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Table of content
Chapter 2: Numeric Representation
Table 2-1: Binary/Hexadecimal Conversion Chart
Table 2-2: Binary/Octal Conversion Chart
Table 2-3: Number of Values Representable with Bit Strings
Table 2-4: Powers of Two
Table 2-5: Sign Extension Examples
Table 2-6: Zero Extension Examples
Chapter 3: Binary Arithmetic and Bit Operations
Table 3-1: AND truth table
Table 3-2: OR truth table
Table 3-3: XOR truth table
Table 3-4: NOT truth table
Chapter 4: Floating-Point Representation
Table 4-1: Binary Representations for NaN
Table 4-2: Operations Involving Infinity
Table 4-3: Dealing with Operands That Have Different Signs
Chapter 5: Character Representation
Table 5-1: ASCII Character Groups Determined by Bits Five and Six
Table 5-2: ASCII Codes for the Numeric Digits
Table 5-3: Common Character Set Functions
Table 5-4: The HyCode Character Set
Chapter 6: Memory Organization and Access
Table 6-1: 80x86 Addressing Capabilities
Chapter 8: Boolean Logic and Digital Design
Table 8-1: AND truth table
Table 8-2: OR truth table
Table 8-3: Truth Table Format for a Function of Three Variables
Table 8-4: Common Names for Boolean Functions of Two Variables
Table 8-5: Truth table for F = AB + C
Table 8-6: Generating Minterms from Binary Numbers
Table 8-7: Truth table for F
53
,504
Table 8-8: OR truth table for two variables
Table 8-9: S/R Flip-Flop Output States Based on Current Inputs and Previous Outputs
Chapter 10: Instruction Set Architecture
Table 10-1: reg Field Encodings
Table 10-2: mod Field Encodings
Table 10-3: mod-r/m Encodings
Table 10-4: Scale Values
Table 10-5: Register Values for sib Encoding
Table 10-6: Base Register Values for sib Encoding
Table 10-7: The Scaled Indexed Addressing Modes
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Table of content
The Art of Assembly Language
ISBN: 1593270038
EAN: 2147483647
Year: 2003
Pages: 144
Authors:
Randall Hyde
BUY ON AMAZON
Beginners Guide to DarkBASIC Game Programming (Premier Press Game Development)
Looping Commands
Game Graphics Learning to Use Bitmaps
Programming the Keyboard, Mouse, and Joystick
Fundamentals of 3D Graphics Programming
Epilogue
Interprocess Communications in Linux: The Nooks and Crannies
Signaling Processes
Signal and Signal Management Calls
Unnamed Pipes
Summary
A.1. Manual Page Sections
Cisco IOS in a Nutshell (In a Nutshell (OReilly))
Common Configuration Items
Access Lists
Border Gateway Protocol
Trunking
Debugging
Data Structures and Algorithms in Java
Problems
Projects
Tree Traversal
Topological Sorting
Projects
Professional Struts Applications: Building Web Sites with Struts ObjectRelational Bridge, Lucene, and Velocity (Experts Voice)
Creating a Struts-based MVC Application
Managing Business Logic with Struts
Templates and Velocity
Creating a Search Engine with Lucene
Building the JavaEdge Application with Ant and Anthill
Oracle SQL*Plus: The Definitive Guide (Definitive Guides)
Executing the Statement in the Buffer
Getting the Data into an HTML Table
Report Headers and Footers
Prompting for Values
Scripting the Data Dictionary
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