23 research outputs found
Quantum Computer Emulator
We describe a quantum computer emulator for a generic, general purpose
quantum computer. This emulator consists of a simulator of the physical
realization of the quantum computer and a graphical user interface to program
and control the simulator. We illustrate the use of the quantum computer
emulator through various implementations of the Deutsch-Jozsa and Grover's
database search algorithm.Comment: 28 pages, 4, figures, see also
http://rugth30.phys.rug.nl/compphys/qce.htm ; figures updated, instructions
change
Event-based computer simulation model of Aspect-type experiments strictly satisfying Einstein's locality conditions
Inspired by Einstein-Podolsky-Rosen-Bohm experiments with photons, we
construct an event-based simulation model in which every essential element in
the ideal experiment has a counterpart. The model satisfies Einstein's criteria
of local causality and does not rely on concepts of quantum and probability
theory. We consider experiments in which the averages correspond to those of a
singlet and product state of a system of two particles. The data is
analyzed according to the experimental procedure, employing a time window to
identify pairs. We study how the time window and the passage time of the
photons, which depends on the relative angle between their polarization and the
polarizer's direction, influences the correlations, demonstrating that the
properties of the optical elements in the observation stations affect the
correlations although the stations are separated spatially and temporarily. We
show that the model can reproduce results which are considered to be
intrinsically quantum mechanical
A simulator for quantum computer hardware
We present new examples of the use of the quantum computer (QC) emulator. For educational purposes we describe the implementation of the CNOT and Toffoli gate, two basic building blocks of a QC, on a three qubit NMR-like QC.
Mapping Graphs on the Sphere to the Finite Plane
A method is introduced to map a graph on the sphere to the finite plane. The method works by first mapping the graph on the sphere to a tetrahedron. Then the graph on the tetrahedron is mapped to the plane. Using this mapping, arc intersection on the sphere, overlaying subdivisions on the sphere and point location on the sphere may be done by using algorithms in the plane.