Program progress

The specification of objects and their methods and the arrangement of those objects by association, and the association of methods in order allows an n-Dimensional computation space that can be related between simulators or manufacturing points to specify the difference in process and not the total inter-relationship of the entire process.

The object oriented approach as specified in an XML format is the structure of the entire program. When making changes, a section is selected and the element to be changed is modified. While this can be computationally intense in a large data base or linked list, it is a single cycle operation in an associative array. The inclusion of content addressable memory allows communication and operation at speeds that are independent of the overall process size.

To have a complete and effective system it requires the ability to manufacture ( or fluidly incorporate ) CAM as part of the system itself and use that memory in close proximity to a selector. It is possible to feedback the output of the CAM to be the process itself and simply requires an external reset to a state of rest when new data is added. The repositioning to current state would happen as part of the focusing computation of such a device.

Since content addressable memory is inherently computational, no processor is necessary. The ability to physically instantiate CAM, by whatever method ( biological, nanotechnology, integrated circuit FPGA ) is the key to the continuous rapid growth of capabilities of a self programming system. The access to information through other channels simply acts to enhance the learned skills. It would operate in much the way a person operates. I would not incorporate floating point math or even exact math at all except in the most limited of conditions involving number scales in the range of 0-200 or so.

In terms of a P2P networked implementation, the closely associated elements would be linked in order. An example of this would be an MMORPG done as P2P where the physical locality of players is the determining factor in how their information is shared and in what order. All points in the matrix can be updated, however it is less critical in terms of the value of the information as it progresses away from the point at which it can have effect. To make this more clear, the IP address of the closest person in the game would be the top address in a P2P notification list. When time did not permit and the list was too long, items would be delayed and only updated in 2 cycles , then 3 ... where the stations furthest away would eventually be notified, but would most likely just drop the packet as being inconsequential except to a station which maintained an analysis of all points interaction for the sake of debugging and registration of new connections for the assignment of positional P2P lists.

The entire structure allows an distributed computational method that takes into consideration "time of flight" relationships of the parts as it relates to order dependency.

By establishing an order number to updates between stations it is possible to identify missing packets and request repeats of those that are dropped or unintelligible for some reason. The reason for this is in the case where parts may be very far away in terms of time of flight. An example of this is a manipulator located off world and the necessary methods to maintain a degree of contact based on continually changing distance.

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