About «Ershov Computer»


Why «Ershov Computer»?

The project's name reflects its ultimate goal — to build a fully functioning computer with your own hands, step by step. Individual gates and components, like pieces of a construction set, come together into a processor capable of executing real programs. The project is named in honor of Academician Andrei Petrovich Ershov — a pioneer of Soviet programming and creator of the first school computer science curriculum.

The project's core mission is to demystify computer technology. Understanding how a processor works at the physical and logical level builds a fundamental foundation for future engineers, programmers, and IT professionals. «Ershov Computer» turns this complex journey into an engaging, visual experience.


How does it differ from NANDgame?

A common question is how «Ershov Computer» differs from the iconic NANDgame.

NANDgame is a wonderful minimalist puzzle where the entire architecture is built from a single NAND gate. It's a beautiful mathematical trick, but real engineers don't design this way. «Ershov Computer» has a different goal: to provide the most realistic engineering experience and a comprehensive educational foundation.

Training begins with the classic trio of gates (AND, OR, NOT), which is much closer to university-level digital logic courses. The key difference is the honest work with "hardware." You don't just connect abstract blocks — you configure peripherals through Memory-Mapped I/O with your own hands, use an address decoder, and resolve bus conflicts.

The simulator doesn't leave you in the dark. It includes a built-in textbook with theory and a component reference (Datasheets). And the internal transistor economy, which rewards independent design, turns «Ershov Computer» from a simple puzzle into a true interactive course.


How the simulator works

«Ershov Computer» is an interactive educational environment that guides you step by step from the simplest circuits to a working 8-bit processor.

  • Visual construction: Build circuits from logic gates (AND, OR, NOT, multiplexers, flip-flops) right on the browser canvas by connecting them with wires.
  • Instant verification: The built-in validation system automatically compares your circuit's behavior against the target truth table for the current level.
  • Gradual complexity: As you progress through levels, new and more complex components unlock. Smaller circuits become reusable chips, and challenges escalate all the way to writing assembly programs for your own processor.

Who this project is for

The project is designed to be intuitive for beginners while remaining deep enough for specialized use:

  • School students studying computer science who want to go beyond the standard textbook.
  • Undergraduate students in technical fields looking for hands-on practice in computer architecture and digital logic.
  • Curious enthusiasts who want to understand how computers really work — at the level of ones, zeros, and transistors.

From the author: Idea and creation

The creator of the project, Dmitry Kalashnikov, completed postgraduate studies at the A. P. Ershov Institute of Informatics Systems, Siberian Branch of the Russian Academy of Sciences. In the late 2000s, he lectured on computer architecture at the Higher College of Informatics of NSU — and he desperately needed a simulator like this for his students.

The idea for this interactive simulator emerged from observing global educational trends. The "One Student One Chip" program (YSYX) is a pioneering educational initiative aimed at training high-caliber computer systems engineers. Its core principle: every student must go through the complete processor design cycle, including tape-out. Russia currently lacks a similar initiative — yet the need is immense.

This process must start at school. When a student builds memory, an ALU, and makes them execute code with their own hands — even virtual ones — the fear of the "black box" vanishes. With this simulator, the author aims to contribute to the development of engineering thinking and to honor the legacy of Academician Ershov's school, which laid the groundwork for Russian IT education.

Dmitry Kalashnikov

For schools and educational institutions

«Ershov Computer» is well-suited for integration into the curriculum — both in school computer science classes and in robotics and programming clubs. The author is actively improving the learning environment: refining the interface, expanding teaching resources, and adding new capabilities for educators and students.

  • Teacher and student dashboards: Convenient tools for assigning tasks, tracking student progress, and automated knowledge assessment.
  • Educational materials: An extensive knowledge base with detailed interactive learning cards for every gate and component, historical references, and methodological guides.

Course implementation materials are available — a methodology guide for teachers (course philosophy, hardware platform, debugging tools), a project pitch for school administration (value, outcomes, career guidance), and a technical specification for the Ershov Board lab platform (pin mapping, components, Ershov Loader).

For pilot implementation inquiries, see contacts at the bottom of the page.


Contacts

For questions, collaboration proposals, and inquiries about the school version: