Welcome to the full outer behavioral description here so we have a flatter and you should be really
familiar with kind of how they work and how if water operates.
The thing I want you to look at here is this is using a behavioral type of coding style.
So the main thing is to look at is the entity for water for all these different styles and I say same
just focus on the architecture in how it's constructed.
So the key thing to know is that we have a essentially a case statement that is taking our inputs and
determining we are saying OK based on these inputs This is what our output is going to look like.
And so we're not telling the compiler or the tool we're using.
What kind of gates we're going to have or how we want to use that or anything like that.
All we're doing is telling it OK here's our inputs and here's the outputs.
Now go ahead and figure out what is the best configuration to understand what's actually going on.
So a benefit of this is that it's easy to look at this and say OK I kind of stay in what's going on
because you can have comments but with Asians and Gates or gates and when you have a lot of Gates kind
of just going on from a high level it's really not easy to understand.
I mean for this example you can see it says Flader So you kind of of water as you look at your inputs
and your output and you can test it and tell but otherwise when you look at behavior all you can see
it's a two case statements.
You know OK well if I have three zeros my output is zero zero and so on and so forth.
So you know it makes it nice to be able to have a different ways too.
This is just one of the ways that you can describe how it works.
This is this would be the behavioral implementation of what.