The number 6174 is the only unchanged mysterious number discovered by Kaprekar's operation. Discover the mystery behind the 6174 loop by using any four digit number.
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Thursday, 31 January 2013
Kaprekar Number 6174 Theory
The number 6174 is the only unchanged mysterious number discovered by Kaprekar's operation. Discover the mystery behind the 6174 loop by using any four digit number.
Angel Number 421
Take any whole number and apply the rules and play.
Multiplying Two-digit Numbers By 11
Multiplying Two-digit Numbers By 11
This math multiplication trick helps you to multiply any two digit number by 11 easily and quickly.Math Addition Trick for Adding Two Digit Numbers
Math Addition Trick for Adding Two Digit Numbers
This math addition trick helps you in adding 2 two-digit numbers mentally without using paper and pen.Finger Multiplication of Ninth (9th) Time Table
Math Trick to easily multiply and learn the ninth (9th) time table. It is used to teach children to learn tricks about multiplication table.
Finger Multiplication of 6,7,8,9,10 Time Tables
Math Trick to easily multiply the numbers from 6 to 10. It is used to teach children to learn tricks about multiplication time tables.
Maths Tricks with Numbers
Maths Tricks with Numbers
Trick 1:Quick Square
- If you need to square a 2 digit number ending in 5, you can do so very easily with this trick.
- Mulitply the first digit by itself + 1, and put 25 on the end.
- That is all!
- Ex:25 ie(2*(2+1))&25
Trick 2: Multiply by 5
- Take any number, then divide it by 2
- If the result is whole, add a 0 at the end.
- If it is not, ignore the remainder and add a 5 at the end.
- 2682 x 5 = (2682 / 2) & 5 or 0
- 2682 / 2 = 1341 (whole number so add 0)
- Ans:13410
- Let’s try another:5887 x 5,2943.5 (fractional numbers (ignore remainder, add 5)
Trick 3: Tough Multiplication
- If you have a large number to multiply and one of the numbers is even, you can easily subdivide to get to the answer
- Ex:32 x 125, is the same as: 16 x 250 is the same as: 8 x 500 is the same as: 4 x 1000 = 4,000
Trick 4: Subtracting from 1,000
- To subtract a large number from 1,000 you can use this basic rule: subtract all but the last number from 9, then subtract the last number from 10:
- Ex:1000-648
- subtract 6 from 9 = 3
- subtract 4 from 9 = 5
- subtract 8 from 10 = 2
Maths Magic - Consecutive Number Fun Tricks
Maths Magic - Consecutive Number Fun Tricks
Here comes fun math number tricks that you can do to friends and family.
Trick 1: 2's trick
- Think of a number .
- Multiply it by 3.
- Add 6 with the getting result.
- divide it by 3.
- Subtract it from the first number used.
Answer:2
Trick 2: Any Number
- Think of any number.
- Double the number.
- Add 9 with result.
- sub 3 with the result.
- Divide the result by 2.
- Subtract the number with the number with first number started with.
Answer: 3
Trick 3: Any three digit Number
- Add 7 to it.
- Multiply the number with 2.
- subtract 4 with the result.
- Divide the result by 2.
- Subtract it from the number started with.
Answer: 5
Math Magic Tricks - Birthday Date Calcualtion
Math Magic Tricks - Birthday Date Calcualtion
Here comes a math trick to play upon calcualting your birthday date. Suprise your friends and family with this magic calculation tricks and have fun.- Add 18 to your birth month.
- Multiply by 25.
- Subtract 333.
- Multiply by 8.
- Subtract 554.
- Divide by 2.
- Add your birth date.
- Multiply by 5.
- Add 692.
- Multiply by 20.
- Add only the last two digits of your birth year.
- Subtract 32940 to get your birthday!.
Math Magic / Phone Number / Missing Digit / Funny Tricks
Math Magic / Phone Number / Missing Digit / Funny Tricks
This ia a simple math magic. Here involved few maths tricks to play. You can play these number tricks as instructed, with your parents or friends and prove your talent to them. Have fun with maths.Trick 1: Phone Number trick
- Grab a calculator (You wont be able to do this one in your head) .
- Key in the first three digits of your phone number (NOT the area code-if your number is 01-123-4567, the 1st 3 digits are 123).
- Multiply by 80.
- Add 1.
- Multiply by 250.
- Add the last 3 digits of your phone number with a 0 at the end as one number
- Repeat step 6
- Subtract 250
- Divide number by 20
Answer: The 3 digits of your phone number
Trick 2: Missing digit Trick
- Choose a large number of six or seven digits.
- Take the sum of digits.
- Subtract sum of digits from any number chosen.
- Mix up the digits of resulting number.
- Add 25 to it.
- Cross out any one digit except zero.
- Tell the sum of the digits. Subtract the sum of the digits from 25.
Answer: Inorder to find out the missing digit, subtract the sum of digits from 25. The difference is the missing digit.
Math Magic / Number fun / Maths Tricks
This ia a simple math magic. Here involved few maths tricks to play. You can play these number tricks as instructed, with your parents or friends and prove your talent to them. Have fun with maths.
Trick 1: 2's trick
- Think of a number .
- Multiply it by 3.
- Add 6 with the getting result.
- divide it by 3.
- Subtract it from the first number used.
Answer:2
Trick 2: Any Number
- Think of any number.
- Double the number.
- Add 9 with result.
- sub 3 with the result.
- Divide the result by 2.
- Subtract the number with the number with first number started with.
Answer: 3
Trick 3: Any three digit Number
- Add 7 to it.
- Multiply the number with 2.
- subtract 4 with the result.
- Divide the result by 2.
- Subtract it from the number started with.
Answer: 5
Math Magic/Tricks
Trick 1: Number below 10
- Think of a number below 10.
- Double the number you have thought.
- Add 6 with the getting result.
- Half the answer, that is divide it by 2.
- Take away the number you have thought from the answer, that is, subtract the answer from the number you have thought.
Answer: 3
Trick 2: Any Number
- Think of any number.
- Subtract the number you have thought with 1.
- Multiply the result with 3.
- Add 12 with the result.
- Divide the answer by 3.
- Add 5 with the answer.
- Take away the number you have thought from the answer, that is, subtract the answer from the number you have thought.
Trick 3: Any Number
- Think of any number.
- Multiply the number you have thought with 3.
- Add 45 with the result.
- Double the result.
- Divide the answer by 6.
- Take away the number you have thought from the answer, that is, subtract the answer from the number you have thought.
Trick 4: Same 3 Digit Number
- Think of any 3 digit number, but each of the digits must be the same as. Ex: 333, 666.
- Add up the digits.
- Divide the 3 digit number with the digits added up.
Trick 5: 2 Single Digit Numbers
- Think of 2 single digit numbers.
- Take any one of the number among them and double it.
- Add 5 with the result.
- Multiply the result with 5.
- Add the second number to the answer.
- Subtract the answer with 4.
- Subtract the answer again with 21.
Trick 6: 1, 2, 4, 5, 7, 8
- Choose a number from 1 to 6.
- Multiply the number with 9.
- Multiply the result with 111.
- Multiply the result by 1001.
- Divide the answer by 7.
Trick 7: 1089
- Think of a 3 digit number.
- Arrange the number in descending order.
- Reverse the number and subtract it with the result.
- Remember it and reverse the answer mentally.
- Add it with the result, you have got.
Trick 8: x7x11x13
- Think of a 3 digit number.
- Multiply it with x7x11x13.
Trick 9: x3x7x13x37
- Think of a 2 digit number.
- Multiply it with x3x7x13x37.
Trick 10: 9091
- Think of a 5 digit number.
- Multiply it with 11.
- Multiply it with 9091.
Names for Powers of 10
Values Zero's Names
100 0 One
101 1 Ten
102 2 Hundred
103 3 Thousand
104 4 Myriad
106 6 Million
109 9 Billion
1012 12 Trillion
1015 15 Quadrillion
1018 18 Quintillion
1021 21 Sextillion
1024 24 Septillion
1027 27 Octillion
1030 30 Nonillion
1033 33 Decillion
1036 36 Undecillion
1039 39 Duodecillion
1042 42 Tredecillion
1045 45 Quattuordecillion
1048 48 Quindecillion
1051 51 Sexdecillion
1054 54 Septdecillion / Septendecillion
1057 57 Octodecillion
1060 60 Nondecillion / Novemdecillion
1063 63 Vigintillion
1066 66 Unvigintillion
1069 69 Duovigintillion
1072 72 Trevigintillion
1075 75 Quattuorvigintillion
1078 78 Quinvigintillion
1081 81 Sexvigintillion
1084 84 Septenvigintillion
1087 87 Octovigintillion
1090 90 Novemvigintillionn
1093 93 Trigintillion
1096 96 Untrigintillion
1099 99 Duotrigintillion
10100 100 Googol
10102 102 Trestrigintillion
10120 120 Novemtrigintillion
10123 123 Quadragintillion
10138 138 Quinto-Quadragintillion
10153 153 Quinquagintillion
10180 180 Novemquinquagintillion
10183 183 Sexagintillion
10213 213 Septuagintillion
10240 240 Novemseptuagintillion
10243 243 Octogintillion
10261 261 Sexoctogintillion
10273 273 Nonagintillion
10300 300 Novemnonagintillion
10303 303 Centillion
10309 309 Duocentillion
10312 312 Trescentillion
10351 351 Centumsedecillion
10366 366 Primo-Vigesimo-Centillion
10402 402 Trestrigintacentillion
10603 603 Ducentillion
10624 624 Septenducentillion
10903 903 Trecentillion
102421 2421 Sexoctingentillion
103003 3003 Millillion
103000003 3000003 Milli-Millillion
Number 2519
Number 2519:
It is an interesting number. Here are some funny math interesting facts about this number 2519. Enjoy the Facts.Amazing Prime Numbers
Amazing Prime Numbers:
There are few amazing prime numbers, which are unbelievable. Here are some funny math interesting facts of prime numbers. Enjoy the Facts.Here are few amazing prime numbers, these prime numbers were proved by the XVIIIth century.
The next number 333333331 is not a prime number. Whereas it is multiplied by 17 x 19607843 = 333333331.
Beauty of Mathematics
Beauty of Mathematics:
Sequential Inputs of numbers with 8
Sequential 1's with 9
Sequential 8's with 9
Numeric Palindrome with 1's
Without 8
Sequential Inputs of 9
Sequential Inputs of 6
Age Calculation
Here you can find the age using some tricks. You can play these trick as instructed, with your parents or friends and prove your talent to them.
Age Calculation Tricks:
- Multiply the first number of the age by 5. (If <10, ex 5, consider it as 05. If it is >100, ex: 102, then take 10 as the first digit, 2 as the second one.)
- Add 3 to the result.
- Double the answer.
- Add the second digit of the number with the result.
- Subtract 6 from it.
Day of the Date
Day of the Week:
January has 31 days. It means that every date in February will be 3 days later than the same date in January(28 is 4 weeks exactly). The below table is calculated in such a way. Remember this table which will help you to calculate.January 0
February 3
March 3
April 6
May 1
June 4
July 6
August 2
September 5
October 0
November 3
December 5
Follow the following steps:
- Ask for the Date. Ex: 23rd June 1986
- Number of the month on the list, June is 4.
- Take the date of the month, that is 23
- Take the last 2 digits of the year, that is 86.
- Find out the number of leap years. Divide the last 2 digits of the year by 4, 86 divide by 4 is 21.
- Now add all the 4 numbers: 4 + 23 + 86 + 21 = 134.
- Divide 134 by 7 = 19 remainder 1.
The reminder tells you the day.
Sunday 0
Monday 1
Tuesday 2
Wednesday 3
Thursday 4
Friday 5
Saturday 6
Answer: Monday
Sunday, 27 January 2013
SERIAL COMMUNICATION
SERIAL COMMUNICATION
BASICS OF SERIAL COMMUNICATION:
- Parallel
- Often 8 or more lines (wire conductors) are used to transfer data to a device that is only a few feet away
- Serial
- To transfer to a device located many meters away, the serial method is used
- The data is sent one bit at a time
- At the transmitting end, the byte of data must be converted to serial bits using parallel-in-serial-out shift register
- At the receiving end, there is a serialin- parallel-out shift register to receive the serial data and pack them into byte
- When the distance is short, the digital signal can be transferred as it is on a simple wire and requires no modulation
- If data is to be transferred on the telephone line, it must be converted from 0s and 1s to audio tones
- This conversion is performed by a device called a modem, “Modulator/demodulator”
Methods of Serial Communication:
- Synchronous method transfers a block of data at a time
- Asynchronous method transfers a single byte at a time
Half- and Full- Duplex Transmission
- If data transmitted one way a time, it is referred to as half duplex
- If data can go both ways at a time, it is full duplex
- This is contrast to simplex transmission
Data Transfer Rate
- The rate of data transfer in serial data communication is stated in bps (bits per second)
- Another widely used terminology for bps is baud rate
- It is modem terminology and is defined as the number of signal changes per second
- In modems, there are occasions when a single change of signal transfers several bits of data
- 28,800 / 3 = 9600 where -3 = FD (hex) is loaded into TH1
- 28,800 / 12 = 2400 where -12 = F4 (hex) is loaded into TH1
- 28,800 / 24 = 1200 where -24 = E8 (hex) is loaded into TH1
SBUF Register
- SBUF is an 8-bit register used solely for serial communication
- For a byte data to be transferred via the TxD line, it must be placed in the SBUF register
- The moment a byte is written into SBUF, it is framed with the start and stop bits and transferred serially via the TxD line
- SBUF holds the byte of data when it is received by 8051 RxD line
- When the bits are received serially via RxD, the 8051 deframes it by eliminating the stop and start bits, making a byte out of the data received, and then placing it in SBUF
SCON Register
SM0 | SCON.7 | Serial port mode specifier |
SM1 | SCON.6 | Serial port mode specifier |
SM2 | SCON.5 | Used for multiprocessor communication |
REN | SCON.4 | Set/cleared by software to enable/disable reception |
TB8 | SCON.3 | Not widely used |
RB8 | SCON.2 | Not widely used |
TI | SCON.1 | Transmit interrupt flag. Set by HW at the begin of the stop bit mode 1. And cleared by SW |
RI | SCON.0 | Receive interrupt flag. Set by HW at the begin of the stop bit mode 1. And cleared by SW |
- They determine the framing of data by specifying the number of bits per character, and the start and stop bits
- Only MODE1 is of our interest.
SM0 | SM1 | |
0 | 0 | Serial Mode 0 |
0 | 1 | Serial Mode 1, 8-bit data, 1 stop bit, 1 start bit |
1 | 0 | Serial Mode 2 |
1 | 1 | Serial Mode 3 |
- This enables the multiprocessing capability of the 8051
- It is a bit-adressable register
- When it is high, it allows 8051 to receive data on RxD pin
- If low, the receiver is disable
- When 8051 finishes the transfer of 8-bit character
- It raises TI flag to indicate that it is ready to transfer another byte
- TI bit is raised at the beginning of the stop bit
- When 8051 receives data serially via RxD, it gets rid of the start and stop bits and places the byte in SBUF register
- It raises the RI flag bit to indicate that a byte has been received and should be picked up before it is lost
- RI is raised halfway through the stop bit
Programming Serial Data Transmitting
- TMOD register is loaded with the value 20H, indicating the use of timer 1 in mode 2 (8-bit auto-reload) to set baud rate
- The TH1 is loaded with one of the values to set baud rate for serial data transfer
- The SCON register is loaded with the value 50H, indicating serial mode 1, where an 8- bit data is framed with start and stop bits
- TR1 is set to 1 to start timer 1
- TI is cleared by CLR TI instruction
- The character byte to be transferred serially is written into SBUF register
- The TI flag bit is monitored with the use of instruction JNB TI,xx to see if the character has been transferred completely
- To transfer the next byte, go to step 5
Importance of TI Flag
- The byte character to be transmitted is written into the SBUF register
- The start bit is transferred
- The 8-bit character is transferred on bit at a time
- The stop bit is transferred
- It is during the transfer of the stop bit that 8051 raises the TI flag, indicating that the last character was transmitted
- By monitoring the TI flag, we make sure that we are not overloading the SBUF
- If we write another byte into the SBUF before TI is raised, the untransmitted portion of the previous byte will be lost
- After SBUF is loaded with a new byte, the TI flag bit must be forced to 0 by CLR TI in order for this new byte to be transferred
- It must be noted that TI flag bit is raised by 8051 itself when it finishes data transfer
- It must be cleared by the programmer with instruction CLR TI
- If we write a byte into SBUF before the TI flag bit is raised, we risk the loss of a portion of the byte being transferred
- The instruction JNB TI,xx
- Using an interrupt
Programming Serial Data Receiving
- TMOD register is loaded with the value 20H, indicating the use of timer 1 in mode
- (8-bit auto-reload) to set baud rate
- TH1 is loaded to set baud rate
- The SCON register is loaded with the value 50H, indicating serial mode 1, where an 8- bit data is framed with start and stop bits
- TR1 is set to 1 to start timer 1
- RI is cleared by CLR RI instruction
- The RI flag bit is monitored with the use of instruction JNB RI,xx to see if an entire character has been received yet
- When RI is raised, SBUF has the byte, its contents are moved into a safe place
- To receive the next character, go to step 5
Importance of RI Flag
- It receives the start bit
- Indicating that the next bit is the first bit of the character byte it is about to receive
- The 8-bit character is received one bit at time
- The stop bit is received
- When receiving the stop bit 8051 makes RI = 1, indicating that an entire character byte has been received and must be picked up before it gets overwritten by an incoming character
- By checking the RI flag bit when it is raised, we know that a character has been received and is sitting in the SBUF register
- We copy the SBUF contents to a safe place in some other register or memory before it is lost
- After the SBUF contents are copied into a safe place, the RI flag bit must be forced to 0 by CLR RI in order to allow the next received character byte to be placed in SBUF
- Failure to do this causes loss of the received character
- If we failed to copy SBUF into a safe place, we risk the loss of the received byte
- It must be noted that RI flag bit is raised by 8051 when it finish receive data
- It must be cleared by the programmer with instruction CLR RI
- If we copy SBUF into a safe place before the RI flag bit is raised, we risk copying garbage
- The RI bit can be checked by
- The instruction JNB RI,xx
- Using an interrupt
Doubling Baud Rate
- To use a higher frequency crystal (The System Crystel is Fix)
- To change a bit in the PCON register
- When 8051 is powered up, SMOD is zero
- We can set it to high by software and thereby double the baud rate