Table pagination without Javascript - html

Is there a way to implement a server-side pagination mechanism for a HTML table (no Javascript, AJAX, etc...)?

Yes, there is a mechanism. Since, you mentioned no server-side language, we can provide you the logic.
Lets say there are 941 rows in the table and the page size is 10. So, total pages would be 95 (941 / 10 = 94.1 and ceiling of 94.1 is 95).
For the default page (page number: 1), provide the first 10 rows and give the first number in the layout the pressed button look.
1 2 3 ... 95
When a user clicks on any number, behind the scene the server receives the corresponding page number, say i. Accordingly, the query is executed to fetch the (i-1)*10+1th, (i-1)*10+2th, ... , i*10th rows. Implement it manually or use the page function of the server-side language.

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Nand2Tetris-Obtaining Register from RAM chips

I've recently completed Chapter 3 of the associated textbook for this course: The Elements of Computing, Second Edition.
While I was able to implement all of the chips described in this chapter, I am still trying to wrap my head around how exactly the RAM chips work. I think I understand them in theory (e.g. a Ram4K chip stores a set of 8 RAM512 chips, which itself is a set of 8 RAM64 chips).
What I am unsure about is actually using the chips. For example, suppose I try to output a single register from RAM16K using this code, given an address:
CHIP RAM16K {
IN in[16], load, address[14];
OUT out[16];
PARTS:
Mux4Way16(a=firstRam, b=secondRam, c=thirdRam, d=fourthRam, sel=address[12..13], out=out);
And(a=load, b=load, out=shouldLoad);
DMux4Way(in=shouldLoad, sel=address[12..13], a=setRamOne, b=setRamTwo, c=setRamThree, d=setRamFour);
RAM4K(in=in, load=setRamOne, address=address[0..11], out=firstRam);
RAM4K(in=in, load=setRamTwo, address=address[0..11], out=secondRam);
RAM4K(in=in, load=setRamThree, address=address[0..11], out=thirdRam);
RAM4K(in=in, load=setRamFour, address=address[0..11], out=fourthRam);
}
How does the above code get the underlying register? If I understand the description of the chip correctly, it is supposed to return a single register. I can see that it outputs a RAM4K based on a series of address bits -- does it also get the base register itself recursively through the chips at the bottom? Why doesn't this code have an error if it's outputting a RAM4K when we expect a register?
It's been a while since I did the course so please excuse any minor errors below.
Each RAM chip (whatever the size) consists of an array of smaller chips. If you are implementing a 16K chip with 4K subchips, then there will be 4 of them.
So you would use 2 bits of the incoming address to select what sub-chip you need to work with, and the remaining 12 bits are sent on to all the sub-chip. It doesn't matter how you divide up the bits, as long as you have a set of 2 and a set of 12.
Specifically, the 2 select bits are used to route the load signal to just one sub-chip (ie: using a DMux4Way), so loads only affect that one sub-chip, and they are also used to pick which of the sub-chips outputs are used (ie: a Mux4Way16).
When I was doing it, I found that the simplest way to do things was always use the least-significant bits as the select bits. So for example, my RAM64 chip used address[0..2] as the select bits, and passed address[3..5] to the RAM8 sub-chips.
The thing that may be confusing you is that in these kinds of circuits, all of the sub-chips are activated. It's just that you use the select bits to decide which sub-chip's output to pass on to the outputs, and also as a filter to decide which sub-chip might perform a load.
As the saying goes, "It's turtles (or ram chips) all the way down."

AS3 - Massive Numbers/Integers, Beyond MAX_VALUE

Can anyone help me write a class, e.g. BigNumber.as (or BigInt.as) which will:
Allow for really really big numbers/integers.
Include a method to express a number in format "1.54 Million", "1.98 Vigintillion" and so on...
Allow the maximum number to stop only at the last number word (e.g. Million, Vigintillion, etc) in the defined list. (e.g. list built from here: https://en.wikipedia.org/wiki/Names_of_large_numbers under Standard dictionary numbers [Short scale])
I had an idea to have a class which contains 2 Number values ("value" and "timesMaxedOut"). When "value" >= Number.MAX_VALUE, it would then increment "timesMaxedOut" by 1 and reset "value" back to the difference that the value went over by.
The problem? It seems if you hit or surpass "MAX_VALUE" then the Number will reset to 0. I'm also sure it would then be difficult to properly multiply or divide numbers with this approach, as it would need to take into account "timesMaxedOut" just for the calculations to work correctly.
My goal is to write a game which would allow players to reach really big numbers, and play indefinitely essentially, but AS3 lacks very large number support it seems.

Data model for timeline event synchronisation

I am looking for ideas on the data model for the following problem (and the proper CS terminology):
A (horizontal) "timeline" with several rows (A,B,C) contains "events" (1,2,3) width different durations (width) at different times (absolute x position or by delay "." after previous event):
A 1111....222222
B 33333
------------------
T 0123456789ABCDEF
(The rows are only interesting for graphical representation of overlapping/parallel "events", so they probably are not essential to the data model.)
Event duration may vary, affecting the whole timing:
A 11....222222
B 33333+3
------------------
T 0123456789ABCDEF
But let event 2 require events 1 and 3 to be finished, so the timing should look like this:
A 11.... 222222
B 33333+3
------------------
T 0123456789ABCDEF
(let's ignore that the original delay at T=7 is now missing.)
Originally I thought I'd have to have some "elastic" synchronization elements, one for each row:
A 11....####222222
B 33333+3#
------------------
T 0123456789ABCDEF
Thus the original problem of how to model and sync the sync elements in the two different "rows". But, as established above, this is only a matter of graphical/parallel representation.
Rather, the sync is a condition that could be "attached" to event 2, modifiying or determining its beginning.
If an event "has" a condition, it will not have an absolute or relative start time. Its start can only be determined at the ends of the "linked" events (1 and 3).
So, given (a list of) some events with variable duration and either an absolute start time or a delay relative to another event's end, how could the condition "events 1 and 3 ended" be modelled to determine the start of "event 2"?
(I will prototype this in JavaScript and eventually implement in C/C++, so any sample code provided should not use high-level data types or libraries.)
What you need is an object that I would call a TimeFrame. The object would have the attributes duration, link and type, where link can be a precise time or a link to another TimeFrame and type accounts for the kind of link. For instance, a given TimeFrame that starts at a known time would have that time as its link attribute and the type would be TIME. A TimeFrame that is linked to the end of another would have that other TimeFrame as its link attribute and START-END as its type and so on.
Using the combination between link and type you could also support other types of links such as START-START, END-START or END-END.
UPDATE
Also, in order to allow some time interval between say, the end of a TimeFrame and the start of the next, one can add the attribute lag, which represents any delay between events. So, for instance if tf1 and tf2 are TimeFrames such that tf2 must start 5 time units after the end of tf1 the attributes of tf2 would be link = tf1, type = START-END, duration = <something> and lag = 5. Note also that the lag could be negative, which would extend the expressiveness of the model to a broad range of relationships.
While #Leandro Caniglia nicely rephrased my question into an Object and Attributes, essentially, I see two options:
the whole list of "events" needs to be evaluated at "condition" (start/end) to check dependent "events".
adding a "link" to a "parent" also creates a link to the "child" (no need to evaluate all pending event's links).
Also:
The "link" property needs to be a List or Array to be able hold several references (e.g. 2:[1,3]).
Analogous to the link property start_me_on_condition a stop_me_on_condition association may be desirable (see Leandro's suggestion of type, it would need to be extended to support multiple links+type)
An independet delay "event" might be more practical than a lag property.

Does Seneca Z-3AO understand a function 5 code (Modbus RTU)?

In the user manual they only specify address's of "Analog Output Holding Registers", which allows you to implement function codes 3, 6 and 16.
PS. I want to change a single coil (bit) in Eprflag-register (bit 12), but the user manual dose'nt specify the data address of that coil. For exemple: bit 12 has coil-number 00002, that gives us 2-1=1 as the data address.
If the "write coils" function is not available, you may still have the possibility to read the entire register, change the desired bit, and write back the entire register.

Creating a logic gate simulator

I need to make an application for creating logic circuits and seeing the results. This is primarily for use in A-Level (UK, 16-18 year olds generally) computing courses.
Ive never made any applications like this, so am not sure on the best design for storing the circuit and evaluating the results (at a resomable speed, say 100Hz on a 1.6Ghz single core computer).
Rather than have the circuit built from the basic gates (and, or, nand, etc) I want to allow these gates to be used to make "chips" which can then be used within other circuits (eg you might want to make a 8bit register chip, or a 16bit adder).
The problem is that the number of gates increases massively with such circuits, such that if the simulation worked on each individual gate it would have 1000's of gates to simulate, so I need to simplify these components that can be placed in a circuit so they can be simulated quickly.
I thought about generating a truth table for each component, then simulation could use a lookup table to find the outputs for a given input. The problem occurred to me though that the size of such tables increase massively with inputs. If a chip had 32 inputs, then the truth table needs 2^32 rows. This uses a massive amount of memory in many cases more than there is to use so isn't practical for non-trivial components, it also wont work with chips that can store their state (eg registers) since they cant be represented as a simply table of inputs and outputs.
I know I could just hardcode things like register chips, however since this is for educational purposes I want it so that people can make their own components as well as view and edit the implementations for standard ones. I considered allowing such components to be created and edited using code (eg dlls or a scripting language), so that an adder for example could be represented as "output = inputA + inputB" however that assumes that the students have done enough programming in the given language to be able to understand and write such plugins to mimic the results of their circuit which is likly to not be the case...
Is there some other way to take a boolean logic circuit and simplify it automatically so that the simulation can determine the outputs of a component quickly?
As for storing the components I was thinking of storing some kind of tree structure, such that each component is evaluated once all components that link to its inputs are evaluated.
eg consider: A.B + C
The simulator would first evaluate the AND gate, and then evaluate the OR gate using the output of the AND gate and C.
However it just occurred to me that in cases where the outputs link back round to the inputs, will cause a deadlock because there inputs will never all be evaluated...How can I overcome this, since the program can only evaluate one gate at a time?
Have you looked at Richard Bowles's simulator?
You're not the first person to want to build their own circuit simulator ;-).
My suggestion is to settle on a minimal set of primitives. When I began mine (which I plan to resume one of these days...) I had two primitives:
Source: zero inputs, one output that's always 1.
Transistor: two inputs A and B, one output that's A and not B.
Obviously I'm misusing the terminology a bit, not to mention neglecting the niceties of electronics. On the second point I recommend abstracting to wires that carry 1s and 0s like I did. I had a lot of fun drawing diagrams of gates and adders from these. When you can assemble them into circuits and draw a box round the set (with inputs and outputs) you can start building bigger things like multipliers.
If you want anything with loops you need to incorporate some kind of delay -- so each component needs to store the state of its outputs. On every cycle you update all the new states from the current states of the upstream components.
Edit Regarding your concerns on scalability, how about defaulting to the first principles method of simulating each component in terms of its state and upstream neighbours, but provide ways of optimising subcircuits:
If you have a subcircuit S with inputs A[m] with m < 8 (say, giving a maximum of 256 rows) and outputs B[n] and no loops, generate the truth table for S and use that. This could be done automatically for identified subcircuits (and reused if the subcircuit appears more than once) or by choice.
If you have a subcircuit with loops, you may still be able to generate a truth table. There are fixed-point finding methods which can help here.
If your subcircuit has delays (and they are significant to the enclosing circuit) the truth table can incorporate state columns. E.g. if the subcircuit has input A, inner state B, and output C, where C <- A and B, B <- A, the truth table could be:
A B | B C
0 0 | 0 0
0 1 | 0 0
1 0 | 1 0
1 1 | 1 1
If you have a subcircuit that the user asserts implements a particular known pattern such as "adder", provide an option for using a hard-coded implementation for updating that subcircuit instead of by simulating its inner parts.
When I made a circuit emulator (sadly, also incomplete and also unreleased), here's how I handled loops:
Each circuit element stores its boolean value
When an element "E0" changes its value, it notifies (via the observer pattern) all who depend on it
Each observing element evaluates its new value and does likewise
When the E0 change occurs, a level-1 list is kept of all elements affected. If an element already appears on this list, it gets remembered in a new level-2 list but doesn't continue to notify its observers. When the sequence which E0 began has stopped notifying new elements, the next queue level is handled. Ie: the sequence is followed and completed for the first element added to level-2, then the next added to level-2, etc. until all of level-x is complete, then you move to level-(x+1)
This is in no way complete. If you ever have multiple oscillators doing infinite loops, then no matter what order you take them in, one could prevent the other from ever getting its turn. My next goal was to alleviate this by limiting steps with clock-based sync'ing instead of cascading combinatorials, but I never got this far in my project.
You might want to take a look at the From Nand To Tetris in 12 steps course software. There is a video talking about it on youtube.
The course page is at: http://www1.idc.ac.il/tecs/
If you can disallow loops (outputs linking back to inputs), then you can significantly simplify the problem. In that case, for every input there will be exactly one definite output. Cycles however can make the output undecideable (or rather, constantly changing).
Evaluating a circuit without loops should be easy - just use the BFS algorithm with "junctions" (connections between logic gates) as the items in the list. Start off with all the inputs to all the gates in an "undefined" state. As soon as a gate has all inputs "defined" (either 1 or 0), calculate its output and add its output junctions to the BFS list. This way you only have to evaluate each gate and each junction once.
If there are loops, the same algorithm can be used, but the circuit can be built in such a way that it never comes to a "rest" and some junctions are always changing between 1 and 0.
OOps, actually, this algorithm can't be used in this case because the looped gates (and gates depending on them) would forever stay as "undefined".
You could introduce them to the concept of Karnaugh maps, which would help them simplify truth values for themselves.
You could hard code all the common ones. Then allow them to build their own out of the hard coded ones (which would include low level gates), which would be evaluated by evaluating each sub-component. Finally, if one of their "chips" has less than X inputs/outputs, you could "optimize" it into a lookup table. Maybe detect how common it is and only do this for the most used Y chips? This way you have a good speed/space tradeoff.
You could always JIT compile the circuits...
As I haven't really thought about it, I'm not really sure what approach I'd take.. but it would possibly be a hybrid method and I'd definitely hard code popular "chips" in too.
When I was playing around making a "digital circuit" simulation environment, I had each defined circuit (a basic gate, a mux, a demux and a couple of other primitives) associated with a transfer function (that is, a function that computes all outputs, based on the present inputs), an "agenda" structure (basically a linked list of "when to activate a specific transfer function), virtual wires and a global clock.
I arbitrarily set the wires to hard-modify the inputs whenever the output changed and the act of changing an input on any circuit to schedule a transfer function to be called after the gate delay. With this at hand, I could accommodate both clocked and unclocked circuit elements (a clocked element is set to have its transfer function run at "next clock transition, plus gate delay", any unclocked element just depends on the gate delay).
Never really got around to build a GUI for it, so I've never released the code.