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The general purpose calculator (GPC) is a a way to design universal computation inside conway's game of life. the first calculator was written by Adam P.Gaucher in 2011, it was printing the digits of pi and phi, and it had all the basic general purpose components. The programs are written in a special assembly code called APGsembly (and a compiler was written by Dave Greene) to create a state in CGOL that will correspond to the code.
The '''general purpose calculator''' ('''GPC''') is a way to implement computational tasks inside Conway's Game of Life. It is [[Turing complete]] and programmed by a special-purpose programming language called '''APGsembly'''. The first computational Life patterns using this technology were constructed by [[Adam P. Goucher]] in 2009 and 2010. The [[Spartan universal computer-constructor]], [[pi calculator]] and [[phi calculator]] patterns, and a related pattern programmed to grow at [[Osqrtlogt|O(sqrt(log(t)))]], had all the same basic general-purpose components that make up the GPC.


The GPC is basically finite-state machines, where each line in a program corresponds to a state, and you have JUMP instructions for every return value. Each line can trigger one or more actions and you have to make sure that you execute exactly one reaction that returns a zero/nonzero value.
Goucher's original compiler/editor was written in DarkBasic, which became difficult to run on modern computers. In 2019 a Golly Python-script compiler was written by [[Dave Greene]] to create a Conway's Life pattern corresponding to APGsembly code, and a visual emulator and debugger was written by [[Michael Simkin]] and Dave Greene. At that time the logic circuitry was adjusted to include a standard set of components, and the resulting "GPC" was shown to be capable of supporting any of the three programs (pi, phi, or Osqrtlogt). In 2024, branoc created a version of the compiler and emulator based on the updated specifications from ''[[Conway's Game of Life: Mathematics and Construction]]'' textbook.<ref name="post199807" />


== Overview ==
The base GPC pattern includes just the logic and memory circuitry; an additional subpattern representing an APGsembly program should be attached to a GPC to produce a complete calculator, printer, or other functional pattern. The additional subpattern is basically a finite-state machine.  Each line in an APGsembly program corresponds to a state, and there are JUMP instructions for each possible return value (Z or NZ), pointing to the next state that the machine should enter. Each line of code can trigger one or more commands, or "actions", and it's important to make sure that each line includes exactly one action that returns a zero/nonzero value.


The calculator has a ticking clock in form of glider gun (of period 2^22 and higher), which emits a glider each time an operation was executed with return value either Z/NZ (represented by two possible different emitted glider lanes), as result of the last command. The commands are triggered by an input glider into special computational units on specific lanes to trigger a specific action (like ADD, SUB, WRITE, READ, INC etc.), defined by the APGsembly code.  
== Overview ==
 
The GPC includes a ticking clock in the form of two synchronized glider guns of period 2^17, 2^18 or higher, depending on the size of the program. These guns emit a glider each time an action has been executed with a return value of either Z or NZ, represented by a glider emitted on one of two possible output [[lane]]s, as a result of the most recent output-producing action. These actions are triggered by an input glider emitted by the calculator program pattern, sent into special computational units on specific lanes to trigger a specific action (ADD, SUB, WRITE, READ, INC, etc.) defined by the APGsembly code.  


Thus the GPC has four major physical components:  
Thus the GPC has four major physical components:  


# Clock.
# Clock.
# Programming code.
# Program code.
# Computational unit array.
# Computational unit array.
# Printer and SQ
# Printer and B2D.


== The computational cycle ==
== The computational cycle ==


Each 2^22 generations, a glider gun is initiating an action based on output from previous cycle (it waits until output has returned).
Every 2^N generations, a glider gun initiates an action based on the output from the previous cycle.  The gun waits long enough that an output has most likely returned.  If no output has in fact appeared (this can happen when retrieving data from a very long data tape, for example) the gun waits for another cycle and checks again, using a [[universal regulator]] mechanism.
* The new action could be either Z or NZ.
* The return signal is always a one-bit output value, either Z or NZ.
* Each cycle is expected to return exactly one output, either Z or NZ.
* Each cycle is expected to return exactly one such output.


== Programming code ==
== Program code ==


The code consist of operations logic per ''code name''. Each code can react differently to Z or NZ. The program consists of lines of code, each code corresponds to two lines of code (one for Z and one for NZ). The program must start with INITIAL, and will halt (if nothing is returned) or run forever if the program was written by the rules (i.e. single return per line).  
APGsembly code consists of a list of actions to be performed for each ''state ID'', for each possible return value (Z or NZ). The program consists of lines of code; each state ID corresponds to two lines of code, one for Z and one for NZ.
#The program must start with INITIAL, and will halt if it ever executes HALT_OUT (or HALT) action.
#Two or more actions with Z/NZ responses for a single state are technically illegal, and will likely (though not inevitably) cause chaotic explosions in the calculator pattern.


Each line of code consists of 4 parts:
Each line of code consists of 4 parts, separated by semicolons and optional whitespace:


'''CodeName; Z/NZ; NextCodeName; OP1, OP2, OP3 etc.'''
'''StateID; Z/NZ; NextStateID; Action1, Action2, Action3, etc.'''  


#'''CodeName.''' Each line has a code name.
#'''StateID.''' Each line's first element is a state ID.  This can be thought of as a line number, except that pairs of successive lines usually share the same state ID.
#'''Z/NZ.''' Each line has a policy of operations depending on returning Z or NZ from the previous cycle.
#'''Z/NZ.''' Each line's second element is either Z or NZ. Only the line matching the Z or NZ return value from the previous cycle will actually be executed.
#'''NextCodeName.''' Each line + Z/NZ defines the next execution line.
#'''NextStateID.''' Each line's third element defines the state that will be executed on the next clock tick, if that line is executed.
#'''Op.''' Each line + Z/NZ defines a list of operations to be executed. The operations are inputs to the computational units. Some operations will not return anything and only change the state of the unit and some will return either Z or NZ depending on the internal state and the logic of some particular unit. It's programmer task to make sure there is exactly one return value.
#'''Action.''' Each line's fourth element defines a comma-separated list of actions to be executed. These actions are inputs to the computational units. Some actions will not return anything and only change the state of the computational unit; some will return either Z or NZ depending on the internal state of a particular unit. It is the programmer's task to make sure there is exactly one return value.


''NOP'' - The NOP operation is sending Z output directly.
'''Example:'''


'''Example:'''
#COMPONENTS B0
INITIAL; Z; A2; NOP
INITIAL; NZ; A2; NOP
A1; Z; A2; INC B0, NOP
A1; NZ; A2; INC B0, NOP
A2; Z; A1; SET B0, NOP
A2; NZ; A1; SET B0, NOP
 
This loads the B0 register with an increasing number of '1' bits. Notice that each state ID '''INITIAL''', '''A1''', and '''A2''' appears twice in the program, once for each possible Z return and once for each NZ return.
 
A syntactic shortcut added in the new compiler is the use of "*" to mean "both Z and NZ", and "ZZ" to mean "only Z is possible" for a given state.  The above sample program could be written more compactly as


INITIAL; Z; A2; NOP <br />
#COMPONENTS B0
A1; Z; A2; INC T0 <br />
INITIAL; ZZ; A2; NOP
A1; NZ; A2; INC T0 <br />
A1; *; A2; INC B0, NOP
A2; Z; A1; READ T0, SET T0 <br />
A2; *; A1; SET B0, NOP
A2; NZ; A1; READ T0, SET T0 <br />


== Computational units ==
== Computational units ==


We have 6 types of units, each type has several instruction commands.
There are currently 6 types of logic units, though it is possible to add more.  Each type of logic unit has one or more actions, triggered by glider inputs on specific lanes.
 
# ''NOP'' - The NOP action sends a Z output directly, and takes no other action.
# ''HALT'' - The HALT_OUT action halts the entire computation and emits a glider. The HALT action halts the entire computation without emitting a glider.
# ''U'' - sliding block register (holds a single integer value, stored in unary)
# ''B'' - binary string register (holds an arbitrary-length string of binary digits)
# ''ADD'' - adder
# ''SUB'' - subtractor
# ''MUL'' - multiplier
# ''B2D'' - a two-dimensional binary register.  


# ''R'' - Sliding block register.
The calculator can have an arbitrary number of U, B, ADD, SUB, and MUL units, one B2D unit, and one digit printer or character printer. Future versions of the compiler/emulator will support other components, such as an arbitrary number of fixed-width B2D units.
# ''T'' - Binary string register.
# ''ADD'' - adder.
# ''SUB'' - subtractor.
# ''MUL'' - we're not sure how to use.  
# ''SQ'' - a two dimensional (''square'') array of data.  


The calculator can have arbitrary number of R and T units and a single ADD, SUB, MUL units.
Before 2021, "U" was written as "R" (short for "register"), and "B2D" was written as "SQ" (short for "square"). The "T" (short for "tape") unit was an older version of the binary register, and differed in some ways from the B unit.<ref name="rename2021" />


'''R: Sliding block'''
=== U: Sliding block register ===


* Sliding block in the code is always starting from R. For example R0, R1, R2 etc.
* Sliding block registers in APGsembly code are denoted by keywords starting with the letter U, short for "unary" -- for example, U0, U1, U2, etc.
* Sliding block has very simple logic. They represent a single number, and all you can do with them is INC (increase by 1) and TDEC (decrease by 1).<br />
* A sliding block register has very simple logic. It represents a single number, and all you can do with it is INC (increase by 1) and TDEC (test and decrease by 1).


''R: Operations:''
'''U Actions:'''


* INC Rx will just increase the register by 1. Will not return anything.
* ''INC Ux'' will increase the register by 1. No return signal.
* TDEC Rx will decrease the register by 1. Will return NZ if the register > 0 and Z otherwise.
* ''TDEC Ux'' will decrease the register by 1. Returns NZ if the register > 0, otherwise Z.


'''T : Binary string register'''
=== B: Binary string register ===


* The binary string registers are starting with T. For example T0, T1, ..T14 in APGsembly.
* Binary string registers in APGsembly code are denoted by keywords starting with B, short for "binary" -- for example, B0, B1, B2, etc.
* They have a "reading head". It can be moved with INC and DEC just like sliding block.
* A binary string register has a "reading head" that can be moved forward and backward along the tape with INC and TDEC, just like a sliding block register.
* They can store arbitrarily-large binary strings. A program can only retrieve one bit at a time using READ command, followed by SET, RESET that can be called "WRITE 1" and "WRITE 0".
* A binary string register can store arbitrarily-large binary strings. A program can only retrieve one bit at a time using READ command. SET might be more clearly named "WRITE 1", but SET is the terms used in existing APGsembly.


''T Operations:''
'''B Actions'''


* INC Tx increase the position of reading head. Returns Z unless the space is empty then it returns NZ.
* ''INC Bx'' increases the position of reading head. No return signal.
* DEC Tx decrease the position of reading head. Returns NZ unless at 0.
* ''TDEC Bx'' decreases the position of reading head. Returns NZ unless at 0.
* READ Tx return the state of the binary string value located at reading head. Returns Z if the value is 0 and NZ if 1.
* ''READ Bx'' returns the state of the binary string value located at reading head and then sets it equal to 0. Returns Z if the value is 0 and NZ if 1.
* SET Tx sets the state of the binary string to 1. Must be after READ operation which deletes the state.
* ''SET Bx'' sets the state of the current binary bit to 1 (breaks if the cell is set to 1). No return signal.
* RESET Tx setse state of the binary string to 0. Must be after READ operation which deletes the state.


'''ADD: adder'''
=== ADD: adder ===


One should think about the adder as having two bits A and B. Each of them has 0 or 1 option, and each of the options is an input to the adder. A input is just changing the state of the Adder unit, and B input returns the result.
One should think about the adder as having a 2-bit number. An A input just changes the state of the adder unit, whereas a B input returns the result.


* A0 is ignored case because there is nothing to change.
* ''A0'' is not implemented as an input, because there is nothing to change.
* A1 is a valid input
* B0, B1 should come after A was initialized.
* The adder returns (Ax + By + Memory) % 2
* The adder stores Memory = (Ax + By + Prev Memory >= 2)
* The memory bit is always stored in the unit when existent.
* If you not sure about the state of the adder just send B0 and you can be sure the Memory is cleaned.


The operation code would look like ''ADD A1'' or ''ADD B0''.  
'''ADD Actions'''
* ''ADD A1'' increments the number (modulo 4). No return signal.


'''SUB: subtractor'''
{| class="wikitable"
! Current !! Next
|-
| 00 || 01
|-
| 01 || 10
|-
| 10 || 11
|-
| 11 || 00
|}


The subtractor works exactly as adder, just for subtracting two numbers bit by bit keeping in memory 0 or 1.  
* ''ADD B0'' right-shifts the number. Returns Z if the value before the action is even and NZ if odd.


'''MUL'''
{| class="wikitable"
! Current !! Next !! Output
|-
| 00 || 00 || Z
|-
| 01 || 00 || NZ
|-
| 10 || 01 || Z
|-
| 11 || 01 || NZ
|}


MUL keeps inside a register a number between 0 and 10. While MUL 0 is dividing the number by 2, and MUL 1 is dividing it by 2 and adding 5. As mentioned we're not sure how it used.  
* ''ADD B1'' increments and then right-shifts the number. Returns Z if the value before the action is odd and NZ if even.


'''SQ: a two dimensional array '''
{| class="wikitable"
! Current !! Next !! Output
|-
| 00 || 00 || NZ
|-
| 01 || 01 || Z
|-
| 10 || 01 || NZ
|-
| 11 || 00 || Z
|}


* The SQ register is starting with SQ. For example INC SQ, DEC SQ, READ SQ etc. in APGsembly.
=== SUB: subtractor ===
* The SQ has two arms X and Y. Each arm can be moved with INC and DEC. For example INC SQX, DEC SQY.
* A program can retrieve a bit located in (X, Y) by READ command. Unlike T where you must follow with SET, RESET the SQ will erase the (X, Y) bit only if it was existing. It also has only SET SQ command.


''SQ: Operations:''
The subtractor works same as the adder, but using 2-bit two's complement arithmetic.
* INC SQX/SQY increase the position of X/Y arm. Will not return anything.
* DEC SQX/SQY decrease the position of X/Y arm. Returns NZ unless at 0.
* READ SQ return the state of the binary value located at (X, Y). Returns Z if there is nothing and NZ otherwise.
* SET SQ sets the state of the binary string to 1. Must be after READ operation which deletes the state.


'''Printer'''
'''SUB Actions'''
* ''SUB A1'' increments the number (modulo 4). No return signal.


The printer can print "." and digits 0-9. It will not return anything. <br /><br />
{| class="wikitable"
! Current !! Next
|-
| 00 || 01
|-
| 01 || 10
|-
| 10 || 11
|-
| 11 || 00
|}


The command is
* ''SUB B0'' right-shifts the number. Returns Z if the value before the action is even and NZ if odd.
'''OUTPUT x'''
 
{| class="wikitable"
! Current !! Next !! Output
|-
| 00 || 00 || Z
|-
| 01 || 00 || NZ
|-
| 10 || 11 || Z
|-
| 11 || 11 || NZ
|}
 
* ''SUB B1'' decrements and then right-shifts the number. Returns Z if the value before the action is odd and NZ if even.
 
{| class="wikitable"
! Current !! Next !! Output
|-
| 00 || 11 || NZ
|-
| 01 || 00 || Z
|-
| 10 || 00 || NZ
|-
| 11 || 11 || Z
|}
 
=== MUL ===
 
MUL keeps a number between 0 and 10 in an internal register. MUL 0 divides the number by 2 (i.e., bit shifts it by 1 bit), and MUL 1 adds 10 and ''then'' divides the number by 2. The point of doing this is that performing MUL commands in succession can be used to multiply binary numbers one bit at a time, with the internal memory of the MUL component keeping track of future carry bits. This is used in the digit extraction step of the [[pi calculator|pi]] and [[phi calculator]] programs.
 
'''MUL Actions'''
* ''MUL 0'' divides the number by 2. Returns Z if the value before the action is even and NZ if odd.
* ''MUL 1'' adds 10 and then divides the number by 2. Returns Z if the value before the action is even and NZ if odd.
 
=== B2D: 2d binary register ===
 
* B2D is two-dimensional binary register and is unbounded in positive X and Y directions.
* B2D can be used as memory array as well as 2d plotter.
* B2D register commands contain the string "B2D" in APGsembly code -- e.g., INC B2DX, TDEC B2DX, READ B2D, etc.
* The B2D has two arms X and Y. Each arm can be moved with INC and TDEC -- e.g., INC B2DX, TDEC B2DY.
* A program can retrieve a bit located at (X, Y) via the READ B2D command. READ B2D will always set the (X, Y) bit back to 0 (empty space). This means there is no need for a RESET B2D command, so only SET B2D is implemented.
 
'''B2D Actions'''
* ''INC B2DX'' increases the position of the X arm. No return signal.
* ''INC B2DY'' increases the position of the Y arm. No return signal.
* ''TDEC B2DX'' decreases the position of X arm, or if it's at 0 already, keeps it there. Returns Z if already at 0, otherwise NZ.
* ''TDEC B2DY'' decreases the position of Y arm, or if it's at 0 already, keeps it there. Returns Z if already at 0, otherwise NZ.
* ''READ B2D'' returns the state of the binary value located at (X, Y) and then sets it equal to 0. Returns Z if the value is 0 (empty), otherwise NZ.
* ''SET B2D'' sets the state at (X, Y) to 1 (breaks if the cell is set to 1). No return signal.
 
=== Digit printer ===
 
The ''digit printer'' can print "." and digits 0-9. No return signal.
 
'''Digit printer actions'''
* ''OUTPUT x'', for x = ., 0, 1, 2, 3, 4, 5, 6, 7, 8, or 9.


== Further details ==  
== Further details ==  
* For further discussion and examples, or to ask questions, see [https://conwaylife.com/forums/viewtopic.php?f=2&t=4196 this conwaylife.com forum thread].
* [[Conway's Game of Life: Mathematics and Construction]], Chapter 9: Universal Computation
* [https://conwaylife.com/forums/viewtopic.php?p=221972#p221972 A compiler and emulator] written in Lua for use in Golly.
* [https://github.com/dvgrn/b3s23life/tree/main/calculator A compiler and debugger] for use in Golly. This is an old (1.0) version.
* [https://rei1024.github.io/apgsembly-emulator/ An emulator] that works in a web browser.
== References ==
<references>
<ref name="post199807">{{LinkForumThread
|format    = ref
|p          = 199807
|title      = Re: Smaller Pi Calculator Challenge
|author    = branoc
|date      = December 14, 2024
|accessdate = June 29, 2025
}}</ref>
<ref name="rename2021">{{cite web
|url=https://github.com/rei1024/apgsembly-emulator/issues/1
|title=alternate identifier for R, T, and SQ units
|author=Dave Greene
|website=GitHub
|date=November 20, 2020
|accessdate = June 29, 2025
}}</ref>
</references>


You can see the discussions and examples as well you can ask question in [https://www.conwaylife.com/forums/viewtopic.php?f=2&t=4196&sid=3194b56e4730fe694ebecca64e511a69 this] conwaylife.com forum thread.
[[Category:Everything else]]
[[Category:Universal computation]]

Latest revision as of 13:45, 19 April 2026

The general purpose calculator (GPC) is a way to implement computational tasks inside Conway's Game of Life. It is Turing complete and programmed by a special-purpose programming language called APGsembly. The first computational Life patterns using this technology were constructed by Adam P. Goucher in 2009 and 2010. The Spartan universal computer-constructor, pi calculator and phi calculator patterns, and a related pattern programmed to grow at O(sqrt(log(t))), had all the same basic general-purpose components that make up the GPC.

Goucher's original compiler/editor was written in DarkBasic, which became difficult to run on modern computers. In 2019 a Golly Python-script compiler was written by Dave Greene to create a Conway's Life pattern corresponding to APGsembly code, and a visual emulator and debugger was written by Michael Simkin and Dave Greene. At that time the logic circuitry was adjusted to include a standard set of components, and the resulting "GPC" was shown to be capable of supporting any of the three programs (pi, phi, or Osqrtlogt). In 2024, branoc created a version of the compiler and emulator based on the updated specifications from Conway's Game of Life: Mathematics and Construction textbook.[1]

The base GPC pattern includes just the logic and memory circuitry; an additional subpattern representing an APGsembly program should be attached to a GPC to produce a complete calculator, printer, or other functional pattern. The additional subpattern is basically a finite-state machine. Each line in an APGsembly program corresponds to a state, and there are JUMP instructions for each possible return value (Z or NZ), pointing to the next state that the machine should enter. Each line of code can trigger one or more commands, or "actions", and it's important to make sure that each line includes exactly one action that returns a zero/nonzero value.

Overview

The GPC includes a ticking clock in the form of two synchronized glider guns of period 2^17, 2^18 or higher, depending on the size of the program. These guns emit a glider each time an action has been executed with a return value of either Z or NZ, represented by a glider emitted on one of two possible output lanes, as a result of the most recent output-producing action. These actions are triggered by an input glider emitted by the calculator program pattern, sent into special computational units on specific lanes to trigger a specific action (ADD, SUB, WRITE, READ, INC, etc.) defined by the APGsembly code.

Thus the GPC has four major physical components:

  1. Clock.
  2. Program code.
  3. Computational unit array.
  4. Printer and B2D.

The computational cycle

Every 2^N generations, a glider gun initiates an action based on the output from the previous cycle. The gun waits long enough that an output has most likely returned. If no output has in fact appeared (this can happen when retrieving data from a very long data tape, for example) the gun waits for another cycle and checks again, using a universal regulator mechanism.

  • The return signal is always a one-bit output value, either Z or NZ.
  • Each cycle is expected to return exactly one such output.

Program code

APGsembly code consists of a list of actions to be performed for each state ID, for each possible return value (Z or NZ). The program consists of lines of code; each state ID corresponds to two lines of code, one for Z and one for NZ.

  1. The program must start with INITIAL, and will halt if it ever executes HALT_OUT (or HALT) action.
  2. Two or more actions with Z/NZ responses for a single state are technically illegal, and will likely (though not inevitably) cause chaotic explosions in the calculator pattern.

Each line of code consists of 4 parts, separated by semicolons and optional whitespace:

StateID; Z/NZ; NextStateID; Action1, Action2, Action3, etc.

  1. StateID. Each line's first element is a state ID. This can be thought of as a line number, except that pairs of successive lines usually share the same state ID.
  2. Z/NZ. Each line's second element is either Z or NZ. Only the line matching the Z or NZ return value from the previous cycle will actually be executed.
  3. NextStateID. Each line's third element defines the state that will be executed on the next clock tick, if that line is executed.
  4. Action. Each line's fourth element defines a comma-separated list of actions to be executed. These actions are inputs to the computational units. Some actions will not return anything and only change the state of the computational unit; some will return either Z or NZ depending on the internal state of a particular unit. It is the programmer's task to make sure there is exactly one return value.

Example:

#COMPONENTS B0
INITIAL; Z; A2; NOP
INITIAL; NZ; A2; NOP
A1; Z; A2; INC B0, NOP
A1; NZ; A2; INC B0, NOP
A2; Z; A1; SET B0, NOP
A2; NZ; A1; SET B0, NOP

This loads the B0 register with an increasing number of '1' bits. Notice that each state ID INITIAL, A1, and A2 appears twice in the program, once for each possible Z return and once for each NZ return.

A syntactic shortcut added in the new compiler is the use of "*" to mean "both Z and NZ", and "ZZ" to mean "only Z is possible" for a given state. The above sample program could be written more compactly as

#COMPONENTS B0
INITIAL; ZZ; A2; NOP
A1; *; A2; INC B0, NOP
A2; *; A1; SET B0, NOP

Computational units

There are currently 6 types of logic units, though it is possible to add more. Each type of logic unit has one or more actions, triggered by glider inputs on specific lanes.

  1. NOP - The NOP action sends a Z output directly, and takes no other action.
  2. HALT - The HALT_OUT action halts the entire computation and emits a glider. The HALT action halts the entire computation without emitting a glider.
  3. U - sliding block register (holds a single integer value, stored in unary)
  4. B - binary string register (holds an arbitrary-length string of binary digits)
  5. ADD - adder
  6. SUB - subtractor
  7. MUL - multiplier
  8. B2D - a two-dimensional binary register.

The calculator can have an arbitrary number of U, B, ADD, SUB, and MUL units, one B2D unit, and one digit printer or character printer. Future versions of the compiler/emulator will support other components, such as an arbitrary number of fixed-width B2D units.

Before 2021, "U" was written as "R" (short for "register"), and "B2D" was written as "SQ" (short for "square"). The "T" (short for "tape") unit was an older version of the binary register, and differed in some ways from the B unit.[2]

U: Sliding block register

  • Sliding block registers in APGsembly code are denoted by keywords starting with the letter U, short for "unary" -- for example, U0, U1, U2, etc.
  • A sliding block register has very simple logic. It represents a single number, and all you can do with it is INC (increase by 1) and TDEC (test and decrease by 1).

U Actions:

  • INC Ux will increase the register by 1. No return signal.
  • TDEC Ux will decrease the register by 1. Returns NZ if the register > 0, otherwise Z.

B: Binary string register

  • Binary string registers in APGsembly code are denoted by keywords starting with B, short for "binary" -- for example, B0, B1, B2, etc.
  • A binary string register has a "reading head" that can be moved forward and backward along the tape with INC and TDEC, just like a sliding block register.
  • A binary string register can store arbitrarily-large binary strings. A program can only retrieve one bit at a time using READ command. SET might be more clearly named "WRITE 1", but SET is the terms used in existing APGsembly.

B Actions

  • INC Bx increases the position of reading head. No return signal.
  • TDEC Bx decreases the position of reading head. Returns NZ unless at 0.
  • READ Bx returns the state of the binary string value located at reading head and then sets it equal to 0. Returns Z if the value is 0 and NZ if 1.
  • SET Bx sets the state of the current binary bit to 1 (breaks if the cell is set to 1). No return signal.

ADD: adder

One should think about the adder as having a 2-bit number. An A input just changes the state of the adder unit, whereas a B input returns the result.

  • A0 is not implemented as an input, because there is nothing to change.

ADD Actions

  • ADD A1 increments the number (modulo 4). No return signal.
Current Next
00 01
01 10
10 11
11 00
  • ADD B0 right-shifts the number. Returns Z if the value before the action is even and NZ if odd.
Current Next Output
00 00 Z
01 00 NZ
10 01 Z
11 01 NZ
  • ADD B1 increments and then right-shifts the number. Returns Z if the value before the action is odd and NZ if even.
Current Next Output
00 00 NZ
01 01 Z
10 01 NZ
11 00 Z

SUB: subtractor

The subtractor works same as the adder, but using 2-bit two's complement arithmetic.

SUB Actions

  • SUB A1 increments the number (modulo 4). No return signal.
Current Next
00 01
01 10
10 11
11 00
  • SUB B0 right-shifts the number. Returns Z if the value before the action is even and NZ if odd.
Current Next Output
00 00 Z
01 00 NZ
10 11 Z
11 11 NZ
  • SUB B1 decrements and then right-shifts the number. Returns Z if the value before the action is odd and NZ if even.
Current Next Output
00 11 NZ
01 00 Z
10 00 NZ
11 11 Z

MUL

MUL keeps a number between 0 and 10 in an internal register. MUL 0 divides the number by 2 (i.e., bit shifts it by 1 bit), and MUL 1 adds 10 and then divides the number by 2. The point of doing this is that performing MUL commands in succession can be used to multiply binary numbers one bit at a time, with the internal memory of the MUL component keeping track of future carry bits. This is used in the digit extraction step of the pi and phi calculator programs.

MUL Actions

  • MUL 0 divides the number by 2. Returns Z if the value before the action is even and NZ if odd.
  • MUL 1 adds 10 and then divides the number by 2. Returns Z if the value before the action is even and NZ if odd.

B2D: 2d binary register

  • B2D is two-dimensional binary register and is unbounded in positive X and Y directions.
  • B2D can be used as memory array as well as 2d plotter.
  • B2D register commands contain the string "B2D" in APGsembly code -- e.g., INC B2DX, TDEC B2DX, READ B2D, etc.
  • The B2D has two arms X and Y. Each arm can be moved with INC and TDEC -- e.g., INC B2DX, TDEC B2DY.
  • A program can retrieve a bit located at (X, Y) via the READ B2D command. READ B2D will always set the (X, Y) bit back to 0 (empty space). This means there is no need for a RESET B2D command, so only SET B2D is implemented.

B2D Actions

  • INC B2DX increases the position of the X arm. No return signal.
  • INC B2DY increases the position of the Y arm. No return signal.
  • TDEC B2DX decreases the position of X arm, or if it's at 0 already, keeps it there. Returns Z if already at 0, otherwise NZ.
  • TDEC B2DY decreases the position of Y arm, or if it's at 0 already, keeps it there. Returns Z if already at 0, otherwise NZ.
  • READ B2D returns the state of the binary value located at (X, Y) and then sets it equal to 0. Returns Z if the value is 0 (empty), otherwise NZ.
  • SET B2D sets the state at (X, Y) to 1 (breaks if the cell is set to 1). No return signal.

Digit printer

The digit printer can print "." and digits 0-9. No return signal.

Digit printer actions

  • OUTPUT x, for x = ., 0, 1, 2, 3, 4, 5, 6, 7, 8, or 9.

Further details

References

  1. branoc (December 14, 2024). Re: Smaller Pi Calculator Challenge (discussion thread) at the ConwayLife.com forums
  2. Dave Greene (November 20, 2020). "alternate identifier for R, T, and SQ units". Retrieved on June 29, 2025.