BYTE SHIFT

Electromagnetic waves move according to the rule determined by the mathematics of (c+v)(c-v). Therefore, electromagnetic communication is entirely influenced by this mathematics. A signal transmitter sends signals at different speeds to receivers moving at different speeds relative to it. As a result, even if the receivers are equidistant from the transmitter, they receive different parts of the message at any given moment. This differentiation is defined as Byte Shift.

The occurrence of Byte Shift is independent of whether the signal is digital or analog, the type of signal modulation, whether the transmitter's frequency is constant or variable, or whether the signal's wavelength is constant or variable. Byte Shift always occurs because it is an effect based on the speeds of the transmitted signals. The relative motion of the signal transmitter and receiver is sufficient and the only condition for Byte Shift to occur.
BYTE SHIFT
This animation illustrates the image used in the book for explaining the topic. In the animation, we see how Byte Shift occurs. Since Byte Shift is extensively explained in the book, it is not detailed here.
COMMUNICATION FROM TRANSMITTER TO RECEIVER
In the previous animation, signals appeared to continue beyond the airplanes they reached. However, the accurate depiction is shown here. Signals stop traveling once they reach their target. I emphasized this topic in the book, and because it is an important detail, I wanted to show it here as well.
BYTE SHIFT II
A reader of my book once objected, asking how I would carry a message with a fixed frequency and a smooth sine wave. I replied, "To make Byte Shift easier to understand, I used a smooth sine wave while explaining the topic in the book." However, I could not convince him.

Subsequently, I designed a communication model that uses (or is assumed to use) a smooth sine wave. This animation operates based on that model.

The working principle of the model:
The working principle of this model, based on turning lights on and off at fixed intervals, is indeed simple.
The signal transmitter uses four different colored lights: Red, Blue, Green, and Yellow.
The transmitter sends the message composed of bits by changing colors.
Red and Blue represent the value 1, while Yellow and Green represent the value 0.
A digital code like 10011010111000 is sent sequentially as follows by the transmitter:
RGYRBGRGRBRGYG
R: Red, B: Blue, G: Green, Y: Yellow
To prevent confusion in the sent and received messages, the transmitter changes color when the same number appears consecutively. For example, a segment like 000 is sent as GYG, and a segment like 1111 is sent as RBRB.
As can be understood, the Signal Tower turns its four colored lights on and off sequentially according to the message's digital codes at a fixed frequency.
The Signal Receiver decodes the light reaching it from the Signal Tower into digital code based on the color value and receives the message.

You can even create a communication device based on this model at home. It will work.

In the animation, you can type your own message into the message box next to the Signal Tower and send your message to the receivers on the spacecraft.
To make the animation operate over a wide character range, I slightly increased the byte width. The animation communicates over nine bits. Thus, you can use characters like ĞÜŞİÖÇğüşıöç and Unicode characters less than ten bits in the message box.

In the animation, the lights traveling from the Signal Tower to the spacecraft behave in accordance with the (c+v)(c-v) mathematics. The animation can display the resulting Byte Shift.

Animation Controls
On the animation scene, you can move the Spacecraft, the Earth, and the two Pink Dots anywhere using the mouse.
The Pink Dots determine the direction the spacecraft will go. To direct a spacecraft to a specific location, move the Pink Dot to that location. When you press the Start button, the spacecraft will move towards their respective Pink Dots.

Viewing Byte Shift in the Animation
If the "Show Byte Shift" option is selected, the animation will stop when the spacecraft reach an equal distance from the transmitter. The text boxes moving with the spacecraft display how much of the message has been received. When the animation stops, a small text box showing the received bits is added to these text boxes (above for one and below for the other). By comparing the texts in the boxes of the spacecraft, you can see the extent of Byte Shift.
The message received by a spacecraft up to that moment is as follows:
Received message = Letters in the text box + Bits in the bit box

ANIMATION CONTROLS
Numeric Steppers:
Spacecraft 1: Changes the speed of Spacecraft 1.
Spacecraft 2: Changes the speed of Spacecraft 2.
Speed of Light: Changes the signal speed.
Lamp Duration: Increases or decreases the Signal Tower's color change duration.
Show Byte Shift: Stops and displays the animation when Byte Shift occurs.
Alpha Button: Makes text boxes readable when they cannot be read.
Small Square Buttons: Use these buttons to observe the Byte Shift effect. These buttons place the Spacecraft and Earth in different positions. Use these buttons in the "Reset > Small Square Button > Start" sequence. The "Show Byte Shift" option must be selected.
Reset Button: Returns to the last set position before pressing the Play button.