Rules of Thumb

Rule 1

Binary to Hex Conversion

Binary Hex Binary Hex
00000 10008
00011 10019
00102 1010A
00113 1011B
01004 1100C
01015 1101D
01106 1110E
01117 1111F

Rule 2

Place Values of Binary Bits 0 to 7
Bit 07Bit 06Bit 05Bit 04Bit 03Bit 02Bit 01Bit 00
1286432168421

Place Values of Binary Bits 8 to 15
Bit 15Bit 14Bit 13Bit 12Bit 11Bit 10Bit 09Bit 08
32768163848192409620481024512256

Rule 3

Magic Numbers which you will need to remember:
1kiloByte1MegaByte1GigaByte
1,024byte1024x1024byte1024x1024x1024byte
10 bits wide20 bits wide30 bits wide

Rule 4

Binary Fractions Conversions
Point (.)Bit 1Bit 2Bit 3Bit 4Bit 5Bit 6
Fraction1/21/41/81/161/321/64
Binary0.10.010.0010.00010.000010.000001
Decimal0.50.250.1250.06250.031250.015625
Note: Number of Binary Places = Number of Decimal Places

Rule 5

Denary to Binary using Boggle Method
Convert Denary 27 to Binary
1361327
11011
Start at the right hand side and write down half the value of the starting number to the left. If there is a remainder, ignor it and round the number down to the next integer. Keep halving and moving left until you end up with a one (1). Now under each number in the list, put a one (1) under any odd numbers and a zero (0) under any even numbers. Read off the Binary Number created.

Here is a second example:
Convert Denary 51 to Binary
136122551
110011

And here is another:
Convert Denary 72 to Binary
1249183672
1001000

Rule 6

Binary to Denary using Boggle Method
Convert Binary 1001000 to Denary
1001000
1249183672
Start at the left hand side and put a one (1) beneath the first Binary Digit. Now double it and add to the next Binary Digit to the right and write this down in the next column. Continue doubling the number and adding the next Binary Digit until there are no nore left. The final number is the result.

Here is a second example:
Convert Binary 110101 to Denary
110101
136132653

Rule 7

IEEE 754 Single Precision Number Format

This number format is used as the internal representation of real numbers within the computer. It consistes of three parts, Sign, Exponent, Mantissa, which are assembled as follows:

Convert -111.28125 to IEEE 754 format:

Sign = negative, bit 1 = 1

Integer 111 (using Boggle) = 1101111

Boggle 111
136132755111
1101111

Fraction is 5 bits long (n/32) so 32 x 0.28125 = 9 (9/32) = 0.01001

Re-assemble number = 1101111.01001

Normalise = 1.10111101001 x 106

Exponent = 6 + 127 = 133 = 10000101 using Boggle

Boggle 133
1248163366133
10000101

Now bring all the parts together. Note: The leading 1 and the point from mantissa are no longer required in the number.

SignExponentMantissa
11000010110111101001

Now block out in 4 bit groups and convert to hex. Add extra 4 bit groups to bring up to 32 bits total length.

IEEE754 Format
11000010110111101001000000000000
C2DE9000

Final Answer: -111.28125 = C2DE 9000

Rule 8

Screen Resolutions all stem from a common ratio of 1.25:1 which gives rise to the common series of resolutions as shown:
Screen Resolutions
Width320640800102412801600
Height24048060076810241280

Rule 9

Colours are displayed on the screen by using varying amounts of the three Primary Additive Colours: Red, Blue and Green. By mixing these three colours in differing amounts, all the colours can be produced. The colours are stored in the video RAM as numbers and the three primary colours each have their own set of bits. The number of bits available gives the total number of colours that it is possible to display. Each Pixel (Picture Element) on the screen requires all the bits for each colour. So the total amount of memory required for a video display is X Pixels x Y Pixels x Colour Depth. Common values for colour depth are:

Screen Colours
Bits(4+4+4) = 12(6+6+6) = 18(8+8+8) = 24(10+10+10) = 30
Colours16, 64, 256 165K or 250k16M True Colour 2

    Note:
  1. Although 12 bits allows 4096 colours, this bit pattern was used historically to support EGA which had 8 light and 8 dark colours used as text forground and background colours. The pallet also supported blinking colours and graphical fonts which also reduced the number of colours available. The common colour depths are now 16, 64 and 256 colours only.
  2. True Colour is usually defined as 32 bit colour but once again the extra two bits are control bits and play no part in colour rendering. When displaying games some extra bits are used to overlay texture maps for complex surfaces and some video cards use the extra bits to control screen buffering (where more than one frame is set up in RAM and the display is toggled back and forth between the two).