Sunday, December 11, 2016

Unique Concepts of the Qve Cube

Content/Index

DPC

Distributive Power Concepts

SRQEM: QLD Energy Machine 

Qve Cube


What is Specific about the Qve Cube:

The Qve or Quantum Virtual Emulation of the Cube is quite a different out of the box way to think.   Redefining and remapping the Cube will begin to surface content that is now buried within enterprise software and confined process.  That is certainly an immediate benefit however:

Surfacing Content is a continuous chore.  With each new adaptive layer of discovery, new content is demanded from beneath the chores of tasking.  This eye to the agile and adaptive concept of Qve is the singular contribution of time based engineering. But from studying this type of Quantum, an individual can begin to see how much work there is involved in the process of defining specialty products.


  The continuous remapping requirements of both the inner cube and the outer cube may suggest that different models will be required.  So modeling is a very serious need in specifying the cube.

There are multiple considerations related to defining Spaces, Frames and Cube content.  All of this becomes virtual to the degree it can occupy an entire room or more.

Matrix definitions become a reindexing consideration of regenerating design applications virtually.  Just because we can't do everything now is know reason to dispute or refrain from stretching the requirements.

There can be no more VECTORs approach to specifications.  CONFIGURATORS are the better consideration in dealing with all Qve requirements.  It is no longer possible to design only a side of an object or surface VIEW.
Qve is always in multi-VIEW performance.

Thinking about a smaller machine running a larger machine is the best way to always consider Qve, but it may be quite multiplexed.  An Intelligent Artiface run by the User can be considered a great way to pack and to unpack contents, identify branches and connectors and many other features.

We did some out of the box thinking with our Proxy Girl IA seeing that she would have to run manifold features for us and observe the production activities.  We also had presented the case for our "Snoopy Skaters" to be our Active content manipulators.

We did some mathematical thinking on this topic just to understand the ideas.  Below we will identify some of this.

There are many different mapping techniques involved in this theory, both topological and topographical.

We noticed that time is used so many different ways, that time buckets are always remapping.   This theory of wrapping timelines and manifold design around the process is an important discussion.

Next we need to mention that <pipes and string> go together like <particles and tubes> and <glass and shields>.  So all requirements have bounds and frame considerations that must incorporate this idea.




We carefully configured our model to capture various views.  And within these views we tried to incorporate some iconic thinking.  But our model should not hinder a more correct consideration of the requirements.  More will become known and  our initial views will be superceded quickly.  Our thinking is not from product specification but from mathematical reference and could be quite different.


We had also begun to map Pascal in the Fibonacci tradition, but obviously the matrix of connectors should be mathematically originated.  What we learned from integrating graphics enabled us to identify the branch logic of each rung.


The advantage of layering models and generating views that enable terms and inferences to be relational can not be overestimated.  But the less obvious advantage of virtual objects in simple form  is that they can be picked up and moved like an image.  Moving a machine is a more serious consideration.  Content movement and replacement is a very big consideration but this kind of content is an app that carries with it a subscription to the Qve Virtual City.

We had to actually model the movement and transition of machines.  This topic we will save for another blog.

The Production Cube



We are not focusing on any superhero capabilities, but instead we are looking at views of virtual configurations that make us think in META realistic terms.  We think using models from historic icons or science fiction are great ways to incorporate motionable objects and time based considerations into the scheme.  Here we were looking at the breaker patterns and encryption ideas.  We used some graphical methods here worth mentioning. We used it to create the remote activation operations for our proxy girl idea.

In QLD Energy there are no conflicts as described in our last blog to prevent a smooth operating result.  However, as we will note, Time and Motion is a difficult emulation and simulation (to be discussed at a later date.)

We had used a workday basis calendar movement to work through critical path thinking in the past and we used this here to remind ourselves that the backfield is always in motion.  But not only that we saw it as a very good plotting device.

We used graphics all of the time to make objects that correlate to our model.  The ability to interpolate, graph, formulate and execute functions based on graphics should all be available content.  Because there is so much motionable Qve content, we found that when programming the timing of our machine could be correlated with the video and gave a very good demonstration of how long a process would take.  This can become a good instrument for scale.

Here we found that we had to create production that moved much faster to meet requirements and this is how we learned about production clock in graphical emulation.  We are quantum beginners but it taught us a great deal to build a process and clock it, then try to beat the speed by using an agile correlated set of timelines to build the process.

We had to create several standard arrays related to proxy girl, we found our posts and correlated everything back to our original QLD model.  But as we moved along we found that the more we had to build in a basket a series of products, the more our timing had to be correlated to a more refined scale.  Soon while we had developed an agile build with three co-ordinated timelines, in order to achieve the required conversion and scale, we had to move to the manifold arrangement.

We learned about the theory of the Clock, and the fact that by standardizing the clock all of our referential standards had to be in sync.  Here there will be no substitute for the ISO qualification of all metric requirements.  Because in order to fit the larger build of Utilities, the requirements need to be planned authoritatively.

Learning also needs to be step by step as it is new to mostly everyone.  So our work is really no substitute for starting at the beginning.  But our work constitutes an overview of the scoping out of initial ideas about Qve.  Media only alludes to the future, and ideas change.  Looking backward time and motion, the daisy rho pattern and the cube all share a virtual place in a city.




The Production Cube is a formal arrangement that exists in a Virtual paradigm.  Everything built and made has to fit the requirements.  So a cube that gives you access to the production staging, assembly and placement of objects is very important.  And a correlated cube that gives you access to the manifold is important.  We don't know how many timelines can run inside the production, but we only ever considered three.

Interestingly in this version of Quantum, all of the fusion elements can run on the production timeline and be set to fuse the objects or machines that are being made in a solid state virtual configuration.

The Production Cube is defined by a series of arrays determined on the basis of placement at the time of production.


The Timeline Approach vs The Manifold Approach

When do you use a Timeline vs a Manifold?  We discovered that objects can use a Timeline Approach when they are not part of a subassembly and do not require immediate use (which should be rare).  In that case it would be better to parm them onto another Order.

However, VRD or producing a basket of products within a specified distribution requirement can lead to the requirement for a manifold process.  In agile production delivery we considered the use of three timelines, and this will be discussed in another blog.

We took a considerable time studying the manifold and the requirements for moving, transitioning and delivering machines and products on a manifold based on mappings.  An example of this is below and will be discussed in detail in a later blog.

To technical people saying that we increased our production manifold by 5+ clocks is not stated correctly because you have 1 clock and you move to a position on the manifold that gives you a magnitude or power of scale correction to the speed of the production.  But to try to emphasize that you can cut off that much time from a project in Qve we stated in a plain vernacular way what most people would think about.

There is a lot of planning and thinking in Quantum Production but the ability to create products that conform to agile and adaptive requirements in a subscriber service, the opportunities are tremendous to consider working in an interesting industry in terms of systems, operations,
productions, or craft.



Unique to the Qve Cube is the ability to produce 1d, 2d, 3d, 4d, 5d, 6d, 7d, and 8d productions. See a specific blog on this topic at a later date.
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