (type,
number of inputs, output leg number), and set up the gate with these
information, and then sets the ready bit of the gate.
Calculate(): When calculate is called, it make use of the
input array and acquires the output bits of the connected gates. And, it
calculates the output bit according to the type of the gate from which it is
The BREAD-BOARD NODE (BBNode) is the atomic data structure of the
BREAD-BOARD class which is explained in the next section. It holds the
information of the gate which is plugged as a chip leg to the corresponding
hole of the breadboard. These gates can only be the input gates or the output
gates (i.e. the gates those have an output leg definition other than zero) of a
chip. Table 3.2.3 (1) shows its properties and methods
TABLE 3.2.3 (1) – Class BBNode
gate_info: When a CE is plugged on the BreadBoard node, gate_info points to the
corresponding gate which is associated with the corresponding leg of the CE.
The gate_info cannot be in a situation that it points to NULL, because the
BBNode class is created only when a CE leg is plugged on the BreadBoard, that
is, when it is necessary to memorize the connection, and destroyed when the Circuit
Element’s ceqHover (Circuit Element Query Hover – explained in section 3.2.5)
state is TRUE. The BBNode could be designed in such a way that it would provide
BBNode classes in each node all the time. But, in such a case, it would be very
memory space consuming (i.e. a BBNode is 12 Bytes and, if we had a BreadBoard
which has 60 rows, 5 columns and 6 hole in each node, there would be 60*5*6 =
1800 holes * (12 Bytes) = 21600 Bytes ~ 21K Bytes memory space required just
for the BB data structure except for the Circuit Elements).
node_map_index: It shows the association of the BBNode object
with the physical BB-hole index within a node on the breadboard. In other
words, it holds the information about the physical hole-index position of the
Circuit Element leg within the corresponding breadboard node. It provides to remove
the physical registration of the Circuit Element when it is unplugged.
It points to the next hole in
the same node.
SetGateInfo(): When a Circuit Element is plugged onto the
breadboard, it saves the address of the gate of the leg which is plugged into
the corresponding hole. After the save operation, the BBNode element is
inserted to the corresponding node list in the BreadBoard data structure (which
is explained in section 3.2.4)
SetNextHole(): It helps the liked list operations of and
individual breadboard node list (consisting of BBNode elements). It gets a
newly created BBNode element and sets the incoming BBNode as the next hole of
corresponding BBNode element.
GetGateInfo(): It provides to reach to the all gate information
which is plugged previously on the corresponding breadboard node. When another
Circuit Element leg comes into the same node, the corresponding gates get in
contact. In this way, the connection between the Circuit Elements is completed.
And, the reverse process (unplugging of a Circuit Element) is also done with
the help of this method.
GetNodeMapIndex(): When the Circuit Elements are requested to be
unplugged from the breadboard. It is also necessary to reset the physical
occupation bit (explained in section 3.2.4) in order to make it possible to
later plugging onto this node.
The BreadBoard class provides the connections between the Circuit
Elements according to the user commands via the GUI. In other words, it is a
dynamic three dimensional array of the connection data (BBNode’s) which helps
the Circuit Engine to remember the connections between the Circuit Elements.
The data structure of the class BreadBoard can be seen in Figure 3.2.4 (1).
FIGURE 3.2.4 (1) – The General Data Structure of the Class BreadBoard
The data structure
is based on and is so close to the breadboards which are used in real labs, so that;
you can reference them to understand the structure in a clearer way.
of the breadboard are set as it is defined in CESL file by the BREADBOARD
keyword. As you can see from the Figure 3.2.4 (1), the breadboard consists of
BBNode (Bread-Board Node) data structures. The first two dimensions (number of
rows and number of columns) imply each electrical node in the breadboard as the
real breadboards. The third dimension (number of holes in a node) implies the
individual holes within a breadboard node. Since the bread board could have a
large size, the third dimension is created dynamically when user makes plugging
or unplugging of the Circuit Elements over the breadboard. This approach avoids
the consuming of memory for the unused holes since there is no need to save the
connection data of empty holes of the breadboard. The class Bread-Board properties
and abilities are listed in Table 3.2.4 (1).
TABLE 3.2.4 (1) – Class BreadBoard
NodeHead: NodeHead holds the 2D array of lists of BBNodes. Initially the list pointers are
all NULL (i.e. the BreadBoard has not any CE plugged on it). Every plugging event
of any Circuit Element is memorized in this data structure, so that, when it is
necessary, Circuit Engine remembers the connections between the Circuit Elements.
The maximum length of any BBNode list
can be the number of holes in one individual electrical node on the BreadBoard
(Physically, you can connect different Circuit Elements in an individual node
as many as the number holes in that node allows).
When a CE moves
onto a hole on the BreadBoard (in that instance of time, the state ceqHover of the Circuit Element is TRUE), it is asked to the BreadBoard
that “is it correct to plug the CE in that hole?”, then the BreadBoard answers
this question as yes or no. This event affects the LegPlugAbility array of the Circuit
Element as the answer. Thus, the alterations on the LegPlugAbility array are
realized by the Artist to inform the user about the plug ability of the Circuit
CurrentHole: CurrentHole is used when there is a necessity to make some
modifications on a BBNode data structure.
Also, it helps for insertion of a new BBNode
with the methods NewCurrentHole(), SetCurrentHole() and AddCurrentHole() methods.
NodeMapHead: It maps every hole of every
individual node on the BreadBoard. When a Circuit Element moves onto a hole, it
is checked from the node map that if
the hole – which the Circuit Element positioned on – is occupied by another CE
leg or not. If the result of this check passes, the corresponding leg of the
circuit element over the hole is in the situation of physically pluggable. It
is more efficient to use map of nodes with Binary
class instead of traversing the BBNode lists to check this physical constraint.
nof_rows: is the number of rows that the BreadBoard has.
nof_cols: is the number of columns that the BreadBoard has.
It is the number of holes in
an individual electrical node of the BreadBoard. Each individual node is
located by nof_rows and nof_cols properties, and each hole on
the BreadBoard is located by nof_rows,
nof_cols and the nof_holes_in_a_node. There is nof_rows times nof_cols individual linked lists of connections (BBNode
lists) in NodeHead
and each individual node can have a length of at most nof_holes_in_a_node, and each corresponding NodeMapHead element has a map of nof_holes_in_a_node
NewCurrentHole(): creates a BBNode object.
SetCurrentHole(): sets the last created BBNode object by the
address of the given gate object.
AddCurrentHole(): inserts the last created BBNode object into
the BBNode list which is specified by the row and column numbers of the
RemoveHole(): removes the BBNode which holds the information about the given gate. If
the removing BBNode has the information of a gate which provides a resource for
this node, and if there is another gates those are pointing to this source
gate, the connections, between the source gate and the input gates which point
to this source gate, are removed also.
SendCableNodeID(): Initially each cable has an individual node ID
that provides to recognition of the combined electrical nodes on the
breadboard. While the cables are being connected to each other over the
breadboard nodes, the ID of the first placed cable extends over the cables
which are in contact. This event avoids the user to make a circle connection of
cables which is an unreasonable connection. Think of it as a connection of
three cables in a triangular form. It is clear that one of the cables
consisting one edge of the triangle is not necessary, i.e. the electricity is
already diffuses to all nodes of the triangle without the need of a third edge
CalculateCable(): In the event of a cable leg insertion, if
there is a gate information in the corresponding BBNode list, and if the other
leg of the given cable is plugged into another breadboard node, the output gate
information diffuses as BBNode insertions to the BBNode lists over the
connection path in order to obtain the behavior of the electricity.
SetLegPlugAbility(): In logic circuits it is not reasonable to
connect two or more outputs into a single node. In this sense, this method sets
up the plug ability array of the given Circuit Element in order to prevent the
user to make a plugging which is such an unreasonable move. This method is
applied in every movement of a Circuit Element when it is in hover mode, and in
this way the user is informed by red hole-markers which appear under the
corresponding Circuit Element over the breadboard in GUI. In order to complete
the process, after the movement of the Circuit Element, the corresponding
BBNode lists under each leg of the Circuit Element are searched up to compare
the corresponding leg gates if they are both output gates. In such a state, the
corresponding leg’s plugging ability is altered as false. This bit also informs
the Artist to complete the necessary respond to the GUI as red colored hole
marks under corresponding legs of the Circuit Element. It is not allowed by the
Artist to plug a Circuit Element into the breadboard which has any red hole
mark that is has any false in the LegPlugAbility array.
PlugCE(): It helps the selected Circuit Element to be plugged into the
breadboard, in this way, the connection between the circuit elements is
completed. The scenario of plugging happens in such a way; after plugging request
comes to the breadboard, it inserts the BBNodes – which are set up by the
corresponding gate information – into the corresponding breadboard node lists.
And, the necessary alterations in order to point the input gates to the output
gates if any of them meets in the same node. Thus, the connections between the
Circuit Elements are completed.
UnplugCE(): When a Circuit Element is requested to be unplugged, its corresponding
BBNodes in the corresponding BBNode lists are removed, and the connections
between the input gates and the output gates are cleared. Thus the isolation of
the selected Circuit Element from the breadboard is completed.
The Circuit Element (CE) class deals with the operations over the
Circuit Elements. It has some responsibilities such as manipulating the gate
list, positioning the CE or holding the CE’s information. The overview of the
class is shown in Table 3.2.5 (1). There is only shown the methods which needs
to be clarified, other methods in the code behave as their names imply.
TABLE 3.2.5 (1) – Class CircuitElement
gate: It is the header for the gate list of the CE.
next_ce & prev_ce: hold the next and previous CE addresses
respectively in the circuit list.
id: It identifies the CE within a CE list and shown at the lower left corner
of the GUI with the name of the CE in order to be distinguished from other
nof_gates: It is the number of gates that the CE handles in its gate list and
incremented when a gate addition request is successful.
type: It specifies the type of the CE. It can be any one of the following
enumerations: cetCHIP, cetLED, cetCABLE (cet
stands for CE type). The CE is treated and drawn according to its type.
ce_id_counter: The id counter is to give an id number to each chip
during their creations. Thus, chips get their identifiers according to their
creation order, i.e. their declaration order in the script.
position_x: This is the x coordinate of the CE’s upper left leg as its notch looking
upwards. The CE is positioned on the BreadBoard with the help of this property.
Any CE can have an x coordinate 1 as minimum and ‘number of holes in a line on
the BreadBoard’ minus ‘number of holes that the CE covers’ as maximum. This
property is also a physical rule for CEngine which does not allow a CE to move
outside of these minimum and maximum terms. Thus, the CE cannot reside outside
the BreadBoard over the x axis.
position_y: This is same as the position_x property, but works for y axis constraint
of BreadBoard. A chip can have a y coordinate equals 1 as the minimum, and
‘number of rows of the BreadBoard’ minus ‘number of legs of the CHIP / 2’ as
the maximum value.
name: It is used to inform the user about the CE. In other words, when a CE
selected by the user, the name of the CE is shown at the lower left corner of
the GUI in order to inform the user by such a manner; “it is the chip that you
have declared it by ‘name’ in the script file”. This name is taken from the
CHIP block header from the script file. For types of LEDs and cables, default
name ‘LED’ and ‘CABLE’ is given automatically by Circuit Engine.
nof_inputs: The number of inputs of the chip CE is read from its header from the
script file. After compilation of the chip block, the number of inputs
specified in the header and the number of inputs actually declared within the
CHIP block is compared for consistency of the chip. In other words, it prevents
the user to make any wrong number of input declarations within the script. If
the comparison results with inequality, the compiler informs the user with the
number of the line from which the first contradictory term appears in the
script. This error is written into the Log file.
nof_outputs: is used for similar purpose as the nof_inputs property. It is for
checking the consistency of number of outputs between the ‘nof_outputs in CHIP
block header’ and the ‘number of gates which are associated with a leg number’
(i.e. the number of gates which were assigned as an outputting gate of the CHIP).
Again in an inconsistent situation, Circuit Engine parser stops and warns the
user by pointing the line where the first contradiction appears. This error is
written into the Log file.
Gate V, G: These gates V (Voltage) and G (Ground) are to specify the voltage and
ground sources of the CE. Actually, the types of gates V and G are not
gtVoltage and gtGround respectively. They are interpreted as the gate type
gtInput. The leg associations are done same as other gates, and in this manner,
any other gate within the gate list cannot have a leg association same as the
leg associations of V and G.
CEInfo: The property CEInfo is a binary class object that holds the information
about the states of the CE. The bits are reached by the CEQuery enumerations: ceqHover,
ceqOn, ceqHover1, ceqHover2, ceqHasOd1, ceqHasOd2. The following lines
explain the aims of each of them. ceqHover:
It specifies the z-position of the CE on the BreadBoard (Is it on air or on the
BreadBoard). If a CE is not in hover
mode, it cannot be moved to another position on the BreadBoard. In other words,
it helps Circuit Engine for physics of CE movements. ceqOn: designates if the CE is active or not. If it is not in
active mode than the CE does not works as all outputs giving logic-0. ceqHover1: This bit is only dedicated
for CEs having type of cable. It indicates that the first leg of the cable
element is in hover mode or not. ceqHover2: is same as ceqHover1, but it is for the second leg of the cable.
ceqHasOd1: works for the algorithm of
the cable connections. It indicates that, if there is BBNode information of an
output gate duplication coming from the second leg of the cable (for diffusion
of the output at the second leg node) in the first leg’s node list, or not. ceqHasOd2: does the same job as the
ceqHasOd1, but this time for the diffusion from the first leg node to the
second leg node of the cable.
LegPlugAbility: In every one step movement (1 hole) of a CE, BreadBoard
checks the plug ability of the CE and the Artist informs the user with the ‘Hole
Markers’. If it is not correct to plug the CE into the BreadBoard in this new
current position of the CE, BreadBoard marks the corresponding hole-bits on the
breadboard as false (RED); otherwise, the hole-bits are marked as true (GREEN)
under the corresponding CE legs. The decision for the correctness of the CE
plug action is done in such a manner; For instance, if there is a CE leg is
plugged already associated by an outputting gate on a BreadBoard node and when
a CE leg which is associated with another outputting gate comes over the same
node, there occurs an unreasonable logic connection with more than one output
in that node, and then BreadBoard decides that to make the CE unable to be
plugged onto the BreadBoard. Thus Artist doesn’t allow the CE to be plugged by
checking LegPlugAbility (as mentioned in the section 3.2.4)
Circuit Element Methods
(): creates a gate with the
given gate properties, and inserts this gate into the gate list of the CE.
(): does the calculation of
the CE. It traverses and request the gates in the gate list to complete their
(): sets the given type as the
CEs type. The given type can be any one of the enumerations cetCHIP, cetLED or cetCABLE.
(): sets the given CE’s address
as the next_ce address.
(): sets the given CE’s
address as the prev_ce.
(): sets the given string as
the name of the CE.
(): sets the given integer
value as the number of inputs of the CE.
(): sets the given integer
value as the number of outputs of the CE.
(): sets the given leg no as
the leg number of V gate.
(): sets the given leg no as
the leg number of G gate.
(): used by the PlugCE ()
method of the BreadBoard in order to retrieve the gate address which is
connected to the given leg number.
(): The nof_inputs property is
used also for a cable specific purpose. When a Circuit Element is loaded as
cetCABLE, the nof_inputs parameter is treated as the x-axis position of the
second leg of the cable. In this sense, the method GetPositionX2 () returns the
position of the Circuit Element over the x-axis and used by the Artist in order
to draw the cable’s first leg in proper place.
(): same as the GetPositionY2
(), but it is for y-axis of the second cable leg.
(): modifies the given state
of the CEInfo array as true.
(): modifies the given state
of the CEInfo array as false.
(): returns the given status
(): increments the y-position
of the CE by one.
(): decrements the y-position
of the CE by one.
(): decrements the x-position
of the CE by one.
(): increments the x-position of the CE by one.
The class Circuit Engine Circuit (CECircuit) is the heart of the Circuit
Engine. It includes all other classes and completes the management and places
one layer down from the Artist which directly interacts with the user. The
overview of the CECircuit is shown in Table 3.2.6 (1).
TABLE 3.2.6 (1) – Class Circuit Engine Circuit
circuit: It holds the linked list of CEs. CECircuit traverses and manages the CEs
by this pointer.
theBreadBoard: It is the BreadBoard object which is explained
in section 3.2.4. It manages the breadboard of the current Circuit Engine
nof_elements: It is the number of CEs in the circuit list.
CurrentCE: When a CE is added into the circuit, CurrentCE is created dynamically
and filled by necessary information with in-script specifications by the
CEngine. And then, the new comer CE is added into the circuit list. The classes NewCurrentCE (), AddGate (), Connect ()
and AddCurrentCE () are make use of CurrentCE. An insertion of a circuit
element has a scenario like that; when a new CE is needed, the data structure
of it is created by NewCurrentCE (), then the gate insertions and connection
specifications are made by AddGate () and Connect () methods respectively.
AddGate () and Connect () affect the current Gate which is adding currently
into the CurrentCE. After completing of the CurrentCE, this scenario is ended
with AddCurrentCE (), and the CurrentCE is inserted into the circuit list. If
NewCurrentCE () – AddCurrentCE () block is broken, there will be an error
occurs specifying the broken CE insertion block.
CurrentGate: It is a temporary place for a new gate from script while it is being
set. Connect () method prepares its connections and it is inserted into the gate
list of CurrentCE by AddGate () method.
ScriptFile: The script file which is the source of the ParseScriptFile() method.
creation_counter: It is to find the gate which is requested by
the current gate to be connected. In this sense, it is used by Connect ()
It is a counter to complete
the current gate Input array for its connection. It starts from zero and after
each connection of the current gate it is incremented by one, and ends up with
the size of the Input array of the current gate.
(): parses the given script
file with respect to the CESL specifications. While ParseScriptFile () is
compiling the script file, it writes the compilation output into the Log file.
If any syntax error is found in the CESL file, it stops the Circuit Engine.
() : saves the current
CECircuit information into a file which has the same name but has the extension
of CEC (Circuit Engine Circuit) in order to provide a later loading of the
current Circuit Engine session.
(): loads the given CEC file
into the session and provides the previously saved session to be continued.
(): In compilation process of
CESL files or when reading the CEC files, it is requested to create a new Circuit
Element structure in order to be set up by the information retrieved from the
files and to be inserted into the CECircuit session.
(): It inserts a gate into the
CurrentCE with the given gate specifications. These specifications are also retrieved
from a CESL or a CEC file.
(): completes the connection
operation between the gate structures within a Circuit Element.
(): inserts the CurrentCE into
the circuit list of the CECircuit.
(): The creation of cables and
LEDs are not provided by the CESL files (i.e. there is only chip declarations
place in the script files). The cables and LEDs are created dynamically in
Circuit Engine’s GUI by the requests of the user. In the same manner, the
inserted cables and LEDs can be removed from the environment by the help of
RemoveCE () method.
Artist is the structure which completes the GUI
processes and the layer which the user directly interacts with it. It makes use
of OpenGL (Open Graphics Library) and GLUT (Graphics Library Utility Toolkit –
for Win32) in order to draw the circuit into the GUI. In this project, there is
no Win32 programming. Window management is handled by the GLUT component. In
order to the GLUT interface to be completed, there should be a bundle of
callback functions those have to be registered to the GLUT. The callback
registrations of GLUT must be done by pure C declared functions, an in this
sense, the Artist has not a type of class. Instead, it consists of a bundle of
callback functions those are friends of the class CECircuit class. Hence, the
CECircuit class and the Artist can be thought as a joined structure so that
they can interact with each other just as a single class. In other words, the
Artist can be explained as the tool of the user so that he/she can handle or
manage the class CECircuit and can get responses of the class CECircuit in an
interactive and visual interface. These callback functions and their duties are
explained in the following lines.
(): initializes necessary
variables for Artist. These are CircuitHeadPtr, SelectedCE and RepeatTimer.
Artist reaches the circuit list in order to draw the Circuit Elements into the
GUI. SelectedCE is used for the currently selected Circuit Element in order to
be interacted by the user. And, RepeatTimer is the Boolean variable that is set
in every tens of a second in order to calculate the circuit by Timer ()
(): When Artist encounters a
chip Circuit Element while it is traversing the list of the Circuit Elements,
it uses this function to draw the chip with the proper number of legs. DrawChip
() draws a chip according to the given number of legs. If the number of legs of
the chip is not an even number, it completes the number of legs to the closest
even number to draw the chip as in the nature of the chips.
(): includes the vertices
required to draw the specified BreadBoard. Unlike DrawChip () function, DrawBB
is a ‘display list’ function, so, it is called only once to explain the
BreadBoard drawing to OpenGL.
(): Like the DrawChip (), it
is used to draw LED Circuit Elements when they are encountered in the list of
(): The Circuit Element Marker
responds the user the currently selected circuit element in the GUI. It draws a
triangle arrow that points to the currently selected CE.
(): When the selected CE is to
be drawn, if it is in hover mode. The Hole Markers are drawn under the
corresponding legs of the CE and over the breadboard holes. This allows the
user to see easily the corresponding holes under the CE and also to understand
if the CE is proper to plug into current place by RED/GREEN colors of the Hole
(): When Artist encounters a
cable while traversing the CE list, It draws each leg of the cable onto proper
places. And also draws a connection line between to nodes of the cable to
clarify the connection line of the cable in GUI.
(): is the main display
function that is called in idle time to draw the breadboard and the circuit
elements. It processes the list of CEs and draws each element into their proper
places in the breadboard. Also makes necessary updates for illumination process
of the LEDs in order to make them to be lit if LEDs are on or not to be lit if
the LEDs are off.
(): completes necessary
initializations for OpenGL such as position of environment lights and drawing
specifications. Also, it introduces the display lists of breadboard, LED, CE
Marker and Hole Markers (their shapes are not change in time in contrast the
chips and cables) in order to make them to be drawn faster by OpenGL. The display
list functions are not called when their corresponding display lists are
processed. Instead, OpenGL holds and draws the vertices those retrieved at the
first callings of the functions when they are declared as display lists.
Therefore, the drawing process of display lists is faster than normal drawing
processes (for instance, a ‘for’ loop to define the vertices of holes of the breadboard
are not processed for the second time, instead the output of first processed
vertices are hold in the corresponding display list and processed from that
list when required).
(): sets the necessary window
properties for GLUT window and registers the callback functions. You can
inspect them in the code in Appendix p.88.
() & SpecialKeys (): are callback functions
those handles the keyboard inputs. They fetch the incoming key and obey the
corresponding command of the user. The keys are coded as shown in Table 3.2.7
TABLE 3.2.7 (1) – Key-Code Definitions
(): is called by GLUT when the
window is reshaped and is started. It adjusts the view-port and the camera
perspective in order to regulate the view-port according to the new aspect
ratio of the window to avoid the deformation of draw objects.
(): is the callback function
to get and obey the information coming from mouse peripheral. It helps the
Motion () function for getting the initial mouse positions.
(): is the callback function
which is called when mouse is moved while button of the mouse is hold as
pressed. Movement with the left mouse button provides the user to modify the
camera position as turning on a semi sphere over the breadboard to find out a
proper position to view the circuit. Movement with the right mouse button moves
the camera over the breadboard in a horizontal manner to walk around the
breadboard. When both left and right mouse buttons are pressed together and an
up/down movement is applied, the distance of the camera is increased/decreased
respectively for zoom in/out purpose.
(): is the callback function
called when the GLUT is idle. It completes the tasks such as modify the camera
position when requested (turn around and standard distance modes), warning the
user about plugging of a red hole marked CE, sending the calculation timer
request, removing the temporary user message when requested and setting the a
last cam position when a CEC file is loaded.
(): is the callback function
that is registered by the Idle () function to update the circuit calculation.
When GLUT is in idle mode, it is called to process at ten milliseconds later to
trigger the circuit for calculation.
(): is called by Timer ()
function in order to trigger the CECircuit to complete the one cycle
calculation of all circuit elemets.
(): when user needs to use a
cable, it is called by the keyboard () callback function to create and add a
new cable to CECircuit.
(): same as the AddCable ()
method, but it is used for LED insertion.
(): In the initialization of
the CECircuit it adds one voltage and one ground source bars in order to
provide the voltage and ground sources of the circuit. They are treated as
other Circuit Elements.
(): is called when there is a
necessity the user should be informed about some event. It loads the message
buffer used by artist and triggers the Idle () function to display the message
for a few seconds at the upper left corner of the screen.
(): When a CEC file is loaded and session starts, it is
called to set the camera into the position where the camera stands in the time
of last save operation of the corresponding circuit.
The structure of the Circuit Engine needs CESL files to retrieve and
create chips in the way as explained in section 3.1. In this sense, CESL
language helps users to code their own chips and move them into a Circuit
Engine session. The simplified structure of a CESL file is shown in Figure 3.3
FIGURE 3.3. (1) – The Simplified Structure of a CESL File
There must be the breadboard size definition as the first element of a
CESL file. In this way, the required breadboard size can be explained to
Circuit Engine. The structure of the breadboard definition line is as follows.
BREADBOARD <nof_rows> <nof_cols> <nof_holes_in_each_node>
BREADBOARD keyword specifies the dimensions of
the breadboard. <nof_rows> and <nof_cols> determine the number of
individual electrical nodes of the breadboard, and <nof_holes_in_each_node>
determines the number of holes in each electrical node to extend the nodes. The
specified <nof_rows> value can be at least the number of legs over two of
the chip which has the greatest number of legs in the CESL file. And the
specified <nof_cols> and <nof_holes_in_each_node> can be at least
two in order to be able to place at least one chip on the breadboard.
The skeleton required to declare a chip is as follows:
A CHIP block is used to specify its gates, and
the internal connections in a blocked manner. When starting a CHIP element
block, it is named by <name>. And its number of inputs and number of
outputs is declared by <nof_inputs> and <nof_outputs> respectively.
The chip header line is as follows.
CHIP <name> <nof_inputs> <nof_outputs>
The VOLTAGE and GROUND leg specifications must
be done in a CHIP block in order to define which leg will be the voltage leg
and which one will be the ground leg of the chip in the following way.
The INPUT declarations of a CHIP must be equal
to <nof_inputs>, and they are numbered by their creation order (from 0 to
number of INPUTs declared) just as any other GATE within a CHIP block. This
numbering process is necessary for declarations of connections and is done in
such a manner; It starts to give codes to the INPUTs including the GATEs corresponding
to their declaration orders starting from 0 to n-1 (where n = number of gates plus
the number of inputs of the chip). The declaration order of a GATE or an INPUT
will be clearer in the following lines.
A GATE block is used to define a gate and its connections in the CHIP.
GATE <gtType> <gt_nof_inputs> [output <ce_leg_no>]
<gtType> <gtDeclarationOrder> END GATE
In a GATE block, the declarations of what will
be the inputs of the gate are written. The gate connection is completed by the
order of the creation of the gates as mentioned before.In order to indicate that any gate's output
is connected to the gate input which its block is writing currently, the type
and the declaration order of the output gate is specified by the following
<gtType> <gtDeclarationOrder (starts from 0)>
The line specifies that the output result of
the gate, which has type <gtType> and is created as
<gtDeclarationOrder>th, will be taken as input by the GATE
which is currently being specified by the user.
Instead of connecting a gate, it is possible to
connect an INPUT to the gate which is being declared. In other words, The INPUTs
of the CHIP can be connected as inputs of the internal gates as it must be like
in real-chips by the following line.
Numbering of the chip legs is the standard as
real chips which is the upper left leg is the leg number 1, and upper right leg
is the last, as the chip notch looking up. The number of legs will be
<nof_inputs> + <nof_outputs> + 2 (for Voltage and Ground). If the
number of legs is an odd number, it is completed to closest even number of
legs. (That is, if total number of legs = 13, then the Chip will has a 14-leg
chip appearance, and one leg will be unassociated and ineffective for the chip
and for the circuit.
Inspect the following example to understand
Circuit Engine Script Language in a more concrete way. In this example, there
is the chip declaration of the circuit design of the function F = X + Y'Z which was mentioned in
Example: Chip Declaration of Function F of section 3.1.
BREADBOARD 10 4 5
CHIP Function_F 3 1
VOLTAGE 6 GROUND 3
INPUT 1 INPUT 2 INPUT 4
GATE NOT 1 INPUT 1 END GATE
GATE AND 2 NOT 3 INPUT 2 END GATE
GATE OR 2 output 5 INPUT 0 AND 4 END GATE
The corresponding chip of the function F which will move into
the Circuit Engine is shown in Figure 3.3 (2).
FIGURE 3.3 (2) – Corresponding Chip Diagram Recognized by Circuit Engine
A Circuit Engine session can be saved into a Circuit Engine Circuit
(CEC) file in order to make the session able to be used for a later session
even after the current Circuit Engine session is ended. The general structure
of a CEC file is as shown in Figure 3.4 (1).
FIGURE 3.4. (1) – General Structure of a CEC File
A CEC file consists of the breadboard
definition and the list of circuit elements of the Circuit Engine. It is a
binary file that is used only for saving and loading of a Circuit Engine
First field is the BreadBoard Size
Specification field (12 bytes) which holds the breadboard’s dimensions
information. Thereafter, the circuit list fields come. A Circuit Element’s
field size changes according to its candidate gates in its gate list. You can
observe each field of a circuit element and each field of a gate from the above
figure in detail. A circuit element has two components as the Circuit Element
Header (CEH) field and the Gate List (GL) field. CEH field consists of the main
properties of a circuit element as type, circuit element information bit array,
voltage leg number,ground leg number,
position on x-axis, position on y-axis, number of inputs, number of outputs and
the number of gates in its GL. The GL part includes number of gates as
mentioned the number of gates field in CEH. Each element of the GL consists of
again two parts as the Gate Header (GH) and the Connection List (CL). In GH,
there are the property fields of the gate as type, number of inputs and the leg
number fields. And the CL field includes the sequence numbers of the gates
which are in contact with the current gate. Later, the CL is converted to the
addresses of the corresponding gates while loading a CEC file. A CEC file is
read and written according to these specifications.
As I have mentioned in section one, it is hard
to understand a concept without making trials of it. In this sense, let me to
explain the phenomenon with the help of a sample implementation. Let us make
use of a full-adder design which is one of the most popular logic problems
which is about the addition of there bits.
A full-adder design is shown in Figure 4.1 (1).
We need this design in order to write the code of the corresponding chip.
FIGURE 4.1 (1) – The Full-Adder Design and The Truth Table
I decided to connect the inputs and the outputs
to the chip legs as the circled numbers in the Figure. The corresponding CESL
code of the chip can be written as follows:
BREADBOARD 20 5 5
CHIP FullAdder 3 2
INPUT 1 INPUT 2 INPUT 3
GATE XOR 2 INPUT 0
GATE AND 2 INPUT 0
GATE XOR 2 output 5 XOR 3
GATE AND 2 XOR 3
GATE OR 2 output 6 AND 4
For this example, the voltage and ground leg numbers of the chip will be
legs 8 and 4 respectively. The leg numbers 1, 2 and 3 will be assigned to the
input bits 1, 2 and 3 respectively. The output bits which come from the outputs
of the gates will be assigned to leg number 5 for the output SUM, and leg
number 6 for the output CARRY. And the padding leg number 7 which makes the
number of the legs of the chip even will be not associated and inactive in
Circuit Engine environment. In the next section, the construction of the
circuit is explained.
After coding the chip full-adder, we can run the Circuit Engine by
giving the CESL file name as the parameter (or you can double click the CESL
file if the CESL files in your system have an association with CEngine.exe).
The first screen from the Circuit Engine environment is shown in Figure 4.2
FIGURE 4.2 (1) – Initial Circuit Engine Screen of FullAdder.cesl
As you can see from the figure the breadboard
is 20 rows, 5 columns and 5 holes in each node as defined in the code. Chips emerge
at the upper left corner of the breadboard in hover mode. The green arrow at
the lower left corner of the chip is the Circuit Element Marker which points to
the Selected Circuit Element. And the green cubes under the chip are the Hole
Markers those make easy to see the current plugging area of the chip and the
GREEN color for every cube means that it is convenient to plug the circuit
element to plug into corresponding breadboard holes.
The selected circuit element can be moved by
the arrow keys to take the chip to any proper place over the breadboard. After
movement, it can be plugged by Enter key (same key does unplugging if the
circuit element is in plugged state already). LEDs and CABLEs are added into
the circuit by pressing the L and K keys respectively and placing of them is
same as explained for the chip. Cables have two legs those can be moved
independently from each other. In order to toggle the node selection of the
cable the TAB key is used. And, in order to select next/previous circuit
element the key ] / [ is used. After inserting cables and LEDs and after
plugging all circuit elements into proper places, the circuit may have such a
view as shown in Figure 4.2 (2).
FIGURE 4.2 (2) – Circuit After Plugging Operations
The upper legs of the LEDs are their voltage
legs and they are connected to the legs of the chip numbered as 5 and 6 in
order to visualize the information on the corresponding legs. The red and black
bars you see on the upper left of the breadboard are the source bars those
provides the voltage and ground connections of the circuit respectively.
Observe how the cables are connected in order to diffuse the sources throughout
the circuit. As you can understand from the design of the chip the upper LED is
connected to the CARRY leg and lower is connected to the SUM leg of the chip in
the figure. And as you can see from the left side of the chip the legs BIT1 and
BIT2 are supplied with voltage but the BIT3 leg is not (the cable over the BIT3
leg is in hover mode). In this situation, the LED which is connected to the sum
leg is off mode and the LED which is connected to the carry leg is on mode
which corresponds the binary number 10 (Carry = 1, Sum = 0) which is 2 in
decimal. The LEDs those in on mode are responded as a light RED color as upper
LED in the figure.
I believe in that this program will give a noteworthy experience to the
students who take courses of Logic Design and Computer Architecture I-II. Every
student can construct their circuits in their homes without spending money or
without worry about gathering the required equipment for their design tests.
Also, Circuit Engine can be used in schools those cannot afford a logic lab for
educational purpose. Even, it can be used any individual who want to learn
Logic Design with the support of a Logic Design Lab in his/her home.
Even The Circuit Engine can complete some basic tasks about the Logic Design Circuits,
It is not a project that is exactly completed. I hope that this project can find
developers and be improved so that it can be used in schools or some other places
Woo M. & Neider J. & Davis T. &
Shreiner D., 1999, The Official Guide to
Learning OpenGL, Version 1.2 / OpenGL Architecture Review Board,
& Kime, C.R., 2000, Logic and
Computer Design Fundamentals,
Salamah, M., 1999, Lecture Notes on Computer Architecture I CMPE-224, Eastern Mediterranean University, T.R.N.C.
6. SCREEN SHOTS
Asyncronous Circuit Example (1)
Asyncronous Circuit Example (2)
Dual 4 Input Mux (1)
Dual 4 Input Mux (2)
Full Adder (1)
Full Adder (2)
Circuit Engine 2. Cover