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Learning path 03 of 6

Shape events and time

Separate levels, transitions, durations, and repeating cycles. 10 circuits, each one running in the simulator with a prediction to make before you run it.

Start with Button pulse

The steps

  1. Button pulse
    Distinguish an event from a switch that stays on.
    Concepts: Pulse width, Rising edge, Falling edge
  2. Edge detector (observer)
    Notice changes instead of sustained levels.
    Concepts: Change detection, Edges, Event timing
  3. Rising-edge detector
    Produce an event only when an input becomes active.
    Concepts: Rising edge, Pulse, Transition
  4. Falling-edge detector
    Trigger an action when an input finishes.
    Concepts: Falling edge, Completion event, Timing
  5. Pulse limiter (8 game ticks)
    Make a short activation from a longer request.
    Concepts: Pulse width, Timing window, Retriggering
  6. Pulse extender
    Keep an output active longer than its input.
    Concepts: Pulse width, Parallel paths, Isolation
  7. Repeater clock
    Measure one complete repeating cycle.
    Concepts: Feedback, Period, Duty cycle
  8. Stoppable repeater clock
    Give an oscillator an explicit run control.
    Concepts: Enable, Oscillation, Restart state
  9. Hopper timer
    Store a finite duration as a quantity of items.
    Concepts: Finite timer, Stored quantity, One-shot behavior
  10. Two-hopper piston clock
    Create a repeating interval from alternating item transfer.
    Concepts: Feedback, Alternating state, Period

What you will be able to do

Other paths

Your first signalTrace a source, read strength, add delay, then make a decision.Build decisions from gatesUse truth tables to progress from one decision to selection and arithmetic.Give a circuit memoryHold one bit, sample data, count events, then store a whole pattern.Sense, decide, and move itemsConnect inventory measurements to controlled transport and storage.Build in three dimensionsInspect layers, isolate routes, and leave room for mechanisms to move.