A type of information storage circuit useful in many
patterns that perform complex logical operations. Most commonly a
memory cell can store a single bit of information. See for example
demultiplexer, honey bit, and boat-bit. Depending on the
application, the circuit may be a toggle circuit or a
permanent switch, or it may be possible to send one or more signals
to set the circuit to a "1" state, as can be done with a keeper
mechanism. In that case a different input signal must be used to
test the current state, usually with a destructive read reaction.
A more complicated example can be found in the Osqrtlogt pattern,
which destructively reads a growing 2-dimensional array of minimal
memory cells. Each memory cell may either contain a boat (below
left) or empty space (below right), with no permanent circuitry
anywhere near:
The two beehives and the block are placed by slow salvos, after
an initial 90-degree 2-glider collision that produces a target
honey farm. The beehive constellation acts as a one-timeturner for an incoming glider. If the boat is present, it acts
as a second one-time turner for that glider, sending back a "1"
signal. The "backstop" block in the northeast is destroyed cleanly
in either the "0" or the "1" case.
Game of Life Explanation
The Game of Life is not your typical computer game. It is a cellular
automaton, and was invented by Cambridge mathematician John Conway.
This game became widely known when it was mentioned in an article
published by Scientific American in 1970. It consists of a grid of
cells which, based on a few mathematical rules, can live, die or
multiply. Depending on the initial conditions, the cells form various
patterns throughout the course of the game.
Rules
For a space that is populated:
Examples
Each cell with one or no neighbors dies, as if by solitude.
Each cell with four or more neighbors dies, as if by
overpopulation.
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