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My name is 11012

WHAT AM I?
❑ A NUMBER. . ?
❑ A CHARACTER ?
❑ A COLOR . . ?
❑ A SOUND . . ?

By Ron English
by Ron English

Publisher: Internethics

The author and publisher of this book have made every effort in the
preparation of this and related materials to ensure its quality, including
development research, and testing the effectiveness of its theories and
programs in learning environments. The author and publisher will not be
liable in any event for incidental or consequential damages in connection
with, or arising out of the furnishing, performance or use of these programs.
All rights reserved. No part of this book may be reproduced in any form or
by any means without permission in writing from the Publisher.

THIS BOOK IS NOT COVERED UNDER CANCOPY.

ISBN: 9798878013604

©2024
Internethics
217 Leonia St,
Cornwall, Ontario, K6H5M1

(c) Ron English, 2024


COMMENTS ON COVER PHOTO
◼ Images of BRENT SPINER and BRENT
SPINER as DATA were taken from freeware
sites on the internet.
◼ DATA represents the normal forms of data we
use.
◼ BRENT SPINER represents all the other
forms of data we do not recognize as being
data.
◼ The Binary, Decimal and Hexadecimal
numbers were NOT direct quotes from DATA
(c) Ron English, 2024
SPECIAL THANKS
THE FOLLOWING PEOPLE CONTRIBUTED IN
SOME MANNER
(Alphabetical by last name)

◼ Kyle Anderson
◼ Tony D’Alfonso
◼ John Garner
◼ Henry Kaluzenski
◼ Hayden Raulin
◼ Dan Reid
◼ Katherine Wilson
TOPICS 1
Section I SECTION II
◼ NUMBERS ◼ TEXT
◼ Base 10 ◼ ASCII
◼ Base 2
◼ LETTERS
◼ Base 16
◼ FONTS
◼ Conversion
◼ Serif
◼ Integers
◼ Sans Serif
◼ Negative numbers ◼ Proportional
◼ Fractions ◼ Mono-Spaced
◼ Arithemetic ◼ SPECIAL FONTS

(c) Ron English, 2024


TOPICS 2
SECTION III SECTION V
◼ Pixels ◼ Y2K a Data Problem
◼ Video SECTION VI
SECTION IV ◼ Exercises
◼ SOUND SECTION VII
◼ Harmonics
◼ Acknowledgements
◼ Waves
◼ Analog
◼ Digital

(c) Ron English, 2024


INTRODUCTION
Computers can only store 0’s and 1’s

ALL data, numbers, text, images, and sounds


are stored as 0’s and 1’s

This book will teach you how a computer stores


data (numbers, text, images, and sound)

Also how a computer performs arithmetic


SECTION I -
NUMBERS

(c) Ron English, 2024


How do we count?
◼ Numbers are only symbols
◼ Base 10
◼ Other Common Bases
◼ 3, 7, 24, 60
◼ Base 2 - Binary
◼ Base 16 - Hexadecimal
◼ Define, Symbols, and convert.
◼ Data Rep - Computers
◼ Binary, Octal and Hexadecimal
(c) Ron English, 2024
How do WE Count?
◼ People count many ways.
◼ Computers are DUMB. They must be trained
to count.
◼ Numbers are only SYMBOLS!

(c) Ron English, 2024


How do WE count?

(c) Ron English, 2024


How Many?

◼ English 1

◼ Roman Numerals I
◼ Chinese

(c) Ron English, 2024


How do WE count?

(c) Ron English, 2024


How Many?

◼ English 5

◼ Roman Numerals V
◼ Chinese

(c) Ron English, 2024


How do WE count?

(c) Ron English, 2024


How Many?

◼ English 9

◼ Roman Numerals IX
◼ Chinese

(c) Ron English, 2024


How do WE count?

(c) Ron English, 2024


How Many?

◼ English 10

◼ Roman Numerals X
◼ Chinese

(c) Ron English, 2024


What is 10?
◼ 10 = 1 x 10 + 0 x 1
= 1 x 101 + 0 x 100
One group of 10 THINGS,

No single THINGS

(c) Ron English, 2024


What is 100?
◼ 100 = 1 x 100 + 0 x 10 + 0 x 1
=1 x 102 + 0 x 101 + 0 x 100
= 100 + 0 + 0

10 groups of 10 THINGS
No single groups of 10 THINGS
No single THINGS

(c) Ron English, 2024


What is 123?
◼ 123 = 1 x 100 + 2 x 10 + 3 x 1
=1 x 102 + 2 x 101 + 3 x 100
= 100 + 20+ 3

1 group of 100 THINGS


= 10 groups of 10 things
= 100 things
2 groups of 10 THINGS
= 20 groups of 1 thing
3 THINGS
(c) Ron English, 2024
◼ This is called BASE 10
◼ Probably Started because we have 10 fingers

(c) Ron English, 2024


SECTION I

OTHER BASES

(c) Ron English, 2024


Do we count any other ways?

YES

(c) Ron English, 2024


LET’S SEE … THERE IS TIME:
◼ Base 12 –hours and months
◼ 12 hours = half a day AM or PM
◼ (OK, base 24?)
◼ 12 months in a year
◼ Base 24 clock
◼ 24 hours in one day

(c) Ron English, 2024


THERE IS MORE TIME
◼ Base 7 – days in a week
◼ 7 days = 1 week

◼ Base 60 seconds
◼ 60 seconds = 1 minute, 60 minutes = 1 hour
◼ 1 minute 35 seconds
◼ 2 hours and 15 minutes

(c) Ron English, 2024


MEASURING

◼ Base 16 ounces
◼16 ounces = one pound
◼8 pounds, 8 ounces

◼ Liquid, Mass,

(c) Ron English, 2024


BASEBALL?
◼ Base 3
◼ Three outs = one inning
◼ Pitched 3.1 innings, 3.2 then 4.0 innings
◼ 3.0 = 3 full Innings
◼ 3.1 = 3 full Innings plus one out
◼ 3.2 = 3 full Innings plus two outs
◼ 4.0 = 3 full Innings plus three outs = 4 innings

(c) Ron English, 2024


DISTANCE?:
◼ Base 3 – feet in a yard
◼ 3 feet in a yard
◼ Base 12 – inches in a foot
◼ 12 inches = 1 foot
◼ 5 feet, 9 inches
◼ Base 1760 – yards in a mile
◼ 1760 yards in a mile

(c) Ron English, 2024


THE METRIC SYSTEM
◼ Everything we do is in base ten, except for
time
◼ Add a prefix to increase or decrease

◼ Temperature
◼ Degrees Celsius (0 to 100) vrs
◼ Degrees Fahrenheit (32 to 212)

(c) Ron English, 2024


THE METRIC SYSTEM
Increasing Decreasing
◼ KILO (103, 1000) ◼ Centi (10-2, 1/100)
◼ Kilometer ◼ Centimeter
◼ Kilogram ◼ Milli (10-3, 1/1000)
◼ Mega (106, 1000000) ◼ Millimeter
◼ Megaton ◼ Milligram
◼ megabytes ◼ Nano (10-9,
◼ Giga (109, 1000000000) 1/1000000000)
◼ gigabytes ◼ Nanosecond

(c) Ron English, 2024


Suppose we used
Base 2 instead of 10?

(c) Ron English, 2024


Note on Subscripts
◼ If a number is base ten, You do not need a
subscript
◼ If a number is BINARY (base 2) You must
have a subscript
◼ FOR EXAMPLE
◼ 12
◼ 102
◼ 112

(c) Ron English, 2013


Note on Subscripts
◼ If a number is base ten, You do not need a
subscript
◼ If a number is hexadecimal (base sixteen),
You MUST HAVE A SUBSCRIPT 16 IF
AMBIGUOUS
◼ Examples
◼ 916
◼ 1216
◼ DAD
(c) Ron English, 2013
Computers …
◼ DO NOT use base 10 … that would cost
money and waste space

◼ Instead they use BINARY (base 2).

◼ Combine FOUR Binary digits to get


HEXADECIMAL (base 16)

(c) Ron English, 2024


Binary System

The binary system has only two digits


to represent all values.

This corresponds to the two states of


a computer’s electrical system - on
and off - similar to a light switch.

(c) Ron English, 2024


Think of light switches
◼ They are either ON or OFF
◼ This is how a computer stores information
◼ Using switches that are on or off

(c) Ron English, 2024


A single switch
◼ A switch in the OFF
position is a ZERO

◼ A switch in the ON
position is a ONE

(c) Ron English, 2024


Off/On Switches
The computer can represent data by
constructing combinations of off or on
switches.

off or on

(c) Ron English, 2024


Zero or One?

The binary system can also be represented by the


digits zero and one.

0 or 1

Zero (off) and one (on) make up the


two digits in the binary system.
(c) Ron English, 2024
The Bit

one bit Each 0 or 1 in


the binary
system is
two bits called a bit.

three bits

(c) Ron English, 2024


The Byte
A group of 8 bits is called a byte.

0 1 0 0 1 0 1 0

(c) Ron English, 2024


Suppose we used
Base 16 instead of 2 or
10?

(c) Ron English, 2024


WHY?
◼ Computers store information in BINARY

BUT …
◼ To write many 1’s and 0’s is hard for people
to read
◼ We put the switches in groups of 4,
(HEXADECIMAL) to make it easier for people
to read

(c) Ron English, 2024


Connection between hexadecimal
and Binary?
◼ It would be too hard to write a lot of 1’s and
0’s on a page, so, every four binary digits
converts to one hexadecimal digit.

(c) Ron English, 2024


4 SWITCHES IN A GROUP
4 3 2 1
4 3 2 1
0
8
◼ 16 POSSIBILITIES
1
◼ FROM 0 TO 15 9

2
10

3
11

4
12

5
13

6
14

7
(c) Ron English, 2024 15
Suppose we used
Base 16
◼ When would we “carry”?
◼ In base ten, we carry after nine

◼ In base 16,
we would ‘carry” after 15!

(c) Ron English, 2024


Suppose we used 16 instead of 10?
◼ What would 10 represent?
◼ Well… 10 in base ten would be ...

(c) Ron English, 2024


Suppose we used 16 instead of 10?
◼ What would 10 represent?
◼ Well… 10 in base SIXTEEN would be ...

(c) Ron English, 2024


OR
= 1 x 161 + 0 x 160
= 16 + 0
= 16

= One group of 16 THINGS

(c) Ron English, 2024


Suppose we used 16 instead of 10?
◼ What SYMBOLS do we use between 9 and
10?

◼ How about LETTERS?

(c) Ron English, 2024


SO ….
Base ten in Base SIXTEEN
1 116
2 216
3 316
4 416
5 516
6 616
7 716
8 816
9 916

(c) Ron English, 2024


AND ….
Base ten in Base SIXTEEN
10 A
11 B
12 C
13 D
14 E
15 F
16 1016
17 1116
18 1216

(c) Ron English, 2024


Binary vrs Hexadecimal
◼ I was born in 1960
◼ Binary: 11110101000

◼ hexadecimal: 7a8

◼ We write in hexadecimal because it is too


difficult and long to write in binary

(c) Ron English, 2024


Divide the binary into groups of 4 …
◼ 0111 1010 10002

◼ 01112 = 716
◼ 10102 = A16
◼ 10002 = 816

◼ So 1960 = 111101010002 = 7a816

(c) Ron English, 2024


SECTION I

CONVERT FROM
HEXADECIMAL TO DECIMAL
DECIMAL TO HEXADECIMAL

(c) Ron English, 2024


Convert from
Base 16 to Base 10
◼ 1C (C is a 12)
= 1 x 161 + 12 x 160
= 16 + 12
= 28

= ONE bundle of 16 THINGS


= And 12 single THINGS
= 28 THINGS

= 1c16 = 2810 (c) Ron English, 2024


Convert from
Base 16 to Base 10
1c16 = 2810
By convention, we never write the 10 for base 10

Also, if there is a letter in a number, we assume it is


base 16 so we don’t write the 16 either

1c = 28

(c) Ron English, 2024


Convert from
Base 16 to Base 10
◼ BAD (B is 11, A is 10 and D is 13)
= 11 x 162 + 10 x 161 + 13 x 160
= 11 x 256 + 10 x 16 + 13 x 1
= 2816 + 160 + 13
= 2989
= 11 bundles of 16 groups of 16 THINGS
= 10 bundles of groups of 16 THINGS
= 12 single THINGS
BAD = 2989
(c) Ron English, 2024
Convert from
Base 16 to Base 10
◼ DEED (D is 13, E is 14)
= 13x163 + 14x162 + 14x161 + 13x160
= 13x4096 + 14x256 + 14x16+13x1
= 53248 + 3584 + 224 + 13
= 57069

DEED = 57069

(c) Ron English, 2024


How do we go from
base 10 to base 16?

A little trickier …

but here it is

(c) Ron English, 2024


Definitions

Quotient

Divisor Dividend

- Divisor x Quotient

Remainder
(c) Ron English, 2024
How to convert Decimal to Hex
◼ Divisor is 16 (hex is base 16)
◼ Dividend is the DECIMAL number to be
converted
◼ Remainder is THE CURRENT DIGIT
◼ Quotient is the dividend for the next largest
digit.

(c) Ron English, 2024


EXAMPLES

DECIMAL to BINARY
DECIMAL to HEX(Base 16)

(c) Ron English, 2024


Example 1
Convert 18 to Hex
◼ Divisor is 16
◼ Dividend is 18
◼ Quotient is 1
◼ Remainder is 2
◼ Therefore the rightmost digit is 2

(c) Ron English, 2024


Example 1
Convert 18 to Hex

1
16 18
- 16

2
(c) Ron English, 2024
Example 1
Convert 18 to Hex
◼ A second division takes place
◼ New Dividend is 1 (The quotient from step 1)

(c) Ron English, 2024


Example 1
Convert 18 to Hex
1

16
1 16 18
- 16

2
(c) Ron English, 2024
Example 1
Convert 18 to Hex
◼ Divisor is 16
◼ New Dividend is 1 (The quotient from step 1)
◼ Quotient is 0
◼ Remainder is 1
◼ Therefore the next digit is 1

(c) Ron English, 2024


Example 1
Convert 18 to Hex
0 1

16 1 16 18
- 16 - 16

1 2
(c) Ron English, 2024
Example 1
Convert 18 to Hex
◼ The hexadecimal Number is 1216
◼ Check
1216 = 1 x 161+ 2x160
= 16 + 2
= 18

(c) Ron English, 2024


Example 2
Convert 437 to HEX
◼ The divisor is _______?
◼ The dividend is ________?

(c) Ron English, 2013


Example 2: Convert 437 to Hex

2
16 437
- 32 (2 x 16)

117

(c) Ron English, 2013


Example 1: Convert 437 to Hex

27
16 437
- 320

117
- 112 (7 x 16)

(c) Ron English, 2013


Example 2: Convert 437 to Hex

27
16 437
- 320

117
- 112 (7 x 16)

(c) Ron English, 2013


5
Example 2 – STEP 2
Convert 437 to Hex
◼ Divisor is 16
◼ New Dividend is 27 (The quotient from step 1)
◼ Remainder is 5
◼ Therefor the rightmost digit is 5

(c) Ron English, 2013


Example 2: Convert 437 to Hex

27
16 27 16 437

- 320

117
- 112

5
(c) Ron English, 2013
Example 2: Convert 437 to Hex

1 27
16 16 437
27
- 16 (1 x 16) - 320

117
- 112

5
(c) Ron English, 2013
Example 1: Convert 437 to Hex

1 27
16 16 437
27
- 16 - 320

117

11 - 112

5
(c) Ron English, 2013
Example 2
Convert 437 to HEX
◼ The remainder is 11 …
◼ but an 11 in hexadecimal is a

(c) Ron English, 2013


Example 2: Convert 437 to Hex

1 27
16 16 437
27
- 16 - 320

117
11
- 112

B (c) Ron English, 2013


5
Example 2 – STEP 3
Convert 437 to HEX
◼ New Dividend is 1 (The quotient from step 2)
◼ Remainder is B
◼ Therefore the next digit is B

(c) Ron English, 2013


Example 2: Convert 437 to Hex

1 27
16 27 16 437
1 - 16 - 320

11 117
- 112

B 5
(c) Ron English, 2013
Example 2: Convert 437 to Hex

0 1 27
16 27 16 437
1 - 16 - 320
- 16 (1 x 16)
11 117
- 112

B 5
(c) Ron English, 2013
Example 2: Convert 437 to Hex

0 1 27
437
27
16 16
1 - 16 - 320

117
- 16 (1 x 16) 11
- 112

1 B 5
(c) Ron English, 2013
Example 2
Convert 437 to HEX
◼ Therefore, the next digit is a 1

◼ Read LEFT to RIGHT 1B5

(c) Ron English, 2013


Example 2
Convert 437 to HEX
◼ 437 converted to hexadecimal is 1B516
◼ Check:
1B516 = 1 x 163 + 11 x 162 + 5 x 160
= 1 x 256 + 11 x 16 + 5
= 256 + 176 +5
= 437

(c) Ron English, 2013


Example 2
Convert 437 to HEX
◼ 437 converted to hexadecimal is 1B516
◼ Check:
1B5 = 1 x 163 + 11 x 162 + 5 x 160
= 1 x 256 + 11 x 16 + 5
= 256 + 176 +5
= 437

(c) Ron English, 2024


SECTION I
Storage size

(c) Ron English, 2024


Storing Bytes
Storage and memory capacity is expressed in
the number of bytes they can hold:
1 kilobyte = 210 or 1024 bytes
1 megabyte = 220 or 1,048,576 bytes
1 gigabyte = 230 or 1,073,741,824 bytes

1 TERAbyte = 240 or 1,099,511,627,776 bytes

1 Petabyte = 250 = 1000 Terabytes:


(c) Ron English, 2024
CONFUSION
◼ There was confusion over the METRIC
prefixes

◼ “KILO” means 1000 in metric : 103 = 1000


◼ but in a computer KILO is 210 = 1024.

◼ To make it clear, in a new prefix “KIBI” was


introduced to avoid confusion

(c) Ron English, 2024


◼ It's worth noting that the term "kilobyte" is
often used informally to refer to either 1000
bytes or 1024 bytes, depending on the
context.
◼ In general, it's best to use the specific term
"kibibyte" when referring to the base-2 unit of
1024 bytes to avoid confusion.

SINCE I am old,
I seldom use the newer terms
(c) Ron English, 2024
(c) Ron English, 2024
The WORDomputer Word
A computer word is defined as the number of
bits that constitute a common unit of data.
Also is the BUS size (a HARDWARE topic)

This has grown over the years … from 8 to 16


to 32 and now 64
Soon it will be 128

(c) Ron English, 2024


Word lengther Word Length
varies by computer. For example:
8 BIT MACHINE
8 bits = 1 byte = one word length
32 BIT MACHINE
32 bits = 4 bytes = one word length
64 BIT MACHINE
64 bits = 8 bytes = one word length

(c) Ron English, 2024


OTHER BASES

(c) Ron English, 2024


◼ Easy to write in other bases up to base 36
◼ Ten digits plus 26 letters
◼ The base replaces the 16

◼ WE Always use a subscript EXCEPT


If it is only numbers, we assume base 10,
and use subscripts for ALL other bases
If it has letters from A to F, we assume
base 16
(c) Ron English, 2024
Example 1: Convert 437 to base 15

0 1 29
15 29 15 437
1 - 15 - 300

14 137
- 135

1 E
(c) Ron English, 2024
2
Example 1: Convert 437 to base 9

0 5 48
9 48 9 437
1 - 45 - 360

3 77
- 72

5 3
(c) Ron English, 2024
5
Example 1: Convert 437 to base 35
(0 to 9, A to Y)

0 12
35 12 35 437

- 45 - 350

12 87
- 70

12 17
C
(c) Ron English, 2024 H
437 THINGS … can be written as

43710
=5359
=1E215
=1B516
= CH35
(c) Ron English, 2024
◼ IF converting from a base other than base 10
◼ 1) convert to base ten
◼ 2) convert that number to new base

(c) Ron English, 2024


Negatives

(c) Ron English, 2024


◼ There are a few ways to represent negative
numbers in binary.
◼ In normal decimal numbers we may simply
place a negative sign ( - ) in front of the
number to indicate that it is negative.
◼ In binary we don't have this luxury as we are
limited to only 1's and 0's.

(c) Ron English, 2024


Negative numbers – Sign Bit
◼ The first bit is a sign bit
◼ 0 is positive
◼ 1 is negative

◼ 5 and -5
◼ 5: 00000101
◼ -5 10000101

(c) Ron English, 2024


◼ The largest number we may represent (With
a given number of bits is effectively halved.
◼ This is because there are still the same
number of combinations of 1's and 0's but
now half of them are given to representing
negative numbers.
◼ In fact, with sign magnitude we actually have
just under half because zero may be
represented as either 1000000 or 00000000.

(c) Ron English, 2024


With unsigned (or no negative numbers) with 8
bits we have:
◼ 00000000 - representing 0, the smallest
number possible.
◼ 11111111 - representing 255, the largest
number possible.
◼ For a total of 256 possible numbers
represented.

(c) Ron English, 2024


Whereas with sign magnitude we have:
◼ 11111111 - representing -127, the smallest
number possible.
◼ 10000000 - representing 0.
◼ 00000000 - also representing 0.
◼ 01111111 - representing 127, the largest
possible number.
◼ For a total of 255 possible numbers
represented.
(c) Ron English, 2024
1’s complement and
2’s complement

(c) Ron English, 2024


Negative numbers –
one’s complement
◼ Find the positive number
◼ Flip 0’s and 1’s

◼ 5 and -5
◼ 5: 00000101
◼ -5 11111010

(c) Ron English, 2024


Negative numbers –
two’s complement
◼ Find the positive number
◼ Flip 0’s and 1’s, add 1

5 and -5
5: 00000101
-5: 11111010
Add 1 11111011 (-5 in two’s complement

(c) Ron English, 2024


Negative numbers –
two’s complement
-5 11111011
1x27 + 1x26 + 1x25+ 1x24 + 1x23+ 1x21+1x20
= 27 + 26 + 25+ 24 + 23+ 21+1
= 128+64+32+16+8+2+1= 251
therefore: 251 – 256 = -5

(c) Ron English, 2024


Convert 2’s complement to
Decimal
◼ Backwards from creating a 2’s complement
number
◼ Subtract 1
◼ Flip all the 1’s to 0’s AND all the 0’s to 1’s

2’s Complement 1111 1011


subtract 1 1111 1010
flip 0000 0101
therefore, it is negative 5
Decimal Numbers
(Fractions)

See:
https://en.wikipedia.org/wiki/IEEE_754-1985
◼ Floating-point numbers in IEEE 754 format
consist of three fields:
◼ a sign bit,
◼ a biased exponent,
◼ a fraction.
◼ The following examples illustrate the meaning
of each.
◼ Analogous to scientific notation, where
numbers are written to have a single non-
zero digit to the left of the decimal point, we
rewrite this number so it has a single 1 bit to
the left of the "binary point".
◼ We simply multiply by the appropriate power
of 2 to compensate for shifting the bits left by
three positions:
SIMPLE ANSWER
◼ There are more complex solutions not
covered here

◼ All real numbers can be expressed as a


fraction.
◼ Terminating fractions are A/B
◼ Repeating fractions can also be A/B
◼ IRRATIONAL numbers are left for learner and
will be discussed in the next book.
SIMPLE ANSWER
◼ Just like every integer is either PRIME or a
product of PRIME NUMBERS

◼ Every positive integer can be expressed as a


sum
◼ b0+2b1+4b2+···
Negative Powers of 2:
½ = 2−1 = 0.1
¼ = 2−2 = 0.01
1/8 = 2−3 = 0.001
Negative Powers of 2:
13 = 8 + 4 + 1
therefore
13/16 = 8/16 + 4/16 + 1/16
= ½ + ¼ + 1/16
. = 2−1 + 2−2 + 2−4
= = 0.1 1 0 1

OR .1101
Powers of 2 as fractions
Powers of 2

64 32 16 8 4 2 1 ½ ¼ 1/8 1/16 1/32


6 5 4 3 2 1 0 -1 -2 -3 -4 -5

Which is
◼ 26 25 24 … 20 … 2-4 2-5
◼ Here are some examples:
2 = 21 = 10
4 = 22 = 100
8 = 23 = 1000

7 = 4+2+1 = 22+21+20 = 111


13 = 8+4+1 = 23+22+20 = 1101
15 = 8+4+2+1 = 23+22+21+20 = 1111
EASY fractions
◼ The denominator is a power of 2
◼ 2,4,8,16,32 etc.
◼ Separate the numerator into additions of
powers of 2
◼ Put a 1 in the proper place

READ
LEFT TO
RIGHT
◼ So … 1/32 is 2-5 = .000012

◼ 5/32 = 5*(1/32) = 1012 * .000012 = .001012


◼ =1.01 * 2-3
◼ shift three positions to have one position left
of the decimal
◼ The first 1 MUST be a one, so we do not
need to store it
◼ We only need to store: .01 2-3
◼ 5/32 = .001012

◼ Which can written:


EXPONENT
SIGN + 1.01 x 2-3

Fraction
OMNI Calculator: 5/32

https://www.omnicalculator.com/math/binary-fraction#the-conversion-from-binary-fraction-to-decimal-fraction
Fractions with a denominator that
is NOT a power of 2
◼ The denominator is NOT a power of 2
◼ 3,5,6,7 … etc.
1. Multiply by 2
2. If Greater than 1,
1. next digit is 1,
2. subtract 1
3. ELSE
1. Next digit is zero
4. REPEAT
See examples next pages
EXAMPLE 1: 1/3
1. 1/3 * 2 = 2/3
1. Binary = .0,
2. 2/3 * 2 = 4/3 -1 = 1/3
1. Binary = .01
3. 1/3 * 2 = 2/3
1. Binary = .010
4. 2/3 * 2 = 4/3 -1 = 1/3
1. Binary = .0101
5. REPEAT
EXAMPLE 1: 1/3

SHIFT LEFT 2
EXAMPLE 2: 1/5
1. 1/5 * 2 = 2/5
1. Binary = .0,
2. 2/5 * 2 = 4/5
1. Binary = .00
3. 4/5 * 2 = 8/5 – 1 = 3/5
1. Binary = .001
4. 3/5 * 2 = 6/5 -1 = 1/5
1. Binary = .0011
5. 1/5 * 2 = 2/5
1. Binary = .00110

6. REPEAT
EXAMPLE 2: 1/5

SHIFT LEFT 3
Next Step
◼ “move” the first 1 to the left of the decimal
◼ .01010101 (1/3) = 1.010101 x22
◼ .001100110011 (1/5) = 1.10011001 x23

◼ The SIGN is 0 for positive, 1 for negative


◼ The EXPONENT is (in these cases) 2 or 3
◼ The FRACTION is everything after the first 1
Exponents
◼ Positive exponents are just the binary number
◼ NEGATIVE exponents (for fractions)
◼ Maximum is 127 which is 111111112 in 8-bit
◼ Subtract the exponent from 127.
◼ -2 exponent is 127 – 2 = 125 = 0111111012
◼ -3 exponent = 127 - 3 = 124 = 0111111002
◼ Sign is positive
◼ Number is 01
◼ Exponent is -3
◼ Subtract 3 from maximum of 127 = 124
11111111 (127)
=> 01111100 (-3)
Examples fractions
5/32, 1/3, 1/5, -1/3
SIGN EXPONENT FRACTION
1-BIT 8-BIT 23 BIT

5/32 0 01111100 01000000000000000000000

1/3 0 01111111 01010101010101010101010

1/5 0 01111100 01101101101101101101101

-1/3 1 01111100 01101101101101101101101


Why 32767 important?

(c) Ron English, 2024


◼ What is 32767 in binary OR Hexadecimal?

◼ Add 1 to 32767

(c) Ron English, 2024


SECTION I
Arithmetic operations.

This book teaches only using


positive integer values.
For negative or floating point operations, refer to
DATA REP II .

(c) Ron English, 2024


Addition
◼ Arithmetic operations refer to bit addition and
subtraction.
◼ Multiplication and division are rarely used as
they are expensive. Addition is used in place
of multiplication, and subtraction is in place of
division. These operations are useful for
numerical computations.

(c) Ron English, 2024


Addition in BINARY
◼0+1=1
◼ 1 + 1 = 102
◼ 10 + 1 = 112
◼ 11 + 1 = 1002

(c) Ron English, 2024


Addition in BINARY
0 1
+ 1 + 1
1 10

10 11
+ 1 + 1
11 100

(c) Ron English, 2024


8 bit addition
0 0 1 0 1 0 1 1 0
+ 0 0 1 1 0 1 0 0 1
1
1
After practice, you can
1 skip the middle
1
1
1
1 0
0
0 .
0 1 0 1 1 1 1 1 1
Addition in HEXADECIMAL
9 + 1 = A
F + 1 = 10
19 + 1 = 1A
FF + 1 = 100
Do you see
anything WRONG?
(see next slide for
answer)

(c) Ron English, 2024


Addition in HEXADECIMAL
9 + 1 = 10
F + 1 = 1016
19 + 1 = 20
FF + 1 = 10016
NOTICE FROM PREVIOUS SLIDE:
9 + 1 = 10 (NOT ‘A’)
19 + 1 = 20 (NOT ‘1A’)
(We ASSUME base 10 unless stated otherwise)

(c) Ron English, 2024


Addition in HEXADECIMAL
916 + 1 = A
F + 1 = 1016
1916 + 1 = 1A
FF + 1 = 10016
NOTICE: There is a subscript if the interpretation
is ambiguous
◼ 1 is the same in base 10 or base 16
◼ Numbers with an A or F are base 16
◼ 9, 10, 19 and 100 are different in base 10 or base 16
◼ So we MUST have a subscript!!!
(c) Ron English, 2024
HEX ADDITION
long/easy method
18AF + 342416
Convert to DECIMAL
1 8 A F A16 IS 1010
+ 3 4 2 4 F16 IS 1510
1 8 10 15
+ 3 4 2 4
4 12 12 19 Calculate carry
1910 IS
1 GROUP OF 16 AND
4 12 12 0 3 SINGLES
1 3
4 12 13 3
Convert to HEX

4 C D 3
Since the first number is base
16, all other numbers are
18AF + 3424 = 4CD3 assumed to be base 16
SUBTRACTION
◼ Subtraction in Binary is similar to subtraction
in Decimal.
◼ We subtract on digit at a time moving right to
left
◼ If the answer is a negative number .. We
“borrow” from the column to the left
Subtraction in decimal
◼ 3 15 “borrow”
5 4 5 4 5
-2 -1 2 -1 7
3 3 3 2 8
Subtraction by Computers
Can not subtract
They add by adding the negative

5 4 5 4 5
-2 -1 2 -1 7

5 4 5 4 5
+(-2) +(-1 2) +(-1 7)
3 3 3 2 8
Binary Subtraction
Find the 2’s complement and add
Since computers now use 2’s complement
instead of a sign bit or 1’s complement, I will
leave those two examples to the eager readers
Subtraction
For example 3-3 would be 3 +(-3) = 0
In binary, 3 is 0011
In 2’s complement, flip the 1’s and 0’s, then add
1
◼ 0011 => 1100 => 1101
Now add
0 0 1 1
+ 1 1 0 0
1 0 0 0 0
(only using four bits we get zero)

0 + 0 = 0
1 + 0 = 1
0 + 1 = 1
1 + 1 = 1, “carry” 1
8 Bit
121 – 47 = 74
121 = 0 1 1 1 1 0 0 12
47 = 0 0 1 0 1 1 1 12
2’s C 11010000 + 1 = 11010001

128 64 32 16 8 4 2 1

0 1 1 1 1 0 0 1
+1 1 0 1 0 0 0 1
0 1 0 0 1 0 1 0 = 74 (correct!)
MULTIPLICATION

Terminology

Multiplicand
X Multiplier
= Product
Decimal example: 49 x 13
49
x 13
147 (3 x 49)
49x (shift to left “x” then 2 x 4
637 (add)
BINARY Example : 49 x 13
49 = 0011 0001
13 = .... 1101
11 0001
000 000x
1100 01xx
1 1000 1xxx
10 0111 1101 = 637
Multiplication Algorithm
Convert Multiplicand and Multiplier to binary
1. Set PRODUCT to zero
2. For right most bit in Multiplier
1. If ZERO, do nothing
2. If ONE, add MULTIPLICAND to PRODUCT
3. SHIFT Multiplier to RIGHT SHIFT is
explained on
4. SHIFT Multiplicand to LEFT next page

3. Repeat Step 2 UNTIL multiplier = ZERO


SHIFT EXPLAINED
Moves the binary number one to the left or right.

◼ IF to the RIGHT, the right-most digit is


“lost” and a zero placed in the left-most digit
◼ 0011 shift RIGHT = 00011= 0011

◼ IF to the LEFT, the left-most digit is


“lost” and a zero placed in the right-most digit
◼ 0011 shift left = 00110 = 0110
Example: 49 x 13 page 1 of 6
128 64 32 16 8 4 2 1

MULTIPLICAND 49 = 0 0 1 1 0 0 0 1

MULTIPLIER 13 = 0 0 0 0 1 1 0 1

PRODUCT 0 = 0 0 0 0 0 0 0 0
Example: 49 x 13 page 2 of 6
The multiplier’s left-most bit is 1
ADD multiplicand to PRODUCT
SHIFT multiplicand LEFT, SHIFT multiplier RIGHT

PRODUCT = 0 0 1 1 0 0 0 1
MULTIPLICAND = 0 0 1 1 0 0 0 1
MULTIPLIER = 0 0 0 0 1 1 0 1

<= = 0 0 1 1 0 0 0 1 0
New
=> = 0 0 0 0 0 1 1 0 1 MULTIPLICAND
and
◼ MULTIPLIER
Example: 49 x 13 page 3 of 6
The multiplier’s left-most bit is 0
ADD multiplicand to PRODUCT
SHIFT multiplicand LEFT, SHIFT multiplier RIGHT

PRODUCT = 0 0 0 1 1 0 0 0 1
MULTIPLICAND = 0 0 1 1 0 0 0 1 0
MULTIPLIER = 0 0 0 0 0 1 1 0

<= = 0 0 1 1 0 0 0 1 0 0
New
=> = 0 0 0 0 0 0 1 1 0 MULTIPLICAND
and
◼ MULTIPLIER
Example: 49 x 13 page 4 of 6
The multiplier’s left-most bit is 1
ADD multiplicand to PRODUCT
SHIFT multiplicand LEFT, SHIFT multiplier RIGHT

PRODUCT = 0 0 0 1 1 1 1 0 1 0 1
MULTIPLICAND = 0 0 1 1 0 0 0 1 0 0 0
MULTIPLIER = 0 0 0 0 0 0 1 1

<= = 0 0 1 1 0 0 0 1 0 0 0
New
=> = 0 0 0 0 0 0 0 1 1 MULTIPLICAND
and
◼ MULTIPLIER
Example: 49 x 13 page 5 of 6
The multiplier’s left-most bit is 1
ADD multiplicand to PRODUCT
SHIFT multiplicand LEFT, SHIFT multiplier RIGHT

PRODUCT = 0 1 0 0 1 1 1 1 1 0 1
MULTIPLICAND = 0 0 1 1 0 0 0 1 0 0 0
MULTIPLIER = 0 0 0 0 0 0 0 1

<= = 0 0 1 1 0 0 0 1 0 0 0 0
New
=> = 0 0 0 0 0 0 0 0 1 MULTIPLICAND
and
◼ MULTIPLIER
Example: 49 x 13 page 6 of 6
The multiplier’s is 0
PRODUCT is the answer

512 256 128 64 32 16 8 4 2 1


PRODUCT = 1 0 0 1 1 1 1 1 0 1

512 + 64 + 32 + 16 + 8 + 4 + 1 = 637

49 x 13 = 637
DIVISION
The algorithm is quite complicated
Similar to multiplication,
we use shifts, addition and subtraction

(c) Ron English, 2024


Long DIVISION of Decimal
Numbers

(c) Ron English, 2024


Long DIVISION of BINARY
Numbers

(c) Ron English, 2024


Long DIVISION of Binary

(c) Ron English, 2024


SET UP
◼ Requires 3 registers
◼ Remainder (4 bits)
◼ Quotient (4 bits)
◼ Divisor (DOUBLE size of other two – 8 bits)
◼ Counter to track number of reps
◼ REPS =
◼ Number of bit + 1
OR
◼ Until remainder = zero
EXAMPLE:
SETUP of division 10/3
• a 4-bit number
• 4 + 1 = 5 reps
11 / 4
8 - bit 4 - bit 4 bit
DIVISOR QUOTIENT REMAINDER
01000000 0 1011
EXAMPLE: REP 1
11 / 4
8 - bit 4 - bit 4 bit Decimal
differenc
Reps DIVISOR QUOTIENT REMAINDER divisor dividend e
1 01000000 0 1011 64 11 -53

REMAINDER – DIVISOR is <0


• keep REMAINDER
• SHIFT RIGHT Divisor
• SHIFT LEFT Quotient adding a zero

DIVISOR QUOTIENT REMAINDER


01000000 0 1011
EXAMPLE: REP 2

differenc
Reps DIVISOR QUOTIENT REMAINDER divisor dividend e
1 01000000 0 1011 64 11 -53
2 00100000 00 1011 32 11 -21

REMAINDER – DIVISOR is <0


• keep REMAINDER
• SHIFT RIGHT Divisor
• SHIFT LEFT Quotient adding a zero

DIVISOR QUOTIENT REMAINDER


01000000 0 1011
00100000 00 1011
EXAMPLE: REP 3
differenc
Reps DIVISOR QUOTIENT REMAINDER divisor dividend e
1 01000000 0 1011 64 11 -53
2 00100000 00 1011 32 11 -21
3 00010000 000 1011 16 11 -5

REMAINDER – DIVISOR is <0


• keep REMAINDER
• SHIFT RIGHT Divisor
• SHIFT LEFT Quotient adding a zero

DIVISOR QUOTIENT REMAINDER


01000000 0 1011
00100000 00 1011
00010000 000 1011
EXAMPLE: REP 4
differenc
Reps DIVISOR QUOTIENT REMAINDER divisor dividend e
1 01000000 0 1011 64 11 -53 11
2 00100000 00 1011 32 11 -21 11
3 00010000 000 1011 16 11 -5 11
4 00001000 000 1011 8 11 3 3

REMAINDER – DIVISOR is >0


• REPLACE REMAINDER
• SHIFT RIGHT Divisor
• SHIFT LEFT Quotient adding a one

DIVISOR QUOTIENT REMAINDER


01000000 0 1011
00100000 00 1011
00010000 000 1011
00001000 0001 11
EXAMPLE: REP 5
differenc
Reps DIVISOR QUOTIENT REMAINDER divisor dividend e
1 01000000 0 1011 64 11 -53
2 00100000 00 1011 32 11 -21
3 00010000 000 1011 16 11 -5
4 00001000 0001 11 8 11 3
5 00000100 00010 11 4 3 -1

REMAINDER – DIVISOR is <0


• keep REMAINDER
• SHIFT RIGHT Divisor
• SHIFT LEFT Quotient adding a zero

DIVISOR QUOTIENT REMAINDER


01000000 0 1011
00100000 00 1011
00010000 000 1011
00001000 0001 11
00000100 00010 11
ANSWER
DIVISOR QUOTIENT REMAINDER
01000000 0 1011
00100000 00 1011
00010000 000 1011
00001000 0001 11
00000100 00010 11

11/4
QUOTIENT = 000102 = 2
REMAINDER = 112 = 3

11/4 = 2 R 3
8-BIT EXAMPLE USING EXCEL
233 / 7
16 - bit 8 - bit 8 bit

START OF REP
DIVISOR QUOTIENT REMAINDER

00000111 00000000 0 11101001


00000011 10000000 00 11101001
00000001 11000000 000 11101001
00000000 11100000 0000 11101001
00000000 01110000 00001 1001
• Using 8-bit registers
00000000 00111000 000010 1001
• 9 REPS
00000000 00011100 0000100 1001
00000000 00001110 00001000 1001
00000000 00000111 000010000 1001
0000100001 10

QUOTIENT REMAINDER
33 2
Numbers Summary
◼ Numbers are stored by switches which are
either on or off – a bit
◼ Sets of 4 Switches make a half-byte – which
is base 16 or HEXADECIMAL
◼ There are 8 bits in a byte
◼ Arithmetic is all done by addition.
SECTION II
TEXT

BITMAP (BMP)

(c) Ron English, 2024


Coding the Computer
A code for determining which group of bits
represents which characters on a keyboard is
called ASCII (or UNICODE) established in
1997

A file of images (BMP) has one image or


character for each ASCII value

The computer saves the ASCII value, then the


font style displays the character that matches
(c) Ron English, 2024
the value
A little history
◼ ASCII started as only 97 characters
◼ In 1987 other “alphabets” such as the
Central European, Baltic, Turkish, and Greek
codepages, among others.
◼ On July 14, 2006 the fifth version of the
Unicode standard, which includes a total of
99,187 characters. Adding support for
additional scripts and writing systems, such
as Tifinagh, Bamum, and Glagolitic, as well
as additional symbols and emojis.
(c) Ron English, 2024
ASCII

ASCII has been adopted, as the standard, by the


U.S. government and is found in a variety of
computers.

0 1 0 0 1 0 1 0 = J
ASCII-8 code Keyboard character

(c) Ron English, 2024


ASCII codes

(c) Ron English, 2024


(c) Ron English, 2024
◼ The ASCII code is stored in the computer
◼ FONT MAP is a mapping from the “code” to a
particular “bitmap” of the appropriate “letter”,
and is displayed

◼ For upper case ‘A’ the code is 4116


◼ For lower case ‘a’ the code is 6116

(c) Ron English, 2024


◼ All ‘A’ are stored as #41
◼ Ariel A
◼ Time (new Roman) A
◼ Brush Script A
◼ OCR Extended A

◼ If the “font” is not installed


on that computer,  is displayed

(c) Ron English, 2024


(c) Ron English, 2024
FONT STYLES
SERIF and SANS SERIF

(c) Ron English, 2024


SANS SERIF
RON ENGLISH
RON ENGLISH ARIEL
CALIBRI

SERIF
RON ENGLISH TIMES NEW ROMAN
ROCKWELL
RON ENGLISH

(c) Ron English, 2024


FONT SPACING
PROPORTIONAL vrs
MONOSPACED FONTS
◼ MMM
111111 123
◼ III
+ 999999 + 987
1111110 1110
◼ MMM
◼ III

(c) Ron English, 2024


◼MMM III PROPORTIONAL

◼MMM III MONO-SPACED

(c) Ron English, 2024


(c) Ron English, 2024
Examples of Special Occasion Fonts
212 Saint Paddy Font
Halloween Guises Font
Evilz Font

Love Crush Font


Chess Type
Mickey Ears Font
Text Summary
◼ Text is stored in binary using ASCII (Unicode)
tables
◼ The ASCII code maps to different character
sets
◼ The displayed characters are BITMAP
images (Fonts)
◼ Fonts are:
◼ Proportional or Mono-Spaced
◼ Serif or Sans Serif, or “Handwritten”
SECTION III
Images and color

(c) Ron English, 2024


PIXELS
◼ 96 pixels per inch
◼ A square inch has 96x96 = 9,216 pixels
◼ Each image (Photo, Television) is only
different colored pixels together
◼ If you zoom in, you can see the individual
pixels
◼ Each pixel can display 2563 = 16, 777, 216
colours

(c) Ron English, 2024


PIXELS
◼ Each pixel is saved as a combination of three
colors
◼ Red, Green and Blue
◼ Each color intensity has 256 possible values;
from 0 to 255
◼ Combined, they can display 2563 = 16, 777,
216 different colors

(c) Ron English, 2024


(c) Ron English, 2024
https://fr.science-questions.org/comment_ca_marche/162/Les_pixels_de_la_television_en_couleur/pics_o/Zoom_sur_une_image.png
(c) Ron English, 2024
https://lh6.googleusercontent.com/njrLPubcAcM6GCjJLOSxbe-
FmPWcp3dD1tVly1CAmZF6CVU83jSRqzI9JV7HYlSnsmNSMfDRlNzvVDBwvPnuxb13j8QurLt6gADkXq1e4gqzU83ublf5zEnpWeiFgN_zk5aiL47z
Open MS Paint
(Windows Accessories)

(c) Ron English, 2024


Edit colors (American Spelling!)

(c) Ron English, 2024


https://crestwood.on.ca/upper-school/
(c) Ron English, 2024
Convert from hexadecimal to
DECIMAL to use in MS PAINT

wp--preset--color--black: #000000; wp--preset--color--blue: #007bff;


wp--preset--color--cyan-bluish-gray: #abb8c3; wpwpreset--color--indigo: #6610f2;
wp--preset--colorwhite: #fff; wp--preset--color--purple: #5533ff;
wp--preset--color--pale-pink: #f78da7; -wp--preset--color--pink: #e83e8c;
wp--preset--color--vivid-red: #cf2e2e; wp--preset--color--red: #dc3545;
wp--preset--color--luminous-vivid-orange: #ff6900; wp--preset--color--orange: #fd7e14;
wp--preset--color--luminous-vivid-amber: #fcb900; wp--preset--color--yellow: #ffc107;
wp--preset--color--light-green-cyan: #7bdcb5; wp--preset--color--green: #28a745;
wp--preset--color--vivid-green-cyan: #00d084; wp--preset--color--teal: #20c997;
wp--preset--color--pale-cyan-blue: #8ed1fc; wp--preset--color--cyan: #17a2b8;
wp--preset--color--vivid-cyan-blue: #0693e3; wp--preset--color--gray: #6c757d;
wp--preset--color--vivid-purple: #9b51e0; wp--preset--color--gray-dark: #343a40;

(c) Ron English, 2024


◼ #212529

◼ #21 = 33 RED
◼ #25 = 37 GREEN
◼ #29 = 41 BLUE

(c) Ron English, 2024


#FCB900
◼ #FC= 15x16 + 12 = 252
◼ #B9= 11 x 16 + 9 = 185
◼ #00 = 0

(c) Ron English, 2024


252, 185, 0

(c) Ron English, 2024


(c) Ron English, 2024
◼ 207
◼ 78
◼ 207

◼ 207 = #CF
◼ 78 = #4E
◼ 207 = #CF
◼ Therefore #CF4ECF

(c) Ron English, 2024


Pick a colour

(c) Ron English, 2024


EXAMPLE – NASA LOGO
◼ Find a web page
◼ Press “PrtScn” to copy
◼ Open MS Paint
◼ Paste
◼ Use the “Color Picker”
◼ Select one color on the
image
EXAMPLE – NASA LOGO
◼ Select EDIT COLORS
◼ Convert the three
DIGITAL numbers for
RBG into hexadecimal
◼ 0 = 016
◼ 103 = 6716
◼ 178 = B2
◼ You can now use
#0067B2
COMMON COLORS - RBG
Coke Red 244 0 0

Facebook 66 103 178

I.B.M. 75 107 175

McDonald’s 255 199 44

Tim Horton 200 16 47


(c) Ron English, 2024
MICROSOFT
◼ RED 242 80 34
◼ GREEN 127 186 0
◼ BLUE 0 164 239
◼ YELLOW 255 185 0
GOOGLE
◼ BLUE 66 133 244
◼ RED 219 68 55
◼ YELLOW 244 180 0
◼ GREEN 15 157 88
(c) Ron English, 2024
Blue Jays
Blue 19 74 142
Navy 29 45 92
Red 232 41 28
Bills
BLUE 0 51 141
RED 198 12 48
Islanders
blue 0 83 155
orange 244 125 48

Raptors 206 17 65

(c) Ron English, 2024


SECTION III
VIDEO
VIDEO
◼ Video is many photos displayed very quickly
◼ frame per second means how many frames
are displayed in one second of video.
◼ There is recording speed and playback speed
◼ If a video is recorded and played back at
24fps, that means each second of the video
shows 24 distinct still images.
◼ To humans, it looks like the images are
moving
Recording Speed
◼ 24fps
◼ This is the standard for movies and TV shows,
and it was determined to be the minimum
speed needed to capture video while still
maintaining realistic motion.
◼ Even if a film is shot at a higher frame rate, it’s
often produced and displayed at 24fps.
Recording Speed
◼ 30fps
◼ This has been the standard for television since
the early days.
◼ It is still widely used despite producers moving
toward a more cinematic 24fps.
◼ Videos with a lot of motion, such as sports, will
often benefit from the extra frames per
second.
Recording Speed
◼ 60+fps
◼ Anything higher than 30fps is mainly used to
create slow-motion video or to record video
game footage.
◼ As technology continues to evolve, many
smartphones are now capable of recording at
60 fps as well.
Playback Speed
◼ Usually the playback speed is the same as
the recording speed
Playback Speed
◼ Special effects might make them different
◼ If the playback speed is less than the
recording speed, the motion will look “slow”
(slow motion playback)
◼ If the playback speed is greater than the
recording speed, the motion will look “fast”
◼ These effects are used in movies and
television (especially sports)
IMAGE Summary
◼ Images are made of PIXELS.
◼ 96 PIXELS per inch
◼ Each PIXEL is a combination of RED,
GREEN and BLUE (RBG)
◼ In decimal from 0 to 255
◼ WEB sites use HEXADECIMAL
◼ Values from 00 to FF
SECTION IV
SOUND

(c) Ron English, 2024


Why does the sound of each
person’s voice sound different?

(c) Ron English, 2024


Why does the same note played on
different instruments sound
different?

(c) Ron English, 2024


Why?
◼ TIMBRE
◼ A sound is complex.
◼ There are HARMONICS in each sound that
give it a unique sound as in different voices or
different instruments

(c) Ron English, 2024


Sound, like color, is very complex
◼ Sound has frequency and amplitude
◼ Frequency is the tone. High or low
◼ Amplitude is the loudness. Quiet or loud

◼ SOUNDS are waves.

(c) Ron English, 2024


Sound, like color, is very complex
◼ Amplitude—distance between the resting
position and the maximum displacement of
the wave
◼ Frequency—number of waves passing by a
specific point per second
◼ Measured in Hertz

◼ SOUNDS are waves.

(c) Ron English, 2024


Sound, like color, is very complex
◼ All sounds of the same note have the same
fundamental frequency
◼ The different instruments (or voices) differ in
the amplitude of the HARMONIC
FREQUENCIES

(c) Ron English, 2024


HERTZ (Hz)
◼ The SI unit of frequency
◼ Equal to one cycle per second.
◼ Most healthy adults have an average hearing
range of between 20 and 20,000 hertz.
◼ Sounds below 20 Hz are called infrasound,
◼ Sounds above 20,000 Hz are called
ultrasound.
DECIBEL (dB)
◼ A unit used to measure the intensity of a
sound or the power level of an electrical
signal by comparing it with a given level on a
logarithmic scale.
◼ Humans can hear decibel levels
between 0 dB (the hearing threshold) and
130 dB (the pain threshold)
Fundamental Frequency
NOTE Hz
A 27.5
B 30.87
C 16.35
D 18.35
E 20.6
F 21.83
G 24.5

(c) Ron English, 2024


A,

The first harmonic is 27.5 Hz


The second harmonic is 55.0 Hz
The third Harmonic is 110.0 Hz
The fifth Harmonic is 220.0 Hz
The sixth Harmonic is 440.0 Hz

And so on …..
(c) Ron English, 2024
HARMONIC
FACTOR
FIRST Harmonic
(Fundamental Note) 1 Times
The second harmonic is 2 times
The third Harmonic is 4 times
The fifth Harmonic is 8 times
The sixth Harmonic is 16 times
And so on …..

(c) Ron English, 2024


Note how the waves match cycles

(c) Ron English, 2024


(c) Ron English, 2024
Waves from different harmonics

(c) Ron English, 2024


Combine the waves on one graph

(c) Ron English, 2024


(c) Ron English, 2024
◼ We add all the waves together
◼ We get one note (frequency)
◼ One amplitude
◼ The combination of waves (TIMBRE) gives us
the sound of the individual instrument

(c) Ron English, 2024


◼ The different sounds come from the
harmonics
◼ Each sound (instrument) plays the
fundamental frequency
◼ BUT … a different combination of harmonics

(c) Ron English, 2024


SECTION IV
Analog waves to Digital

(c) Ron English, 2024


Analog vrs Digital waves
◼ Analog waves are continuous, like a sine
curve

◼ Digital are only zeros and ones

(c) Ron English, 2024


Sample
◼ A hertz vibrates once per second
◼ 27.5 Hertz vibrates 27.5 times PER SECOND
◼ A computer plays (samples) 44,100 PER
SECOND
◼ The analog wave is divided into 44,100
sections per second.
◼ The height of each of the 44,100 sections is
saved

(c) Ron English, 2024


Convert Analog to Digital

1 wave is 1 Hz. 27.5 (‘A’) Hz would be 27,5 waves PER SECOND


EACH SECOND is divided into 44,100 Rectangles
(c) Ron English, 2024
◼ Each of the 44,100 points on the wave EACH
SECOND has a value.
◼ The higher the value, the greater the
AMPLITUDE
◼ The FREQUENCY is the number of waves
per second
◼ Small DISTORTIONS in the wave are the
TIMBRE

(c) Ron English, 2024


Add the waves together

(c) Ron English, 2024


TOP: All the different harmonic waves
BOTTOM: Sum of the waves
DEMONSTRATION

The heights of the wave make the sound


Above is ONE cycle
The number of HERTZ is the number of cycles in one second
There are 44,100 RECTANGLES in one second!!!

This DEMO is 1 cycle and only 51 Rectangles (3 are zero height)


The MATH (boring?)

Three different instruments
SAME note (Same
frequency)

SAME Volume (Same


amplitude or height)

DIFFERENT TIMBRES
(Distortions of the curve)

(c) Ron English, 2024


SAME note (Same frequency)

SAME Volume (Same amplitude or height)

DIFFERENT TIMBRES (Distortions of the curve)


(c) Ron English, 2024
SOME HARDWARE
◼ An analog-to-digital converter (ADC, A/D, or
A-to-D) is a system that converts an analog
signal, such as a sound picked up by a
microphone into a digital signal.
◼ A digital-to-analog converter (DAC, D/A, D2A,
or D-to-A) is a system that converts a digital
signal into an analog signal.
◼ HARDWARE can be external or internal
◼ for example: a sound card, a video card
Analog to Digital Converters

INPUT OUTPUT
(Analog) (Digital)
Analog to Digital Converters
Digital to Analog Converters
Digital to Analog Converters

INPUT
(Digital)

OUTPUT
(Analog)
Sound Summary
◼ There are 44,100 points on the wave EACH
SECOND
◼ Each of the 44,100 points on the wave has a
unique value. (height of the wave)
◼ The value is the addition of all the harmonics
◼ These 44,100 values together become one
second of the sound file
◼ ADC and DAC covert the sounds
◼ .WAV, .AIF, .MP3, and .MID. Are common
extensions (c) Ron English, 2024
SECTION V
Y2K

A data problem

(c) Ron English, 2024


Y2K
◼ In the beginning, computers were expensive
…. Even memory … and slow
◼ All dates started with 19 (1900, 1901, …
1950 … 1980 .. Etc)
◼ So, to save money, dates were stored with
only two digits for the year.

(c) Ron English, 2024


Y2K
◼ As the year 2000 approached, a problem was
identified, known as the Millenium Bug or Y2K
problem.
◼ programs facing two-digit years could not
distinguish between dates in 1900 and 2000.
Dire warnings at times were in the mode of:
◼ the bug would require anything between $400
million and $600 billion to rectify.

(c) Ron English, 2024


Some things to think
about

GEEK humor

(c) Ron English, 2024


Y0K

Dear Cassius:

Are you still working on the Y zero K problem?


This change from BC to AD is giving us a lot of
headaches and we haven’t much time left. I don't know
how people will cope with working the wrong way
around. Having been working happily downwards
forever, now we have to start

(c) Ron English, 2024


Y0K

thinking upwards. You would think that someone would


have thought of it earlier and not left it to us to sort it all
out at this last minute. I spoke to Caesar the other
evening. He was livid that Julius hadn’t done something
about it when he was sorting out the calendar. He said
he could see why Brutus turned nasty. We called in
Consultus, but he simply said that continuing
downwards using minus BC wouldn’t work and as usual
charged a fortune for doing nothing useful. Surely we
will not have to throw out all our hardware and start
again?
(c) Ron English, 2024
Y0K
Macrohard will make yet another fortune out of this I
suppose. The moneylenders are paranoid of course!
They have been told that all usury rates will invert and
they will have to pay their clients to take out loans. It’s
an ill wind ......

As for myself, I just can't see the sand in an


hourglass flowing upwards. We have heard that there
are three wise men in the East who have been working
on the problem, but unfortunately, they won’t arrive until
it's all over.
(c) Ron English, 2024
Y0K

I have heard that there are plans to stable all horses at


midnight at the turn of the year as there are fears that
they will stop and try to run backward, causing immense
damage to chariots and possible loss of life.

Some say the world will cease to exist at the


moment of transition. Anyway, we are still continuing to
work on this blasted Y zero K problem. I will send a
parchment to you if anything further develops.

If you have any ideas please let me know,


Plutonius (c) Ron English, 2024
Y10K
◼ The Y2K problem will happen again
◼ When we go from the year 9999 to 10000
◼ From four-digit years to five-digit years

◼ ONLY 7775 years away (as of this writing)

(c) Ron English, 2024


EXERCISE 3
RESEARCH and WRITE a one page report
explaining WHY the Y2K problem was a
problem.
◼ What was the cause of the problem
◼ What was the solution
◼ What could happen if it was not fixed

(c) Ron English, 2024


SECTION VI
EXERCISES

(c) Ron English, 2024


SECTION I
NUMBERS

(c) Ron English, 2024


EXERCISE 1
CONVERT FROM DECIMAL TO HEX
1. Today’s date MM/DD/YYYY
2. Your birth date
3. $1,000,000
4. 48
5. 740
6. 592

(c) Ron English, 2024


Addition
1. 0000 10102 + 0000 01112
2. ABC + 5
3. EA7 + F00D
4. EA0D + F010C
Subtraction
1. 13 - 4 (8 bit numbers)
1. Using 2’s complement
2. Using 1’s complement
3. Using sign bit
2. Did you get the same answer? Why?
Explain
3. Subtract 142 – 78 (8 bit numbers)
4. Subtract 78 – 97 (8 bit numbers)
OPTIONAL
◼ BINARY MULTIPLY (4 BIT)

◼ BINARY DIVISION (4 BIT)


SECTION II
TEXT

(c) Ron English, 2024


EXERCISE III -1 - Exercises
How would you convert the letters of
CrEsTwOoD pRePaRaToRy ScHoOl

to:
1. ALL UPPER CASE
2. all lower case
3. Initial Capital Letters

(c) Ron English, 2024


EXERCISE III -2 - Exercises
1. How would you use a SANS SERIF with a
SERIF font?
2. Why would you use a monospaced font?
3. Why would you use a proportional font?

(c) Ron English, 2024


EXERCISE III -1 - Exercises
1. Find three fonts that are similar to
handwriting
2. Find three fonts on the internet that can be
used on different holidays/Interests (of any
culture)

(c) Ron English, 2024


SECTION III
IMAGES

(c) Ron English, 2024


Your turn
◼ Find a color on a website
◼ Convert the hexadecimal to DECIMAL 2 digits
at a time
◼ Put into MSPaint to get color

(c) Ron English, 2024


Edit colors (American Spelling!)

◼ Select a color you like on


the pallet
◼ Convert the 3 decimal
number for RGB into
Hexadecimal
◼ Repeat 5 times

(c) Ron English, 2024


SECTION IV
SOUND

(c) Ron English, 2024


Exercise
◼ Find the harmonics of:
◼ 4 instruments
◼ 2 animals
SECTION V
OTHER

(c) Ron English, 2024


EXERCISE 4
RESEARCH and WRITE a detailed report
explaining WHY the Y2K problem was a
problem.
◼ What was the cause of the problem
◼ What was the solution
◼ How much did it cost to fix
◼ What could have happened (Discuss 5)

(c) Ron English, 2024


SECTION VII
ACKNOWLEDGES

(c) Ron English, 2024


SECTION VII
CONSULTANTS

PEOPLE,
(friends, co-workers, employees, students, experts)
WHOM I CONSULTED AND PROVIDED
FEEDBACK

(c) Ron English, 2024


SPECIAL THANKS
THE FOLLOWING PEOPLE CONTRIBUTED IN
SOME MANNER
(Alphabetical by last name)

◼ Kyle Anderson
◼ Tony D’Alfonso
◼ John Garner
◼ Henry Kaluzenski
◼ Hayden Raulin
◼ Dan Reid
◼ Katherine Wilson
SECTION VII
BIBLIOGRPHY

(c) Ron English, 2024


Bibliography: B : page 1 of 17
◼ Barnes, J. G. P., "Programming in Ada", Addison-Wesley, Reading
MA,1991,+0-201-56539-0

◼ Boswell, Grove and MacKie, "Watcom Pascal; Primer and Reference


Manual", Watcom Publications, Waterloo ON,1985,+0-919884-84-9

◼ Bratko, Ivan, "Prolog: Programming for Artificial Intelligence", Addison-


Wesley, Reading MA, 1990, 0-201-41606-9

◼ Brown and Presley, "Microsoft Visual Basic versions 5 and


6",Lawrenceville Press, Pennington, NJ, 1999, 1-879233-20-7

◼ Budlong, Mo, "Teach Yourself Cobol in 21 Days", SAMS Publishing,


Indiana, 1997, 0-672-31137-2

◼ Burden and Faires, "Numerical Analysis", PWS Publishing, Boston


MA., 1993, 0-534-93219-3
Bibliography: C : page 2 of 17
◼ Capron, H. L., "Computers: Tools for an Information Age", 6th Edition",
Prentice Hall, New Jersey, 2000

◼ Carter, John,"Problem Solving in Pascal",Addison-Wesley, Reading


MA, 1989, 0-201-11215-9

◼ Chivers and Sleightholme, “Fortran 95", Springer Press, New York,


2000, ISBN 1-85233-276-X

◼ Clocksin and Mellish,"Programming in Prolog", Springer Press, New


York,1987, 3-540-17539-3

◼ Cooper, Doug, "Oh! Pascal!", W. W. Norton & Company, New


York,1993, 0-393-96398-5

◼ Corica, Brown and Presley,"A Guide to PRogramming in


C",Lawrenceville Press, Pennington, NJ, 1999
Bibliography: C : page 3 of 17
◼ Cormen, Leiserson and Rivest, "Introduction to Algorithms", The MIT Press,
Cambridge, MA,1991, 0-262-3141-8

◼ Crawford, Tim, "Basic Computing: A Complete Course", McGraw-Hill, New


York,1981, 0-07-548076-X
Bibliography: D : page 4 of 17
◼ Dale and Lilly, "Pascal Plus Data Structures", D. C. Heath and Co,
Lexington MA, 1988, 0-669-15284-6

◼ Dale and Weems, "Pascal", D. C. Heath and Co, Lexington MA, 1987,
0-669-9570-2

◼ Davis, Stephen, "Learn Java Now", Microsoft Press, Redmond


WA,1996

◼ Department of Defense, "Reference manual for the Ada Programming


Language", Springer Press, New York, 1983, 0-387-90887-0

◼ Derman and St. Hippolyte,"Quick C Complete", Scott Foresman and


Company, Glenview. IL, 1990, 0-673-38102-1

◼ Dudman, Kay, "JSP for Practical Program Design", Springer Press,


New York,1996
Bibliography: D : page 5 of 17
◼ Dulaney, Emmett A., "Visual Basic 6.0, Brief Course", Glencoe McGraw-Hill, New
York NY, 2000, 0-2-805813-5

◼ Duntemann, Jeff, "Complete Turbo Pascal",Scott Foresman and Company, Glenview.


IL,1989, 0-673-38355-5
Bibliography: E-G : page 6 of 17
◼ Edwards, Charles, "Advanced Techniques in Turbo Pascal", SYBEX, San
Francisco CA,1987, 0-89588-350-3

◼ Ellis and Stroustrup,"The Annotated C Reference Manual", Addison-Wesley,


Reading MA, 1990, 0-201-51459-1

◼ Epp, Susanna, "Discrete Mathematics with Applications", Wadsworth


Publishing Company, Belmont CA, 1990, 0-534-9630-1

◼ Glass and Ables, "Unix for Programmers and Users", Prentice Hall, Upper
Saddle River, NJ, 1999, 0-13-681685-1
Bibliography: H-J : page 7 of

◼ Halvorson, Michael, "Step by Step Visual Basic", Microsoft Press, Redmond WA, 1997,
1-57231-435-4
◼ Hansen, Angela, "Learn C Now", Microsoft Press, Redmond WA, 1988, 1-55615-130-6
◼ Hopcroft and Ullman, "Introduction to Automata Theory, Languages and Computation",
Addison-Wesley, Reading MA, 1979, 0-201-02988-X
◼ Hull and Day, "Computers and Problem Solving", Addison-Wesley, Reading MA,1970
◼ Hume and Barnard, "Programming Concepts and Paradigms", Holt Software, Toronto,
ON, 1997, 0-921897-27-0
◼ Hume and Holt, "Introduction to Computer Science Using Turing", Holt Software,
Toronto, ON, 1990, 0-921598-6-8
◼ Hume, J. N. P., "Turing Tutorial Guide", Holt Software, Toronto, ON, 1991, 0-921598-1-
7
Bibliography: K : page 8 of 17

◼ Kendall and Kendall, "Systems Analysis and Design", Prentice Hall, Upper Saddle River,
NJ,1999, 0-13-646621-4

◼ Kernighan and Pike, "The Unix Programming Environment", Prentice Hall, Upper Saddle
River, NJ, 1984, 0-13-937699-2

◼ Kernighan and Ritchie, "The C Programming Language", Prentice Hall, Upper Saddle River,
NJ, 1978, 0-13-110370-9

◼ Knecht, Ken, "Advanced quick C", Scott Foresman and Company, Glenview. IL, 1989, 0-673-
38396-2

◼ Kochan and Wood, "Exploring the Unix System", SAMS Publishing, Indiana, 1992, 0-672-
48516-8

◼ Kolman and Busby, "Discrete mathematical Structures for Computer Science", Prentice Hall,
Upper Saddle River, NJ, 1987, 0-13-216003-X
Bibliography: K : page 9 of 17

◼ Korth and Silberschatz, "Database Systems Concepts", McGraw-Hill, New York, 1991,
0-7-44754-3

◼ Kruse, Tondo and Leung, "Data Structures and Program Design in C", Prentice Hall,
Upper Saddle River, NJ, 1997, 0-13-288366-X
Bibliography: L : page 10 of 17

◼ Lafore, Robert, "Object-Orientated Programming in C ", SAMS Publishing, Indiana,


1999, 0-57169-160-X
◼ LaFore, Robert, "Data Structures and Algorithms", SAMS Publishing, Indiana, 1999, 0-
672-31633-1
◼ Langsam, Augenstein and Tenenbaum, "Data Structures using C and C ", Prentice Hall,
Upper Saddle River, NJ, 1996, 0-13-36997-7
◼ Lemone, Karen, "Fundamentals of Compilers", CRC Press, Boca Ratan, FL, 1992, 0-
8493-7341-7
◼ Lemone, Karen, "Design of Compilers", CRC Press, Boca Ratan, FL, 1992, 0-8493-7342-
5
◼ Levine and Young, "Unix for Dummies", IDG Books, Foster City CA., 1997, 0-7645-130-5
◼ Lloyd, J. W., "Foundations of Logic Programming", Springer Press, New York, 1987, 3-
540-18199-7
Bibliography: M-N: page 11 of 17

◼ MacDonald, Michael, "Microsoft Visual Basic 5 Exam Cram", Certification Insider Press,
Albany NY, 1998, 1-57610-236-X

◼ Mano, Morris, "Digital Design", Prentice Hall, Upper Saddle River, NJ, 1991, 0-13-
212937-X

◼ Marpet, Mark I, "Visual Basic 5.0, Brief Course", Glencoe McGraw-Hill, New York NY,
1999, 0-2-803083-4
◼ Mueller and Page, "Symbolic Computing with Lisp and Prolog", John Wiley and Sons,
New York, 1988, 0-471-60771-1

◼ Niedelman and Carnine, "Learning Pascal; The Turbo Version", Scott Foresman and
Company, Glenview. IL, 1988,0-673-38019-X
Bibliography: O-R : page 12 of 17

◼ Parsons and Oja, "Computer Concepts", Thompson Learning, Cambridge, MA., 2000, 0-7600-
6499-7

◼ Perry, Greg, "Absolute Beginner's Guide to Programming", SAMS Publishing, Indiana, 1993,

◼ Prata and Martin, "Unix system 5 Bible", SAMS Publishing, Indiana, 1987, 0-672-22562-X

◼ Presley and Corica, "A Guide to Programming in Turbo Pascal", Lawrenceville Press,
Pennington, NJ, 1986, 0-931717-41-8

◼ Reference, "Visual Basic 5 ActiveX Controls Reference", Microsoft Press, Redmond WA, 1997,
1-57231-508-3

◼ Ritchey, Tim, "Java!",New Riders Publishing, Indianapolis, 1995, 1-56205-533-X


Bibliography: S : page 13 of 17

◼ Schneider, David I., "Introduction to Programming Using Visual Basic 5.0, Third Edition",
Prentice Hall, Upper Saddle River, NJ, 1998, 0-13-875857-3

◼ Schwartz and Malluf, "Using VB Script", Que, Indianapolis, IN, 1996, 0-7897-809-4

◼ Shafer, Dan, "Advanced Turbo Prolog Programming", SAMS Publishing, Indiana, 1987, 0-672-
22573-5

◼ Shelly, Cashman and Forsythe, "Turbo Pascal Programming", Boyd & Fraser Publishing,
Boston MA, 1987, 0-87835-252-X

◼ Silberschatz, Peterson and Galvin, "Operating System Concepts", Addison-Wesley, Reading


MA, 1991, 0-201-51379-X

◼ Sobell, Mark, "A Practical Guide to Linux", Addison-Wesley, Reading MA,1997, 0-201-89549-8
Bibliography: S : page 14 of 17
◼ Sobell, Mark, "Unix System 5; A Practical Guide", Addison-Wesley, Reading MA, 1995, 0-8053-
7566-X

◼ Stallings, William, "Data and Computer Communications", Collier Macmillan Canada, Toronto,
1991, 0-2-415454-7

◼ Stephens, Rod, "Advanced Visual Basic Techniques", John Wiley and Sons, New York,1997, 0-
471-18881-6

◼ Stephens, Rod, "Ready-to-Run Visual Basic Algorithms", John Wiley and Sons, New York,1998,
0-471-24268-3

◼ Stephens, Rod, "Ready-to-Run Visual Basic Code Library", John Wiley and Sons, New York,
1999, 0-471-33345-X

◼ Stephens, Rod, "Visual Basic Algorithms", John Wiley and Sons, New York,1996,0-471-13418-
X
Bibliography: S : page 15 of 17
◼ Stevens and Watkins, "Advanced Graphics Programming in Turbo Pascal", M & T Books,
Redwood City, CA, 1991, 1-55851-132-6

◼ Sudkamp, Thomas, "Languages and Machines", Addison-Wesley, Reading MA,1991, 0-


201-15768-3

◼ Sutcliffe, Alistair, "Jackson System Development", Prentice Hall, Toronto,1988


Bibliography: T : page 16 of 17

◼ Tanenbaum, Andrew, "Structured Computer Organization", Prentice Hall, Upper Saddle


River, NJ, 1990, 0-13-854662-2

◼ Teft, Lee, "Programming in Turbo Pascal", Prentice Hall, Upper Saddle River, NJ,1989,
0-13-729054-3

◼ Tenenbaum and Augenstein, "Data Structures using Pascal", Prentice Hall, Upper
Saddle River, NJ, 1986, 0-13-196668-5

◼ The Mandelbrot Set, "Advanced Visual Basic 5", Microsoft Press, Redmond WA,1997, 1-
57231-414-1
Bibliography: U - Z: page 17 of 17

◼ Vile, Richard Jr.,"Programming in C with Let's C",Mark Williams Company, Chicago,


IL,1988, 0-673-18813-2

◼ Wang, Wallace, "Visual Basic 6 for Dummies", IDG Books, Foster City CA.,1998, 0-7645-
370-7

◼ Webb, Plungjan and Drakard, "Instant Java Script", McGraw-Hill, New York,2001, 0-7-
212994-8

◼ Webtrak, "Mastering Javascript Part 1", CCI Learning Solutions,1999

◼ West, Tom, "Object Oriented Programming for Educators", Holt Software, Toronto, ON,
2000
SECTION VII
WEB SITES
ACCESSED

(c) Ron English, 2024


WEB SITES VISITED
◼ https://lh6.googleusercontent.com/njrLPubcAcM6GCjJLOSxbe-
FmPWcp3dD1tVly1CAmZF6CVU83jSRqzI9JV7HYlSnsmNSMfDRlNzvVD
BwvPnuxb13j8QurLt6gADkXq1e4gqzU83ublf5zEnpWeiFgN_zk5aiL47z
◼ https://fr.science-
questions.org/comment_ca_marche/162/Les_pixels_de_la_television_en_
couleur/pics_o/Zoom_sur_une_image.png
◼ https://crestwood.on.ca/upper-school/
◼ https://ryanstutorials.net/binary-tutorial/binary-floating-
point.php
◼ https://www.atatus.com/blog/what-is-a-kibibyte/
◼ https://en.wikipedia.org/wiki/Kilobyte

(c) Ron English, 2024


WEB SITES VISITED
◼ https://www.techgeekbuzz.com/blog/arithmetic-logic-unit/
◼ https://pages.mtu.edu/~suits/notefreqs.html
◼ https://dwma4bz18k1bd.cloudfront.net/tutorials/Harmonics-
Waveform-Example.png
◼ https://study.com/cimages/multimages/16/harmonics__overtone
s_waves.png
◼ https://spocautomation.com/hubfs/Automation_April2021/image/
fundamental-wave@2x.png
◼ https://www.hioki.com/system/files/image/2022-08/Waveform-
02_1.png
WEB SITES VISITED
◼ https://www.eeweb.com/wp-content/uploads/articles-
quizzes-radio-frequency-harmonics-2-1421042318.jpg
◼ https://cauk.tv/wp-content/uploads/2020/03/Harmonic-
breakdown2.jpg
◼ https://tse3.mm.bing.net/th?id=OIP.J9qOGe8kGKSqcw
iiJE5TMgHaHU&pid=Api&P=0&w=300&h=300
◼ https://cdn1.byjus.com/wp-
content/uploads/2018/11/physics/wp-
content/uploads/2016/06/2-2.png
◼ https://www.vobarian.com/celloanly/cellospectrum.png
WEB SITES VISITED
◼ https://www.youtube.com/watch?v=Z3mswCN2FJs
◼ https://www.youtube.com/watch?v=dfCbMEHvgWU
◼ https://stackoverflow.com/questions/141525/what-
are-bitwise-shift-bit-shift-operators-and-how-do-they-
work
◼ https://byjus.com/maths/binary-division/
◼ https://www.youtube.com/watch?v=56by3-gAcXU
◼ https://newt.phys.unsw.edu.au/jw/graphics/Harmonic
Synthesis.gif
WEB SITES VISITED
◼ https://www.electronics-
tutorials.ws/binary/binary-fractions.html
◼ https://www.omnicalculator.com/math/binary-
fraction
◼ https://softwareengineering.stackexchange.co
m/questions/167147/why-dont-computers-
store-decimal-numbers-as-a-second-whole-
number
◼ https://www.omnicalculator.com/math/binary-
fraction#the-conversion-from-binary-fraction-
to-decimal-fraction
WEB SITES VISITED
◼ https://www.1001fonts.com/cursive-fonts.html
◼ https://www.fontspace.com/
◼ https://www.techsmith.com/blog/frame-rate-
beginners-guide/
WEB SITES VISITED
◼ https://cdn-skill.splashmath.com/panel-
uploads/GlossaryTerm/3c2382f0450249ea88
ab4b094a78a6d7/1545817817_Long-
Division-method-to-divide-large-numbers-
steps.png
◼ https://thirdspacelearning.com/wp-
content/uploads/2022/09/tsl-slide-long-
division-examples-1024x768.jpg
I COULD BE …
a number? a Letter? a color? OR a Sound?
THIS book will teach you

By Ron English

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