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From: Bill Sloman <bill.sloman@ieee.org>
Newsgroups: sci.electronics.design
Subject: Re: OT: sound speed depends on frequency on mars
Date: Thu, 5 Sep 2024 15:59:23 +1000
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On 5/09/2024 12:58 am, john larkin wrote:
> On Tue, 3 Sep 2024 15:48:32 +1000, Bill Sloman <bill.sloman@ieee.org>
> wrote:
> 
>> On 3/09/2024 2:02 am, john larkin wrote:
>>> On Mon, 2 Sep 2024 18:23:26 +1000, Bill Sloman <bill.sloman@ieee.org>
>>> wrote:
>>>
>>>> On 2/09/2024 2:32 am, john larkin wrote:
>>>>> On Mon, 2 Sep 2024 01:24:18 +1000, Bill Sloman <bill.sloman@ieee.org>
>>>>> wrote:
>>>>>
>>>>>> On 2/09/2024 12:27 am, john larkin wrote:
>>>>>>> On Sun, 1 Sep 2024 15:34:13 +1000, Bill Sloman <bill.sloman@ieee.org>
>>>>>>> wrote:

<snip>

>> It has a lot in common with playing colossal cave
>>
>> https://en.wikipedia.org/wiki/Colossal_Cave_Adventure
>>
>> though with a computer game you can be confident that there is a
>> solution, while in real life you may find that you need to move the
>> goal-posts, or adjust the client's ambitions.
> 
> Trying lots of arguably crazy ideas is educational, and has a chance
> of stumbling onto something really valuable. But one has to do it
> fast, because there's literally a universe of possibilities to
> explore.
> 
> Exploring Colossal Cave is a good analogy to exploring the electronic
> circuit solution space, except the circuit space is much bigger hence
> impossible to explore serially.

Serial implies one-dimensional ordering, while Collossal Cave was two 
dimensional.

Most circuit problems have a single input and single output, but the 
space in between can be as complicated as you like.

If the problem you are trying to solve has conventional solutions, these 
can serve as known routes through the territory you need to explore, and 
I've had people reject my short-cuts because they didn't understand the 
problem clearly enough.

-- 
Bill Sloman, Sydne