'Getting started' Category

  • May
    17
    2010

    AICI: What

    No, this post doesn’t explain what AICI is, check here to read more about that topic. Today, I’m attempting to explain how to add the functionality to AICI so that it can respond to the statement ‘What’. 
    As previously mentioned, there are a number of stages that we need to get through to go from [...]

  • Mar
    04
    2010

    Debugging networks: split paths

    An annoying side effect of this type of resonating network, is, when you have a bug in the code, you generally don’t get 0 answers, but a whole lot. This can sometimes be very confusing to debug. Why does a certain path give a positive result, when it shouldn’t? And more importantly (from NND’s [...]

  • Feb
    22
    2010

    On resonance

    Just a small mental burp, while this thesaurus is (still) loading.
    In case you are looking for a mental image to visualize this whole concept, try this: Resonance. When a link gets activated (for instance, the one to the very first neuron), it creates a resonance that triggers one or more other neurons. This excitation in [...]

  • Oct
    01
    2009

    Demos explained: Scanner

    Intro
    Time for the second demo overview: the Scanner.  It builds on most of the ideas found in the first demo but it goes way further, and actually does something very useful (although you wouldn’t say it at first).  It’s probably going to be a lengthy piece so I’m thinking of cutting it in 2 or [...]

  • Jun
    09
    2009

    The debugger

    This is the very first debugger I have written, and I am pretty proud about it! It’s not a masterpiece, but functional.  The code definitely could use some tidying up and some speed tuning wouldn’t hurt at all, but you can trace bugs, inspect values and follow the program flow, and that’s already something I [...]

  • Jun
    05
    2009

    Designing code: Tips and tricks

    Note: this is the second part of in a group of 3.
    N2D is still in proto type stage, so there are plenty of idiosyncrasies to work around. Here are some tips and tricks that might make things a bit easier.

    When there is lots of code visible, things can slow down fast.  To avoid this, use [...]

  • Jun
    05
    2009

    Designing code: Statements

    Note: this is the second part of in a group of 3.
    All the different statement types, the general neuron types, some common static neurons, all the operators and the instructions can be accessed from the toolbox. You can easily drag and drop them on the editor.
    Assignment

    An assignment is used to assign one or more neurons [...]

  • Jun
    05
    2009

    Designing code: Editing techniques

    Today, I’d like to talk a bit about the code editor which is used to create and view executable data. Notice that I used the verb ‘designing‘ instead of ‘writing‘ code in the title. There’s a very simple reason for this: N2D doesn’t yet define a syntax for textual input of code, instead, there is [...]

  • Mar
    31
    2009

    Update: FlowEditor

    I’ve added support for flow editing, which should be the final ‘big’ editor required to create useful networks. From now on, only finishing functionality and bugfixes. It took a little longer than I had originally planned, mostly because of a struggle with WPF’s keyboard navigational system, which is crap. I finally got [...]

  • Mar
    17
    2009

    About sandboxes

    As a child, I remember playing quite a lot in the sand by the coast in the summers. I don’t think I cared very much about sandboxes though, except maybe for growing stuff in. Anyway, that’s totally besides the point with regards to today’s topic, which is about N2D’s sandbox, used to test out a [...]

 
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