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|    Message 14,551 of 14,669    |
|    skybuck2000 to All    |
|    Skybuck's Universal Memory Architecture     |
|    15 Jan 22 22:29:11    |
      From: skybuck2000@hotmail.com              Two postings:              Posting 1:              Skybuck's Universal Memory Architecture (Invention by Skybuck Flying on 18       october 2021)              The Problem:              To use Universal Fields (Universal Codes) memory needs to be able to grow.              Currently no architecture exists which allows data fields/memory fields to       grow.              The Solution:              Imagine the film tron where these motor cycles draw these walls/lines the       motorcyclist has to draw these walls/lines and trap the other player       by making him slam into a wall. There is also a computer game based on it       called "snake", where snakes grow by eating pixels. As the snake grows       it describes a line, the snake is free to move left, right, up, down but may       not end up on a square already taken by any other snake.              Imagine storing a data bit on each square as the snake grows.              These lines/walls that are formed by the snake/motor cyclist can be considered       a "data tape".       Alan Turning described the need for an imaginary data tape of endless length       to be able to do "universal computing" and "universal machines".              To be able to know where the snake originated, the start of data tape has to       be recorded. This would be a 2D or 3D or ND coordinate.              For example SnakeSourceX,SnakeSourceY this would be the tail of the snake,       which can also be described as SnakeTailX,SnakeTailY              To be able to know where the head of the snake is so it can be made to grow,       the end of the data tape has to be recorded.              For example SnakeDestX,SnakeDestY this would be the head of the snake, which       can also be described as SnakeHeadX,SneakHeadY.              A processor could number the snakes and refer to them by numbers, basically       each snake is a data field.              To encode instructions for the processor, the instructions codify on which       snake/data field the instruction operates.              To store these data fields there could be an additional memory structure which       stores these snake coordinates as follows:              SnakeReferenceMemoryStructure:              SnakeNumber, SnakeSourceX, SnakeSourceY, SnakeDestX, SnakeDestY              For example:       0, 100, 500, 40, 30       1, 10, 20, 100, 200       2, 60, 70, 30, 40       3, 101, 302, 35, 67       4, 56, 75, 45, 34              The processor can then refer to data fields by SnakeNumber, so that       instructions stay consist and entire snakes can be moved around in memory in       case a snake crashes       into a wall.              To store data bits into the snake each memory cell/unit has to have the       following properties:              DataBit On/Off (1 transistor)       DirectionBit0 On/Off (1 transistor)       DirectionBit1 On/Off (1 transistor)       ConnectedBit On/Off (1 transistor) (optional)              Each 2D memory cell therefore consists out of these 4 transistors.              The data bit transistor records the information data bit 0 or 1.              The DirectionBit0 and DirectionBit1 describe in which direction the snake grew       and therefore to which other memory cell the current memory cell is       "connected".       DirectionBit0, DirectionBit1       00 = up       01 = right       10 = down       11 = left              The connected bit is optional, based on universal codes the software itself       could decide if another snake cell follows the last read snake cell, however       for allocation       purposes/algorithms it may be usefull to codify this information directly into       the memory units and thus ConnectedBit describes if any cell follows the       current one.              ConnectedBit       0 = head of snake/last cell       1 = intermediate cell              The challenge for the computer systems and memory manager is to allocate       snakes as efficiently as possible, basically to play the game snakes as       efficiently as possible.       Algorithms could be developed or perhaps already exist that excell in this.       Different allocations, direction strategies and starting points could be tried.              In the event that a snake/data tape crashes into a wall, can no longer grow an       "exception" like mechanism is thrown.              The processor or memory manager which is responsible for the growing of data       tapes/snakes throws an exception like event:              Describing which snake crashed, plus optionally source and dest information       for quick reference or it can be looked up later in the snake memory reference       structure by       snake number.              Event generated:       Snake X crashed              Or more advanced event:       Snake X, SnakeSourceX,SnakeSourceY,SnakeDestX,SnakeDestY crashed.              however to make sure the information is consistent perhaps it's better to       consult the snake memory reference in the event handler to be sure, perhaps       this would make programmers of such event handlers feel more at ease that they       have the correct/most recent information, it is more of an emotional       consideration, but could also prevent race conditions/race information in case       maybe something else modified it in between the event generation and event       handler.       Preferably none of the snake information/structures/data is changed in between       event firing and event handling.              A computer instruction could be encoded as follows, just an example:              Operation Codes       No Operation = 0       Copy = 1       Addition = 2       Subtraction = 3       Multiply = 4       Division = 5       Jump = 6              Addressing Modes       0 = constants       1 = direct addressing       2 = indirect addressing              Instructions:       Operation Code, Source Addressing Mode, Source Data Field, Dest Addressing       Mode, Dest Data Field                     The following pascal pseudo code will be translated into instructions below:              var        Counter : TDataField;        Value : TDataField;              begin        Counter := 0;        Value := 5;               while true do        begin        Counter := Counter + Value;        end;              end;              Compiler outputs:              Counter = data field 0       Value = data field 1              Assembly instructions:              // copy constant 0 to data field 0       copy, 0, 0, 1, 0              // copy constant 5 to data field 1       copy, 5, 0, 1, 1              // add value to counter       add, 1, 1, 1, 0              // jump to previous instruction       jump -1              Hardware wise each "memory unit" must be readable, writeable and addressable.       Each memory unit contains 4 transistors as described above.              I imagine a grid of memory units each with 4 transistors. Each memory unit is       connected to a memory bus and address busses, one address bus for each       coordinate/dimension.              To manipulate a memory unit the hardware has to be able to do the following:              put coordinate x on the x bus.       put coordinate y on the y bus.       read/write the transistors, this would imply a 4 data bit bus, or just a 1       data bit bus and each transistor is read in sequence.              A more complex memory unit could be constructed so that a processor only       read/write 1 bit at a time, like a pci express lane, software is responsible       for       decoding the communication.              A benefit of this could be less wires on motherboards, and more placement of       individual memory chips, possibly for multi-core/many-core scenerios where each              [continued in next message]              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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