UnrealEd Problems (And quantum thingies! :D ) New Problem :(

Discussions about everything else
SzGergo
Skilled
Posts: 213
Joined: Fri Aug 27, 2010 2:48 pm

Re: UnrealEd Problems

Post by SzGergo »

Btw since electron is matter, it has mass, so it can not travel at the speed of light.
Moreover electrons in a conductive material can travel only very slow.
But as you just said, it does not have much to do with the phase velocity of electric signals.
User avatar
GenMoKai
Godlike
Posts: 2896
Joined: Tue Mar 18, 2008 9:39 pm
Personal rank: Mapper
Location: Netherlands, the land of cheese and weed!

Re: UnrealEd Problems

Post by GenMoKai »

Uhm... is this still about that UnrealED Problem? Of not... where the hell is it about then ? :)
Image
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission
SzGergo
Skilled
Posts: 213
Joined: Fri Aug 27, 2010 2:48 pm

Re: UnrealEd Problems

Post by SzGergo »

GenMoKai wrote:Uhm... is this still about that UnrealED Problem? Of not... where the hell is it about then ? :)
sure, unrealEd is running on PC, PCs are based on electic circuits and microprocessors, and those utilize the features of elementary particles, such as the elctron.
That's why leptons and fermions and quantummechanics do have a lot to do with UEd bugs. :)
User avatar
GenMoKai
Godlike
Posts: 2896
Joined: Tue Mar 18, 2008 9:39 pm
Personal rank: Mapper
Location: Netherlands, the land of cheese and weed!

Re: UnrealEd Problems

Post by GenMoKai »

SzGergo wrote:sure, unrealEd is running on PC, PCs are based on electic circuits and microprocessors, and those utilize the features of elementary particles, such as the elctron.
That's why leptons and fermions and quantummechanics do have a lot to do with UEd bugs. :)
Owke... now my head hurts :nonono: i know Ued... but not that kind of stuff
Image
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission
JackGriffin
Godlike
Posts: 3829
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: UnrealEd Problems

Post by JackGriffin »

Nice post Ferali, rather enjoyed that :)

One thing I'd like to clarify is that even though the speed of light seems astronomically huge, it's actually partitioned up into millions of parts per second by cpu clocks. I was in electronics in the Army (working on satellite systems) and one of the constants we measured was "inches" as it pertained to the equipment we maintained. Anything between 9 and 12 was considered tolerant and our machines were properly synced. Mind you this was told as the time it takes light to travel between 9 and 12 inches. That was 1989.

And yes the transistor "flip" is a limiter but you still need to move that result from A to B. That's why quantum computers will be so profound a leap forward. Instant state change and instant translation of that result.
So long, and thanks for all the fish
User avatar
Feralidragon
Godlike
Posts: 5504
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: UnrealEd Problems

Post by Feralidragon »

JackGriffin wrote: One thing I'd like to clarify is that even though the speed of light seems astronomically huge, it's actually partitioned up into millions of parts per second by cpu clocks.
Hmm, didn't think on it that way, but you're right, the higher the frequence, the less distance it will be able to travel.
So, if my calculations are aproximatelly right:
300.000.000 m/s - Speed of light
240.000.000 m/s (reduced value of the travel, I didn't get this from anywhere, just a small estimate)

CPU Clock:
3.000.000 Hz or cicles per second
6.000.000 since Intel processors use both clock transitions since Pentium 4 as far as I remember

240.000.000 / 6.000.000 = 40

So basically, in a single transition, it can only travel a max of 40 meters, which although it looks a lot, there are millions of transistors a signal has to pass through, each one with a small response time which is cumulative during the whole way.

I guess this is what you mean?

JackGriffin wrote: [...] That was 1989.
Funny, that was the year I was born lol :lol2: Such an old man :satan: :tongue:
SzGergo
Skilled
Posts: 213
Joined: Fri Aug 27, 2010 2:48 pm

Re: UnrealEd Problems

Post by SzGergo »

Feralidragon wrote:So basically, in a single transition, it can only travel a max of 40 meters, which although it looks a lot, there are millions of transistors a signal has to pass through, each one with a small response time which is cumulative during the whole way.
I do not know nothing about the architectures of microprocecessors, but i guess those processes are not that linear, and signals do not have to "travel" long distances inside the chip. Also i guess, strictly theoreticaly, the speed of the signal/light should not affect the overall speed of computation, it just should cause same lag. For instance, by 12 inches, it is somewhat one nanosecound.
JackGriffin
Godlike
Posts: 3829
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: UnrealEd Problems

Post by JackGriffin »

Feralidragon wrote: So, if my calculations are aproximatelly right:
300.000.000 m/s - Speed of light
240.000.000 m/s (reduced value of the travel, I didn't get this from anywhere, just a small estimate)

CPU Clock:
3.000.000 Hz or cicles per second
6.000.000 since Intel processors use both clock transitions since Pentium 4 as far as I remember

240.000.000 / 6.000.000 = 40

So basically, in a single transition, it can only travel a max of 40 meters...
Actually if you are looking at today's 'normal' processor you are off by a factor of 10. Most computers now easily run at 2.5ghz. Even leaving the speed of light to it's default you still end up with
300,000,000 / 5,000,000,000 = 6 centimeters.

Add a few waiting times for flips, normal signal loss and degredation given to heat and noise, and you get what we have seen: Without lowering die size you just ain't gettin' nowhere fast. In fact the processor companies were beginning to butt up against quantum behavior of the photons. I remember reading that IBM had trouble isolating errors being generated at extremely small die's until a physicist explained that the photons were randomly passing through the physical constraints of the channeled groove in the chip. It's a perfectly normal Einstein behavior for a photon at the molecular level but without a physicist on the die team they didn't understand it at first.

That's why the computer companies all went to multi-core chips so fast. They had approached the feasible limits of what is fiscally appropriate to do.
So long, and thanks for all the fish
User avatar
papercoffee
Godlike
Posts: 10707
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: UnrealEd Problems

Post by papercoffee »

So... in the near future we could await for sure a 100Core CPU ?? Because we can't manage the natural behaviour of photons?
Image
User avatar
zacman
Adept
Posts: 412
Joined: Wed Apr 15, 2009 5:36 am
Personal rank: M-M-M-MONSTER KILL

Re: UnrealEd Problems

Post by zacman »

Pretty much. (Except I think it'd be 96 or 128 cores to be exact. /nerdmoment)
Image[url=steam://friends/add/76561198048595886]Image[/url]
JackGriffin
Godlike
Posts: 3829
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: UnrealEd Problems

Post by JackGriffin »

If you are interested, here is more of what I'm talking about:

and


Once you determine too closely where the photon is you enact Heisenberg's uncertainty principle. This is heavy stuff and much of it I've read about for years but I don't really comprehend (like how a single photon can be one place and two places and no places all at the same time). I wish I was younger and I would have taken formal school for this.

OK I've nerded myself way too much on this....

Howz come mah 2K4 game keeps sayin "Black Monkey"?
So long, and thanks for all the fish
User avatar
UT Sniper (SJA94)
Inhuman
Posts: 767
Joined: Thu Jun 24, 2010 10:35 pm
Personal rank: Retard
Location: England

Re: UnrealEd Problems

Post by UT Sniper (SJA94) »

OK I've nerded myself way too much on this....
lol nothink wrong with being a nerd :wink: , think if there were no nerds would we have pcs,cars,medication the list can go on and on and on. No UT aswell :cry: :idea: i think we all should off started a new topic in "off-topic|misc" of all are stuff we know on pcs, so if a member comes and don't has a brain meltdown when they thoght they was looking at unrealed probs.
User avatar
GenMoKai
Godlike
Posts: 2896
Joined: Tue Mar 18, 2008 9:39 pm
Personal rank: Mapper
Location: Netherlands, the land of cheese and weed!

Re: UnrealEd Problems

Post by GenMoKai »

:idea: i think we all should off started a new topic in "off-topic|misc" of all are stuff we know on pcs, so if a member comes and don't has a brain meltdown when they thoght they was looking at unrealed probs.
FINALLY! Someone who understand!

Moved to Off topic!: By GenMoKai

Have fun guys
Image
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission
User avatar
UT Sniper (SJA94)
Inhuman
Posts: 767
Joined: Thu Jun 24, 2010 10:35 pm
Personal rank: Retard
Location: England

Re: UnrealEd Problems (And quantum thingies! :D )

Post by UT Sniper (SJA94) »

@ GenMoKai
it does seem to be the best idea to move this topic :tu: I have just noticed that this sort of thing happend before with unreal edhttp://www.ut99.org/viewtopic.php?f=5&t=3106 lol we cant stay on topic :lol:
at least ut99.org will not get in trouble because someones brain melted because they was looking for ued probs. but there has been some interesting stuff i have read in this topic :tu:
JackGriffin
Godlike
Posts: 3829
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: UnrealEd Problems (And quantum thingies! :D )

Post by JackGriffin »

That was completely my fault Gen and I apologize for the deviation.
So long, and thanks for all the fish