Digital Display, Yay!

This board is to show, discuss and archive useful combinator- and logic-creations.
Smart triggering, counters and sensors, useful circuitry, switching as an art :), computers.
Please provide if possible always a blueprint of your creation.
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Dr. Walrus
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Re: Digit Display Blueprint

Post by Dr. Walrus »

DaveMcW wrote:I updated my single digit display, using XKnight's integer overflow alphabet to cut the size in half. It can still be chained together for multiple digits.
I used a version of your display for a project of mine and I found that you can take off one of the arithmetic combinators from the bottom while still keeping the input ticks aligned, and you can remove 2 arithmetic combinators if you don't mind a 1 tick interrupt when changing numbers.

If you are displaying a number over 210k, you actually end up overflowing the integer limit in the display's internal workings, but it turns out that it doesn't affect the result at all.
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blueprint string

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Evan_
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Re: Digit Display Blueprint

Post by Evan_ »

May I ask?

How do multiple digits work? I mean what's the logic or equation or anything that splits a number? I'm fairly certain I could make a display for 1-9, even 0-9 with some struggling. But I have no idea how to tell after an input of (for example) 125 that "you display 1, you display 2 and you display 5".

I know I could just dl the blueprints but I'm afraid my head would explode if I wanted to understand these I like to figure stuff out for myself.

Neotix
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Re: Digit Display Blueprint

Post by Neotix »

Combinators are working on INT numbers. So if you have 125 you can do calculations like that:

125 / 10 = 12,5 -> 12 (INT)
12 * 10 = 120
125 - 120 = 5 (first numer)

12 / 10 = 1,2 -> 1 (INT)
1 * 10 = 10
12 - 1- = 2 (second number)

1 / 10 = 0,1 -> 0 (INT)
0 * 10 = 0
1 - 0 = 1 (third number)

Then you have to do magic with bits to display that numbers.

Probably there is another method but that is the most basic.

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Evan_
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Re: Digit Display Blueprint

Post by Evan_ »

Thanks!

I'm seriously surprized that I understood the very first answer I got. It makes sense. Think I can do that. :D

EDIT: Yay, it works. Soon I'll have a nice display showing me that all ore reserves are empty, since I'm wasting time with combinators instead of making mines. :D

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Evan_
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Re: Digit Display Blueprint

Post by Evan_ »

You know you only realize how cool are the blueprints above if you try to build a counter yourself. Mine didn't have zero filtering, yet I had to use a bit more hardware. Ok, I'm a layman. I was still very proud after smashing the last bug. :P

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Re: Digit Display Blueprint

Post by Koub »

All this spaghetti ! I'm hungry now :lol:
Koub - Please consider English is not my native language.

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Taehl
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Re: Digit Display Blueprint

Post by Taehl »

Found this thread from a Google image search. This stuff looks fun! Way better than Redstone ever was! I spent a few hours to make my own first stab at one of these.
Image
I'm already trying to think of how to improve it, and how to let the text scroll. I've already semi-planned an encoding scheme so you could send text via cargo train (assuming you had the same dictionary at both sites), but even to me that feels a little extreme.

XKnight
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Re: Digital Display, Yay!

Post by XKnight »

Sometimes you may find a surprising solution for a long-forgotten problem in your current task...
This had happened with me during improving division unit in my CPU, so I exploited it and made this:
1.png
1.png (363.26 KiB) Viewed 14818 times
Nothing special... just 60 FPS display with 9 arithmetic combinators + 2 constant + (1 arithmetic per digit).
At this moment I admit that loop-based solution has completely lost this challenge.
XKnight wrote: New design uses 11 combinators, 5 const comb and 1 combinator per digit (11 + 5 *0.5 + 1n).
current - 9 + 2 *0.5 + 1n

As usual, few days for everyone to beat me.

P. S. This build may be simplfied to (6 + 1 * 0.5 + 1n) if you want to use it only with 5-digit numbers.

XKnight
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Re: Digital Display, Yay!

Post by XKnight »

Smallest version (5 digits; 6 + 1 * 0.5 + 1n; 4 ticks delay; 60 FPS):
4.png
4.png (200.17 KiB) Viewed 14765 times
Full version (9 digits & zero blank; 11 + 2 * 0.5 + 1n; 5 ticks delay; 60 FPS):
3.png
3.png (225.33 KiB) Viewed 14765 times
Step-by-step instruction:

- How many digits do you need?
3..5
6..9
- Place selected blueptrint and connect it to the electricity network.
- Do you need zero blank?
No
Yes
- Connect green combinator's output with its input using red wire (on the picture).
- Remove everything in blue rectangle (on the picture).
- Have fun.
What happens if someone unfamiliar with combinators is trying to help you

lamesnow
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Re: Digital Display, Yay!

Post by lamesnow »

If I try out your blueprints the display is flickering on and of every tick.

Edit: Nvm I just can't read instructions.

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DaveMcW
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Re: Digital Display, Yay!

Post by DaveMcW »

That 2-part divide all is really clever! And the 2-dimensional array lookup is great too. There is no way I can improve the logic, the best I can do is make it look pretty.

This blueprint does not require any wiring. The 3x3 loader can be removed when everything is working.
digit-display-7.jpg
digit-display-7.jpg (188.74 KiB) Viewed 16424 times
Blueprint
Last edited by DaveMcW on Sun May 08, 2016 4:58 am, edited 4 times in total.

XKnight
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Re: Digital Display, Yay!

Post by XKnight »

I think we can write own "Digit display history":
Book
This was the cool history of the nice challenge.
153 combinators in the beginning vs 21 combinators in the end.

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DaveMcW
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Re: Digital Display, Yay!

Post by DaveMcW »

I improved my loader a bit more, it now uses a checksum to avoid corrupt data.

alleckz
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Re: Digital Display, Yay!

Post by alleckz »

DaveMcW wrote:"There is no way I can improve the logic, the best I can do is make it look pretty."
This is my version of makining it look pretty! By moving everything to the top and adding substation you can make the didgets clear from wires :)
factorio screen(5).jpg
factorio screen(5).jpg (90.23 KiB) Viewed 15818 times
blueprint
Read Me

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DaveMcW
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Re: Digital Display, Yay!

Post by DaveMcW »

Putting the wires on top does look nicer, if you don't mind an extra tile of height.
digit-display-8.jpg
digit-display-8.jpg (191.9 KiB) Viewed 15805 times
Blueprint
Last edited by DaveMcW on Sun May 08, 2016 4:59 am, edited 1 time in total.

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DaveMcW
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Re: Digital Display, Yay!

Post by DaveMcW »

Just for fun, a hexadecimal display with 3 combinators and zero features.
hex.gif
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Blueprint

daniel34
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Re: Digital Display, Yay!

Post by daniel34 »

Merged both Digital Display topics in this subforum as they are about the same topic.
Some users already posted their creations in both threads anyway :lol:
quick links: log file | graphical issues | wiki

Aru
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Re: Digital Display, Yay!

Post by Aru »

In case anyone is curious about how this works, I sort of reverse engineered DaveMcW's single-digit hexadecimal one from two posts earlier. These were my notes.
notes
I don't know what the purpose is for adding 100 to everything. It works just the same without it.

Amegatron
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Re: Digital Display, Yay!

Post by Amegatron »

I know I'm out of date with my version, but just wanted to share cause I'm happy I did it at last by myself :)
screenshot
blueprint
It detects signal change from the input and re-displays the number on the screen. Each screen section has it's memory cell to remember the cypher it should display.

Xelephant
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Re: Digital Display, Yay!

Post by Xelephant »

alleckz wrote: This is my version of makining it look pretty! By moving everything to the top and adding substation you can make the didgets clear from wires :)
Sadly this doesn't work out of the box in 0.13. since the smart chest & curved Rail got removed.
Screenshot broken and fixed build with color
blueprint for .13

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