01The idea
The one idea
Read this part even if you read nothing else
Courses teach quantum computing as a long list of tricks with strange names — forty of them. You would have to learn each one separately.
This page teaches them a different way. There is one tool — two rings that slide against each other — and there are only three things you ever do with it. Tap a card to see its moving picture.
The Setting
Name one spot and read its numbers.
Slide the rings to one spot and read the numbers there — the readings.
see it move → Move 2The Fold
Multiply readings, get one simple reading.
Multiply a reading by itself (or two readings together) and the answer turns into one simple reading at a new spot.
see it move → Move 3The Turn
Move from one spot to another.
Step the ring round to a new spot. Every step comes with a check number, so a wrong step shows up.
see it move →02The basics
What is a quantum computer? Five simple ideas
Start here if these words are new — each has short videos
Before the three moves make sense, here's the whole subject in five simple ideas. Each one has a ▶ button that opens short videos about it.
Idea 1
A bit is a 0 or a 1
An ordinary computer stores everything as bits — tiny switches that are either off (0) or on (1). Everything it does is flipping switches and combining them.
watch: what is a bitIdea 2
A qubit can be a blend of both
A quantum bit — a qubit — can be 0, or 1, or a blend of both at once. Picture a dial with 0 at one end and 1 at the other: the needle can point anywhere in between. Where it points (its blend angle) gives two numbers between 0 and 1 — its reading for 0 and its reading for 1. A qubit also has a second angle, its phase — think of it as which way the dial is facing, like a compass direction. The phase doesn't change the readings, but it matters when qubits are combined.
On the rings: where the needle points is a setting, and both readings come straight off it.
watch: what is a qubitIdea 3
A gate is an instruction for the needle
You compute by giving the qubit instructions called gates. Some gates are known by the spot they aim for ("go to 30°"); some by how far they shift the needle ("shift a quarter of the way round"); some link two qubits together. A quantum program is a list of gates, run one after another.
On the rings: a gate known by the numbers at its spot is a setting. A gate known by how far it shifts — and running gates one after another — is a turn.
watch: quantum gatesIdea 4
Measuring gives a 0 or a 1
Inside a real machine you can't see the needle. When you measure a qubit, it jumps to a plain 0 or 1. Which one is down to chance: the chance of a 0 is its reading for 0 multiplied by itself, and the chance of a 1 is its reading for 1 multiplied by itself. The two chances always add up to 1. Measure many times and you see the odds.
On the rings: multiplying a reading by itself is the fold.
watch: quantum measurementIdea 5
Entanglement links qubits
Two qubits can be linked so that their results match far more often than chance allows. Einstein called it "spooky." This linking is a big part of what makes quantum computers powerful.
On the rings: to measure how linked two qubits are, you multiply their results together (counting a 0 as +1 and a 1 as −1, so that "same" and "different" results show up as plus and minus) — a fold.
watch: entanglementPut together
So what is a quantum computer?
A row of these dials (qubits). You set them, measure them to get the answer as odds, then step them toward a better answer (for example, the lowest energy a molecule can have) — and repeat until the answer is good. Every one of the forty tricks further down is just one part of this.
watch: how quantum computers work03The tool
Meet the tool: two sliding rings
No quantum computing yet — just the rings
Draw a circle and put sixty marks around it, like the minutes on a clock. On each mark write one digit. The digits come from a famous number pattern (the Fibonacci numbers): start with 0 and 1, then each new number is the two before it added together — 0, 1, 1, 2, 3, 5, 8, 13, 21, 34 … Write down only the last digit of each: 0, 1, 1, 2, 3, 5, 8, 3, 1, 4 … After sixty numbers the last digits start over, so they fit the sixty marks exactly. Those digits are what let the ring check its own work. Here is the whole ring:
Now take two of these rings and lay them side by side so they overlap. Hold the first ring still and slide the second along the line through the centres. Where their edges meet there are two crossing points. How far apart those two crossing points are, measured around the ring, is the angle — 0° when the rings just touch, opening up to 180° when they sit right on top of each other. Each way you slide them is one setting, and it gives you two lengths at once:
- the across-length — the distance between the two ring centres,
- the up-length — the distance between the two points where the rings cross.
Draw the rings with a radius of 1 (any unit — say 1 inch). Then half of each length is a reading — a number from 0 to 1. Half the across-length is the qubit's reading for 0; half the up-length is its reading for 1. You don't work these out — you read them off, the way you read the time off a clock. Calculator check (set the calculator to degrees): the reading for 0 is the cosine of half the angle, and the reading for 1 is the sine of half the angle — at 60°, cos 30° = 0.866 and sin 30° = 0.500.
The two crossing points sit over two marks of the ring that mirror each other (like "5 past" and "5 to" on a clock). Their digits always follow a fixed rule: they are either equal or they add up to 10. If they don't, the spot was misread — so every reading comes with its own check. And between any two marks you can add sixty finer marks, like millimetres between the centimetres on a ruler; the same digit pattern works on those too, so any angle you can write down in decimals can be read exactly. Keep three facts in mind and the rest of the page follows:
04Move 1 of 3
Move 1 — The Setting
Name one spot and read its numbers
A setting is just one spot — the second ring slid to one place across the first, like a dial pointing at an angle. Every spot comes with its own two readings. Move to a new spot and both readings change. So the angle and its two readings tell you the same thing.
Here's why that matters: a qubit's condition is exactly one such spot. Its two readings say how much 0 and how much 1 it is right now. So to describe a qubit, you don't need a page of numbers — just one spot.
One kind of damage to a qubit ("noise") doesn't move the spot — it blurs the qubit, so its readings come out weaker, exactly as if the rings had shrunk. A perfect qubit uses full-size rings; a damaged one is the same spot on smaller rings. So reading how much the rings shrank tells you how much damage there is.
05Move 2 of 3
Move 2 — The Fold
Multiply readings, get one simple reading
The fold is one simple fact: when you multiply readings together, the answer turns out to be one single reading at a new spot. You never have to do the multiplying — you just read a different spot.
- Multiply the reading for 0 by itself → take the reading for 0 at double the angle, add 1 and halve (at 60°: (1 + 0.5) ÷ 2 = 0.75). The chance of 1 is what's left.
- Multiply a qubit's two readings together, and double it → the reading for 1 at double the angle.
- For two linked qubits: measure both, and multiply the two answers each time (count a 0 as +1 and a 1 as −1). On average you get one reading, set by the difference of their two angles.
- For three linked qubits: the same with all three → one reading, set by their three angles added together. (Difference or sum depends on how the qubits were linked.)
Why it matters: measuring a qubit — getting the odds of 0 or 1 — is multiplying a reading by itself (Idea 4). So every set of odds, every score, every "how sure are we," and every link between qubits comes from this one move.
06Move 3 of 3
Move 3 — The Turn
Move from one spot to another
A turn moves the dial from one spot to another, anywhere round the sixty marks. Steps add up: a step of 10 marks and a step of 20 marks make a step of 30. And each step comes with a check number: a quarter turn always multiplies the digit by 7, a half turn by 9 (which swaps a digit for the partner it adds up to 10 with, like 8 ↔ 2 — and 0 stays 0), and a three-quarter turn by 3.
A turn can shift either of the qubit's two angles (Idea 2). Shift the blend angle and the readings change — turn 30° a quarter of the way round to 120° and the readings go from 0.966 and 0.259 to 0.500 and 0.866. Shift the phase and the readings stay exactly the same; only the direction the qubit faces changes. Both are turns.
Why it matters: to make a program better, you need to know which way to adjust each angle. The trick everyone uses reads the answer a quarter turn forward and a quarter turn back, and compares the two. That's two turns — and their check numbers prove both steps were right before they're compared. Merging gates, Grover's search, teleportation's fix-up (you'll meet them in the list below) — all of them are steps from spot to spot.
07The loop
Now watch the three moves become a quantum computer
How the three moves fit together into a real program
Here is what a real quantum program does, start to finish. It's nothing but the three moves:
That loop — set fold turn, repeat — is how the most common programs on today's quantum computers work. You've already seen each move as a moving picture above.
A real example from the research this page is built on. Chemists want the lowest energy a molecule can have — that's the shape the molecule actually settles into — so the score is the energy, and lower is better. For this molecule, one angle describes the pair of qubits. The program sets that angle, reads the energy (a fold), and steps to the best spot. It needs just three readings. The answer lands exactly on one mark of the ring. Same three moves, doing real chemistry.
08The 40 tricks
All forty tricks, decoded — and one from 2025
Look one up when you meet it — no need to memorize
These are the strange names you'll meet in any quantum computing course, plus one experiment from 2025 that no course teaches yet. Each card says in plain words what the trick is, which of the three moves it is and why, and has a ▶ button for short videos. Use the buttons to show one move at a time.
09It checks itself
The free gift: it checks itself
Why use the rings instead of an ordinary calculator
Besides its qubits, every quantum computer is run by an ordinary computer that keeps track of all the angles and other numbers. Those ordinary numbers are normally never checked. If a stray particle from space or a glitch flips one bit, nobody notices, and the answer quietly comes out wrong.
On the rings, every mark has its own check. Take the digit on a mark and the digit on the next mark: that pair of digits belongs to that mark and no other. The pair travels with the mark, so if the mark gets changed, the pair it carries no longer fits the new mark, and the damage shows up. There's no extra work — the check happens in the same move as the work.
Big numbers the machine keeps are written across six sixty-rings, like a car's odometer with six wheels, where each wheel has sixty marks instead of ten. Each wheel carries its pair of check digits. The machine keeps two copies side by side: the number in its usual form, and the same number on the six wheels. Every number has its own wheel pattern — no two numbers share one — so if the number gets damaged, it no longer matches its wheels, and the damage is caught. Every damaged number is caught — 100% of them. Then it is fixed: the machine works the number out again from the angle written in the program. In the research, 5,383,856 damaged numbers were thrown at it. Every one was caught, and every one was fixed.
Some computer chips today do check their numbers, with a quick remainder trick called a residue check (videos). When a number gets damaged, that check misses it about 1 time in 3. The rings miss none.
10It's real
It's real — it ran on a real quantum computer
Not just an idea on paper
This has been run on IBM's real 156-qubit quantum computer. Every angle carried its check digits. In a normal run, the built-in check stayed quiet — it read close to zero, exactly where the math said it would be. Then one single bit was flipped on purpose before the job was sent — and the check went off like a fire alarm, more than a hundred times bigger than the normal random wobble. When the same flipped bit was sent without the check, the machine turned the best possible answer into the worst possible answer, with no warning at all.
11Next steps
Go deeper
Good next stops when you want more
This page gives you the map. When you want more, these are good next stops. The ▶ buttons open short videos; the text links are free lessons.
- Try it live — the Quantum Computing on the Two Rings calculator: every trick on this page computed on the rings, with the instrument under a slider.
- The rings themselves — Two Rings, Sine and Cosine at Once (slide the second ring yourself) and the Neal's Net calculator (the sixty-ring and its checks).
- The papers behind the tool — Two Sliding Rings and Neal's Net, Version 3, both free to read on Zenodo.
- watch: quantum computing for beginners — a gentle video tour of the whole subject.
- watch: the math, with pictures — animated explanations that build the ideas step by step.
- Quantum Country — a free, friendly written course that helps you remember what you read: quantum.country.
- IBM's free lessons — IBM teaches quantum computing with its free tool called Qiskit: watch: IBM Qiskit lessons