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#1
Tweaks to the selector
Archive: 4 posts
There are some options that if added I think could make the selector a lot easier to work with. Basically I'd like to be able to tweak how it resolves having multiple active inputs. Right now it goes by whichever input is lowest on the selector. It'd be nice to have options like telling it to go by whichever is highest, whichever has been active the longest, whichever has been active the newest, etc. All those things are (probably) currently possible by using additional logic tools, and not even necessarily that hard, but it can be an annoying amount of grunt work, especially if you happen to be working with a lot of selectors or a selector with a lot of inputs/outputs. | 2011-07-23 22:14:00 Author: Speed Racer Posts: 156 |
Yea, that would be good, it'll also make the logic less frustrating. | 2011-07-24 22:04:00 Author: zzmorg82 Posts: 948 |
you do know that the selector is the most complex piece of logic that doesn't have its own circuitboard, right? | 2011-08-23 23:22:00 Author: L1N3R1D3R Posts: 13447 |
It'd be nice to have some updates to the selector, but i think that they all might be possible with a bit of logic. What I would have liked is an option for 'updating' the selector, as in if input 1# on the selector was on, and then any other input number was triggered with 1# still on, it would switch to that input instead of staying on the first input. Although that's actually very easily creatable by using 1-shot Counters that reset themselves when triggered, that also trigger a selector input. you do know that the selector is the most complex piece of logic that doesn't have its own circuitboard, right? Wonderful knowledge, thank you. :wink: | 2011-08-24 11:47:00 Author: Denim360 Posts: 482 |
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