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Rule 1
Binary to Hex Conversion
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Rule 2 Place Values of Binary Bits 0 to 7
Place Values of Binary Bits 8 to 15
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Rule 3 Magic Numbers which you will need to remember:
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Rule 4 Binary Fractions Conversions
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Rule 5 Denary to Binary using Boggle Method
Here is a second example:
And here is another:
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Rule 6 Binary to Denary using Boggle Method
Here is a second example:
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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
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
Now bring all the parts together. Note: The leading 1 and the point from mantissa are no longer required in the number.
Now block out in 4 bit groups and convert to hex. Add extra 4 bit groups to bring up to 32 bits total length.
Final Answer: -111.28125 = C2DE 9000
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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:
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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:
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