Converts a State-transitions Table for the Turing Machine emulator into a series of byte codes to load into the EEPROM memory of the emulator.
Expand the instructions below when using it for the first time.
Manually enter or simply paste a State Table into the box below.
The State Table might look like the following
##State Symbol Print Move Next State s1 0 - - Halt s1 1 0 R s2 s2 0 0 R s3 s2 1 1 R s2 s3 0 1 L s4 s3 1 1 R s3 s4 0 0 L s5 s4 1 1 L s4 s5 0 1 R s1 s5 1 1 L s5
# in a line is ignored, like
the headings above.
A 0 1 L B A 1 1 L B B 0 - L B B 1 0 L B
l and an
L are just the same.
# and spaces
are valid. There should be two rows with the same label, one for
each State. Labels are also case-insensitive so a label like
A is the same as a. A label cannot spell
the keyword halt as that is reserved.
0 or a 1 for the Symbol
read from the tape.
0, a 1 or - which means
don't print anything.
L for left, R for right and
- for don't move.
Halt to stop the execution
Convert button below the table to process.
Reminder: State Symbol Print Move NextState
The box below contains a sequence of numbers, the byte codes, that can be pasted into the EEPROM in the emulator. They have already been copied into the clipboard.
Full Screen button to make it easier to
visualize.
Clock off.Ok button.
Program Select input box, to
the left of the EEPROM is set to 000.
Reset button on the bottom left to load that
bit pattern into the tape and ensure all the machine is in its
initial condition.
Clock in the control box, on the top right
corner.
Halted will turn on
when the program is finished
Reset button can be pressed at any
time to start again, even if the program is running.
| State table | Memory Address | Memory Data | Broken down | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| State | Symbol | Move | Next | Program | State | Symbol | Write | New Symbol | Move | Left | Next | ||