Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Thursday, 13 November 2014

Kano: The Can-Do Coding Kit for Kids of All Ages

With Kano, learning to code involves placing a series of color-coded blocks in a tray, observing how the game attributes change, and recognizing what the displayed code means. A long time ago in a far away place, I learned Basic Basic. Relearning programing skills the Kano way is so much more fun and more effective. Plus, I get to play computer games while I learn.

Kano is a computer and coding kit that is suitable for all ages. Well, to be truthful, Kano's step-by-step instructions in the included booklets and its simplified Linux-based operating system target kids aged 6 to 14.
That said, the hands-on method it uses to teach basic computer structure and coding principles will work for kids of all ages. Even older folks can assuage their curiosity about computers by playing around with this innovative real computer.
I spent years in the classroom pounding out lessons on writing, media and language that were so simple a child could do them. Kano's instructional philosophy is sound, and the childlike ease of instruction might be just what older learners need.
After all, coding is not rocket science, but it might seem like it is for some people, regardless of age. Kano's hands-on approach makes learning code -- and for that matter Linux -- a very enjoyable experience.
Kano kit components
The Kano kit delivers all the components for a real Raspberry Pi computer, minus a monitor, to learn computer coding skills.
The Kano Kit is not your typical low-end computer. It is really the latest advance in small computer hardware. It is a Raspberry Pi running the Raspbian operating system.

The Inside Story

The Raspbian OS is based on Debian Linux optimized to run on the Raspberry Pi Model B. Raspbian comes preinstalled and configured on the Kano. The kit includes all the basic hardware.
For instance, the Kano keyboard has a built-in touchpad. You also get a speaker. The case is included too.
The OS is preinstalled, sort of. It is an SD card with the OS embedded. This card, like all the other components, quickly and easily fits into place in the card socket in the clear plastic case that holds the printed circuit board.

Display By Luck

You provide your own TV to serve as the monitor connected via the HDMI cable. The 4x2-3/4-inch computer and 10x3-1/4-inch keyboard easily can travel anywhere to plug into a waiting HDMI port.
I lucked out in that regard. I remembered an old 20-inch LCD TV sitting on my spare parts shelf in the office just waiting for something to do again.
However, not all users will know that they must access the source setting on the TV to select the HDMI connection. Until that happens, the screen output will show no sign of connection. The guidebook should say this.

Assembly 101

I have spent considerable time inside computer boxes, swapping out bad parts and performing hardware upgrades. Assembling the half dozen snap-in parts and components was child's play.
It should be easy for any teen or older. All that is required is the ability to attentively read the accompanying step-by-step color guidebook.
Kano Kit
The Kano kit literally takes just minutes to go from box to computer output.
The instructions come in short word groups. One or two phrases per page. Very illustrative images show what the words mean. Really, I have read more complicated pre-K readers to my children a long time ago.
Here is an example: "Grab the memory card" on the top of the image. "Turn the brain over, and slide it in" under the image. So much for that page of instructions.

Not So Fast

Despite the elementary simplicity of the assembly process, very young computer makers will have some logical stumbling blocks. So will older users with first-time entry inside a computer.
These stumbling blocks are merely delays. Most will figure out solutions by trial and error -- but a few descriptive tips added to the pages would eliminate this problem.
For instance, the keyboard has a USB cable that can plug into an available USB port on the PCB. It also has a USB WiFi dongle. The directions say to plug in the dongle.
The USB keyboard cable does not work. If the dongle is not used, the keyboard does not communicate with the CPU or central processing unit. Of course, I assumed the keyboard cable was a better option. Figuring out that it wasn't slowed me down.

Assembly Troubleshooting

Three more flaws with the directions also could be remedied with some additional verbiage in the guidebook. One concerns the WiFi dongle.
Some users will not have a wireless router. The Kano kit comes with a standard modem cable socket. The directions say to plug in the WiFi dongle. There's no mention of an optional cable connection. It does work.
The second how-to flaw involves the keyboard. It has a power on/off button on the underside. Pressing it will turn the green "on" light off/on -- but the guidebook fails to mention this at all. That also slowed me down a minute or two.
The third flaw is an undocumented Bluetooth button on the back edge of the keybaord. It turns a blue indicator light on/off on the keyboard. However, the guidebook fails to mention anything about the Bluetooth functionality.

Ready, Set, Go

The assembly process take a scant minute or two if you have no glitches to resolve. Plug the Kano computer into a power outlet. You will see text scrolling down the screen while the Kano operating system initiates. It will perform an extensive software update.
Then follow the white rabbit jumping across the screen along with someMatrix-like graphics. The screen prompt tells you that the rabbit is hiding in memory. To find the rabbit, enter the command displayed on the screen. It is this simple: >CD rabbithole
That changes the black screen to a pleasant shade of blue with white lettering as the keyboard and mouse activation occurs. Then you arrive at the Kano OS desktop.
The screen turns into a display reminiscent of early Atari displays on sketchy TV screens. The user interface is classic.

What You See

The display is colorful. You will not enjoy eye-popping visual effects. The screen output is much like that of early cathode ray tube computer monitors.
You will be able to use the typical functionality of point-and-click responses -- and yes, Kano includes a fully serviceable LX window for the Rasbian terminal emulator.
Kano OS
The Kano computer's OS sports a typical Linux interface with a panel across the bottom of the screen that holds menu icons and notification signage. The left end of the panel launches the Kano menu. All basic Linux.
Above the panel is a row of square launchers for the built-in accessories. These include icons for three learning-to-code game apps: Snake, Pong and Minecraft.

Learning Process

The included Kano books are color coded. They replace computer jargon with normal language. For example, Kano calls computer parts like the motherboard "the computer's brain." It references concepts like network or buss connectivity to the computer talking to its parts or thinking.
Kano takes a similar approach in teaching users how to code in the second Kano booklet. It follows a step-by-step approach.
Coding is accomplished by slowly learning how to manipulate Kano Blocks, which transforms coding from a text-only infrastructure into a puzzle-piece-like exercise that lets you experiment and alter the included games.

Learn by Doing

Learning to code involves placing a series of color-coded blocks in a tray, observing how the game attributes change, and recognizing what the displayed code means.
Based on my earlier interview with Alejandro Simon, Kano's head of software and leader of the Kano OS, I pictured this process to involve manually playing with miniature alphabet-like squares. The process is actually non-physical. The blocks are displayed on the screen. You drag them from a supply area to the programming row.
A long time ago in a far away place, I learned Basic Basic. Relearning programing skills the Kano way is so much more fun and more effective. Plus, I get to play computer games while I learn.
The first game, Snake, is the easiest to master. Pong picks up the learning process where Snake leaves off.
You learn a bit diffrently when you reach the Minecraft level. You start to recognize the connection between commands that customize the game environment using Kano Blocks, a graphical programming language.

Kano Primer

A tiny crowdfunded startup took the idea behind Lego to teach computer programming by playing first-generation computer games. Kano launched on Kickstarter in November 2013. More than 13,000 people from some 50 countries raised US$1.5 million in 30 days. Barely one year later, Kano started in October to deliver 18,000 preordered kits.
The idea behind Kano Blocks, a collection of Lego-like shapes with embedded programming code, came from the then 6-year-old son of cofounder Saul Klein. Two other cofounders, Yonatan Raz-Fridman and Alex Klein, head the team of software developers at the company's headquarters based in London.

Bottom Line

Kano is a real computer, not a toy or demo model. You can use it to browse the Internet using the Chromium browser, play music, create documents and much more.
The Kano kit comes with all of the basics needed to build a computer and learn to code for $149. It is expandable by adding games, apps and additional programming projects

Sunday, 9 November 2014

Spintires Game : Review, Download.

Spintires is a game where you get to operate off-road trucks. These large, heavy trucks are difficult to maneuver and designed to move large cargothrough muddy woodland areas that are difficult to access. It's a tremendously fun game if you have enough patience to control these mechanical giants
Trucks that use 30 liters of fuel per minute 
The aim of Spintires is deceptively simple: move a load of wood from one point to another. Where's the challenge? Well, the paths are full of mud, rivers, vegetation, and "roads" that are covered with dirt. Throw intrucks that are extremely large, heavy, and difficult to maneuver, and you get something that puts your patience to the test. 
These trucks, however, require control so close to that of a real truck, that Spintires is one of the best simulators I've tried in a while. You have to drive very carefully not to get stuck, using four-wheel drive and the differential lock properly. Over time, you'll learn how to use the tow cable when you need it, and you can attach the cable to trees to help get you out of any nasty ditches you might get stuck in.
If things get too difficult, you can always change vehicles and rescue the one that's stuck in the mud (you'll have to do this many times). You may even end up getting both trucks stuck and having to use a third truck to pull them both out. It's a lot of fun, especially when it takes over half an hour for the second truck to arrive.
You also have to control the damage to the vehicle and the amount of gas you use. Some of these monsters use up to 30 liters of fuel per minute! If you run out, you know what to do: call the fuel truck, of course. 
Spintires has five different terrains to play through, all around the same level of difficulty, but very different. Although you have a map to consult, it's not actually all that useful seeing as the game conceals parts of the terrain so that you don't know where to go. It's very important to explore and see what's out there.
You also have different types of truck at your disposal, which you can customize as you gain experience points with extras such as trailers, cranes, larger loads, and fuel tanks.
Driving the trotter truck
Like the trucks in the game, the controls are rugged and difficult. You'll need some time to get used to using the keyboard and mouse to control everything. It does, however, make it possible to accelerate, change direction, and use the crane, all at the same time.
The hardest part is getting used to the strange camera (which you can move using the mouse).
Very realistic in terms of physics
One area where Spintires has surprised everyone is its graphics. You haveincredibly realistic trucks which move, sway, and chug in a believable way that sometimes make you forget you're playing a video game. The same goes for effects like smoke and the movement of the mud (heavy and sticky).
The physics are completely realistic and should be taken into consideration at all times. For example, the weight of the load can sink the truck in the mud if you stop for too long. When you bump into trees and branches, they behave as they would in real life. Overall, Spintires is a very realistic game.
Get ready for the long haul
Spintires is not only very original, but is also very well done at a technical level. The game is quite rugged as far as menus, interface, and controls go, but then again, so are the trucks you are operating. Nevertheless,Spintires is overall a lot of fun, but you do need patience and nerves of steel. 

Saturday, 8 November 2014

40 Core Java Interview Questions.

Q. What if the main method is declared as private?

Answer:

The program compiles properly but at runtime it will give “Main method not public.” message.

Q. What is meant by pass by reference and pass by value in Java?


Answer:

Pass by reference means, passing the address itself rather than passing the value. Pass by value means passing a copy of the value.

Q. If you’re overriding the method equals() of an object, which other method you might also consider?

Answer:

hashCode()

Q. What is Byte Code?

Or

Q. What gives java it’s “write once and run anywhere” nature?

Answer:

All Java programs are compiled into class files that contain bytecodes. These byte codes can be run in any platform and hence java is said to be platform independent.

Q. Expain the reason for each keyword of public static void main(String args[])?

Answer:

  • public – main(..) is the first method called by java environment when a program is executed so it has to accessible from java environment. Hence the access specifier has to be public.
  • static : Java environment should be able to call this method without creating an instance of the class , so this method must be declared as static.
  • void : main does not return anything so the return type must be void
The argument String indicates the argument type which is given at the command line and arg is an array for string given during command line.

Q. What are the differences between == and .equals() ?

Or

Q. what is difference between == and equals

Or

Q. Difference between == and equals method

Or

Q. What would you use to compare two String variables – the operator == or the method equals()?

Or

Q. How is it possible for two String objects with identical values not to be equal under the == operator?

Answer:

The == operator compares two objects to determine if they are the same object in memory i.e. present in the same memory location. It is possible for two String objects to have the same value, but located in different areas of memory.
== compares references while .equals compares contents. The method public boolean equals(Object obj) is provided by the Object class and can be overridden. The default implementation returns true only if the object is compared with itself, which is equivalent to the equality operator == being used to compare aliases to the object. String, BitSet, Date, and File override the equals() method. For two String objects, value equality means that they contain the same character sequence. For the Wrapper classes, value equality means that the primitive values are equal.
public class EqualsTest {

               public static void main(String[] args) {

                               String s1 = “abc”;
                               String s2 = s1;
                               String s5 = “abc”;
                               String s3 = new String(”abc”);
                               String s4 = new String(”abc”);
                               System.out.println(”== comparison : ” + (s1 == s5));
                               System.out.println(”== comparison : ” + (s1 == s2));
                               System.out.println(”Using equals method : ” + s1.equals(s2));
                               System.out.println(”== comparison : ” + s3 == s4);
                               System.out.println(”Using equals method : ” + s3.equals(s4));
               }
}
Output
== comparison : true
== comparison : true
Using equals method : true
false
Using equals method : true

Q. What if the static modifier is removed from the signature of the main method?

Or

Q. What if I do not provide the String array as the argument to the method?

Answer:

Program compiles. But at runtime throws an error “NoSuchMethodError”.

Q. Why oracle Type 4 driver is named as oracle thin driver?

Answer:

Oracle provides a Type 4 JDBC driver, referred to as the Oracle “thin” driver. This driver includes its own implementation of a TCP/IP version of Oracle’s Net8 written entirely in Java, so it is platform independent, can be downloaded to a browser at runtime, and does not require any Oracle software on the client side. This driver requires a TCP/IP listener on the server side, and the client connection string uses the TCP/IP port address, not the TNSNAMES entry for the database name.

Q. What is the difference between final, finally and finalize? What do you understand by the java final keyword?

Or

Q. What is final, finalize() and finally?

Or

Q. What is finalize() method?

Or

Q. What does it mean that a class or member is final?

Answer:

  • final – declare constant
  • finally – handles exception
  • finalize – helps in garbage collection
Variables defined in an interface are implicitly final. A final class can’t be extended i.e., final class may not be subclassed. This is done for security reasons with basic classes like String and Integer. It also allows the compiler to make some optimizations, and makes thread safety a little easier to achieve. A final method can’t be overridden when its class is inherited. You can’t change value of a final variable (is a constant). finalize() method is used just before an object is destroyed and garbage collected. finally, a key word used in exception handling and will be executed whether or not an exception is thrown. For example, closing of open connections is done in the finally method.

Q. What is the Java API?

Answer:

The Java API is a large collection of ready-made software components that provide many useful capabilities, such as graphical user interface (GUI) widgets.

Q. What is the GregorianCalendar class?

Answer:

The GregorianCalendar provides support for traditional Western calendars.

Q. What is the ResourceBundle class?

Answer:

The ResourceBundle class is used to store locale-specific resources that can be loaded by a program to tailor the program’s appearance to the particular locale in which it is being run.

Q. Why there are no global variables in Java?

Answer:

Global variables are globally accessible. Java does not support globally accessible variables due to following reasons:
  • The global variables breaks the referential transparency
  • Global variables create collisions in namespace.

Q. How to convert String to Number in java program?

Answer:

The valueOf() function of Integer class is is used to convert string to Number. Here is the code example:
String numString = “1000″;
int id=Integer.valueOf(numString).intValue();

Q. What is the SimpleTimeZone class?

Answer:

The SimpleTimeZone class provides support for a Gregorian calendar.

Q. What is the difference between a while statement and a do statement?

Answer:

A while statement (pre test) checks at the beginning of a loop to see whether the next loop iteration should occur. A do while statement (post test) checks at the end of a loop to see whether the next iteration of a loop should occur. The do statement will always execute the loop body at least once.

Q. What is the Locale class?

Answer:

The Locale class is used to tailor a program output to the conventions of a particular geographic, political, or cultural region.

Q. Describe the principles of OOPS.

Answer:

There are three main principals of oops which are called Polymorphism, Inheritance and Encapsulation.

Q. Explain the Inheritance principle.

Answer:

Inheritance is the process by which one object acquires the properties of another object. Inheritance allows well-tested procedures to be reused and enables changes to make once and have effect in all relevant places

Q. What is implicit casting?

Answer:

Implicit casting is the process of simply assigning one entity to another without any transformation guidance to the compiler. This type of casting is not permitted in all kinds of transformations and may not work for all scenarios.
Example
 int i = 1000;
long j = i; //Implicit casting

Q. Is sizeof a keyword in java?

Answer:

The sizeof is not a keyword.

Q. What is a native method?

Answer:

A native method is a method that is implemented in a language other than Java.

Q. In System.out.println(), what is System, out and println?

Answer:

System is a predefined final class, out is a PrintStream object and println is a built-in overloaded method in the out object.

Q. What are Encapsulation, Inheritance and Polymorphism

Or

Q. Explain the Polymorphism principle. Explain the different forms of  Polymorphism.

Answer:

Polymorphism in simple terms means one name many forms. Polymorphism enables one entity to be used as a general category for different types of actions. The specific action is determined by the exact nature of the situation.
Polymorphism exists in three distinct forms in Java:
  • Method overloading
  • Method overriding through inheritance
  • Method overriding through the Java interface

Q. What is explicit casting?

Answer:

Explicit casting in the process in which the complier are specifically informed to about transforming the object.
Example
 long i = 700.20;
int j = (int) i; //Explicit casting

Q. What is the Java Virtual Machine (JVM)?

Answer:

The Java Virtual Machine is software that can be ported onto various hardware-based platforms

Q. What do you understand by downcasting?

Answer:

The process of Downcasting refers to the casting from a general to a more specific type, i.e. casting down the hierarchy

Q. What are Java Access Specifiers?

Or

Q. What is the difference between public, private, protected and default Access Specifiers?

Or

Q. What are different types of access modifiers?

Answer:

Access specifiers are keywords that determine the type of access to the member of a class. These keywords are for allowing privileges to parts of a program such as functions and variables. These are:
  • Public: accessible to all classes
  • Protected: accessible to the classes within the same package and any subclasses.
  • Private: accessible only to the class to which they belong
  • Default: accessible to the class to which they belong and to subclasses within the same package

Q. Which class is the superclass of every class?

Answer:

Object.

Q. Name primitive Java types.

Answer:

The 8 primitive types are byte, char, short, int, long, float, double, and boolean. Additional is String.

Q. What is the difference between static and non-static variables?

Or

Q. What are “class variables”?

Or

Q. What is static in java?

Or

Q. What is a static method?

Answer:

A static variable is associated with the class as a whole rather than with specific instances of a class. Each object will share a common copy of the static variables i.e. there is only one copy per class, no matter how many objects are created from it. Class variables or static variables are declared with the static keyword in a class. These are declared outside a class and stored in static memory. Class variables are mostly used for constants. Static variables are always called by the class name. This variable is created when the program starts and gets destroyed when the programs stops. The scope of the class variable is same an instance variable. Its initial value is same as instance variable and gets a default value when it’s not initialized corresponding to the data type. Similarly, a static method is a method that belongs to the class rather than any object of the class and doesn’t apply to an object or even require that any objects of the class have been instantiated. Static methods are implicitly final, because overriding is done based on the type of the object, and static methods are attached to a class, not an object. A static method in a superclass can be shadowed by another static method in a subclass, as long as the original method was not declared final. However, you can’t override a static method with a non-static method. In other words, you can’t change a static method into an instance method in a subclass.
Non-static variables take on unique values with each object instance.

Q. What is the difference between the boolean & operator and the && operator?

Answer:

If an expression involving the boolean & operator is evaluated, both operands are evaluated, whereas the && operator is a short cut operator. When an expression involving the && operator is evaluated, the first operand is evaluated. If the first operand returns a value of true then the second operand is evaluated. If the first operand evaluates to false, the evaluation of the second operand is skipped.

Q. How does Java handle integer overflows and underflows?

Answer:

It uses those low order bytes of the result that can fit into the size of the type allowed by the operation.

Q. What if I write static public void instead of public static void?

Answer:

Program compiles and runs properly.

Q. What is the difference between declaring a variable and defining a variable?

Answer:

In declaration we only mention the type of the variable and its name without initializing it. Defining means declaration + initialization. E.g. String s; is just a declaration while String s = new String (”bob”); Or String s = “bob”; are both definitions.

Q. What type of parameter passing does Java support?

Answer:

In Java the arguments (primitives and objects) are always passed by value. With objects, the object reference itself is passed by value and so both the original reference and parameter copy both refer to the same object.

Q. Explain the Encapsulation principle.

Answer:

Encapsulation is a process of binding or wrapping the data and the codes that operates on the data into a single entity. This keeps the data safe from outside interface and misuse. Objects allow procedures to be encapsulated with their data to reduce potential interference. One way to think about encapsulation is as a protective wrapper that prevents code and data from being arbitrarily accessed by other code defined outside the wrapper.

Q. What do you understand by a variable?

Answer:

Variable is a named memory location that can be easily referred in the program. The variable is used to hold the data and it can be changed during the course of the execution of the program.

Q. What do you understand by numeric promotion?

Answer:

The Numeric promotion is the conversion of a smaller numeric type to a larger numeric type, so that integral and floating-point operations may take place. In the numerical promotion process the byte, char, and short values are converted to int values. The int values are also converted to long values, if necessary. The long and float values are converted to double values, as required.

Q. What do you understand by casting in java language? What are the types of casting?

Answer:

The process of converting one data type to another is called Casting. There are two types of casting in Java; these are implicit casting and explicit casting.

Q. What is the first argument of the String array in main method?

Answer:

The String array is empty. It does not have any element. This is unlike C/C++ where the first element by default is the program name. If we do not provide any arguments on the command line, then the String array of main method will be empty but not null.

Q. How can one prove that the array is not null but empty?

Answer:

Print array.length. It will print 0. That means it is empty. But if it would have been null then it would have thrown a NullPointerException on attempting to print array.length.

Q. Can an application have multiple classes having main method?

Answer:

Yes. While starting the application we mention the class name to be run. The JVM will look for the main method only in the class whose name you have mentioned. Hence there is not conflict amongst the multiple classes having main method.

Q. When is static variable loaded? Is it at compile time or runtime? When exactly a static block is loaded in Java?

Answer:

Static variable are loaded when classloader brings the class to the JVM. It is not necessary that an object has to be created. Static variables will be allocated memory space when they have been loaded. The code in a static block is loaded/executed only once i.e. when the class is first initialized. A class can have any number of static blocks. Static block is not member of a class, they do not have a return statement and they cannot be called directly. Cannot contain this or super. They are primarily used to initialize static fields.

Q. Can I have multiple main methods in the same class?

Answer:

We can have multiple overloaded main methods but there can be only one main method with the following signature :
public static void main(String[] args) {}
No the program fails to compile. The compiler says that the main method is already defined in the class.

Q. Explain working of Java Virtual Machine (JVM)?

Answer:

JVM is an abstract computing machine like any other real computing machine which first converts .java file into .class file by using Compiler (.class is nothing but byte code file.) and Interpreter reads byte codes.

Q. How can I swap two variables without using a third variable?

Answer:

Add two variables and assign the value into First variable. Subtract the Second value with the result Value. and assign to Second variable. Subtract the Result of First Variable With Result of Second Variable and Assign to First Variable. Example:
int a=5,b=10;a=a+b; b=a-b; a=a-b;
An other approach to the same question
You use an XOR swap. (BEST APPROACH) as in case of using above approach it may goes over/under flow. For example:
int a = 5; int b = 10;
a = a ^ b;
b = a ^ b;
a = a ^ b;

Q. What is data encapsulation?

Answer:

Encapsulation may be used by creating ‘get’ and ’set’ methods in a class (JAVABEAN) which are used to access the fields of the object. Typically the fields are made private while the get and set methods are public. Encapsulation can be used to validate the data that is to be stored, to do calculations on data that is stored in a field or fields, or for use in introspection (often the case when using javabeans in Struts, for instance). Wrapping of data and function into a single unit is called as data encapsulation. Encapsulation is nothing but wrapping up the data and associated methods into a single unit in such a way that data can be accessed with the help of associated methods. Encapsulation provides data security. It is nothing but data hiding.

Q. What is reflection API? How are they implemented?

Answer:

Reflection is the process of introspecting the features and state of a class at runtime and dynamically manipulate at run time. This is supported using Reflection API with built-in classes like Class, Method, Fields, Constructors etc. Example: Using Java Reflection API we can get the class name, by using the getName method.

Q. Does JVM maintain a cache by itself? Does the JVM allocate objects in heap? Is this the OS heap or the heap maintained by the JVM? Why

Answer:

Yes, the JVM maintains a cache by itself. It creates the Objects on the HEAP, but references to those objects are on the STACK.

Q. What is phantom memory?

Answer:

Phantom memory is false memory. Memory that does not exist in reality.

Q. Can a method be static and synchronized?

Answer:

A static method can be synchronized. If you do so, the JVM will obtain a lock on the java.lang.
Class instance associated with the object. It is similar to saying:
 synchronized(XYZ.class) {
}

Q. What is difference between String and StringTokenizer?

Answer:

A StringTokenizer is utility class used to break up string.
Example:
 StringTokenizer st = new StringTokenizer(”Hello World”);
while (st.hasMoreTokens()) {
System.out.println(st.nextToken());
}
Output:
 Hello
World

Question: What is transient variable?

Answer:

Transient variable can’t be serialize. For example if a variable is declared as transient in a Serializable class and the class is written to an ObjectStream, the value of the variable can’t be written to the stream instead when the class is retrieved from the ObjectStream the value of the variable becomes null.
Note
transient 
identifies a variable not to be written out when an 

instance is serialized  (It can't be copied to remove 

system)

 

volatile 

indicates that the field is used by synchronized threads 

and that the compiler should not attempt to perform 

optimizations with it.

 

When more than one thread share a (volatile) data it is 

checked every time. Every thread keeps the latest value of volatile variable

Question: Name the containers which uses Border Layout as their default layout?

Answer:

Containers which uses Border Layout as their default are: window, Frame and Dialog classes.

Question: What do you understand by Synchronization?

Answer:

Synchronization is a process of controlling the access of shared resources by the multiple threads in such a manner that only one thread can access one resource at a time. In non synchronized multithreaded application, it is possible for one thread to modify a shared object while another thread is in the process of using or updating the object’s value. Synchronization prevents such type of data corruption.
E.g. Synchronizing a function:
public synchronized void Method1 () {

// Appropriate method-related code.

}
E.g. Synchronizing a block of code inside a function:
public myFunction (){
    synchronized (this) {
            // Synchronized code here.
         }
}

Tuesday, 4 November 2014

Friday, 31 October 2014

Angry Birds Transformers

Rovio's mashup of Angry Birds and the
Transformers changes the Angry Bird game
mechanic, but still manages to be very
entertaining.

Wednesday, 29 October 2014

8085 Assembly Language Programs & Explanations

8085 Assembly Language Programs & Explanations
1. Statement: Store the data byte 32H into memory location 4000H.
Program 1:
MVI A, 32H : Store 32H in the accumulator
STA 4000H : Copy accumulator contents at address 4000H
HLT : Terminate program execution
Program 2:
LXI H : Load HL with 4000H
MVI M : Store 32H in memory location pointed by HL register pair
(4000H)
HLT : Terminate program execution
2. Statement: Exchange the contents of memory locations 2000H and 4000H
Program 1:
LDA 2000H : Get the contents of memory location 2000H into
accumulator
MOV B, A : Save the contents into B register
LDA 4000H : Get the contents of memory location 4000Hinto
accumulator
STA 2000H : Store the contents of accumulator at address 2000H
MOV A, B : Get the saved contents back into A register
STA 4000H : Store the contents of accumulator at address 4000H
Program 2:
LXI H 2000H : Initialize HL register pair as a pointer to
memory location 2000H.
LXI D 4000H : Initialize DE register pair as a pointer to
memory location 4000H.
MOV B, M : Get the contents of memory location 2000H into B
register.
LDAX D : Get the contents of memory location 4000H into A
register.
MOV M, A : Store the contents of A register into memory
location 2000H.
MOV A, B : Copy the contents of B register into accumulator.
STAX D : Store the contents of A register into memory location
4000H.
HLT : Terminate program execution.
3.Sample problem
(4000H) = 14H
(4001H) = 89H
Result = 14H + 89H = 9DH
Source program
LXI H 4000H : HL points 4000H
MOV A, M : Get first operand
INX H : HL points 4001H
ADD M : Add second operand
INX H : HL points 4002H
MOV M, A : Store result at 4002H
HLT : Terminate program execution
4.Statement: Subtract the contents of memory location 4001H from the memory
location 2000H and place the result in memory location 4002H.
Program - 4: Subtract two 8-bit numbers
Sample problem:
(4000H) = 51H
(4001H) = 19H
Result = 51H - 19H = 38H
Source program:
LXI H, 4000H : HL points 4000H
MOV A, M : Get first operand
INX H : HL points 4001H
SUB M : Subtract second operand
INX H : HL points 4002H
MOV M, A : Store result at 4002H.
HLT : Terminate program execution
5.Statement: Add the 16-bit number in memory locations 4000H and 4001H to
the 16-bit number in memory locations 4002H and 4003H. The most significant
eight bits of the two numbers to be added are in memory locations 4001H and
4003H. Store the result in memory locations 4004H and 4005H with the most
significant byte in memory location 4005H.
Program - 5.a: Add two 16-bit numbers - Source Program 1
Sample problem:
(4000H) = 15H
(4001H) = 1CH
(4002H) = B7H
(4003H) = 5AH
Result = 1C15 + 5AB7H = 76CCH
(4004H) = CCH
(4005H) = 76H
Source Program 1:
LHLD 4000H : Get first I6-bit number in HL
XCHG : Save first I6-bit number in DE
LHLD 4002H : Get second I6-bit number in HL
MOV A, E : Get lower byte of the first number
ADD L : Add lower byte of the second number
MOV L, A : Store result in L register
MOV A, D : Get higher byte of the first number
ADC H : Add higher byte of the second number with CARRY
MOV H, A : Store result in H register
SHLD 4004H : Store I6-bit result in memory locations 4004H and
4005H.
HLT : Terminate program execution
6.Statement: Add the contents of memory locations 40001H and 4001H and place
the result in the memory locations 4002Hand 4003H.
Sample problem:
(4000H) = 7FH
(400lH) = 89H
Result = 7FH + 89H = lO8H
(4002H) = 08H
(4003H) = 0lH
Source program:
LXI H, 4000H :HL Points 4000H
MOV A, M :Get first operand
INX H :HL Points 4001H
ADD M :Add second operand
INX H :HL Points 4002H
MOV M, A :Store the lower byte of result at 4002H
MVIA, 00 :Initialize higher byte result with 00H
ADC A :Add carry in the high byte result
INX H :HL Points 4003H
MOV M, A :Store the higher byte of result at 4003H
HLT :Terminate program execution
7.Statement: Subtract the 16-bit number in memory locations 4002H and 4003H
from the 16-bit number in memory locations 4000H and 4001H. The most
significant eight bits of the two numbers are in memory locations 4001H and 4003H.
Store the result in memory locations 4004H and 4005H with the most significant
byte in memory location 4005H.
Sample problem
(4000H) = 19H
(400IH) = 6AH
(4004H) = I5H (4003H) = 5CH
Result = 6A19H - 5C15H = OE04H
(4004H) = 04H
(4005H) = OEH
Source program:
LHLD 4000H : Get first 16-bit number in HL
XCHG : Save first 16-bit number in DE
LHLD 4002H : Get second 16-bit number in HL
MOV A, E : Get lower byte of the first number
SUB L : Subtract lower byte of the second number
MOV L, A : Store the result in L register
MOV A, D : Get higher byte of the first number
SBB H : Subtract higher byte of second number with borrow
MOV H, A : Store l6-bit result in memory locations 4004H and
4005H.
SHLD 4004H : Store l6-bit result in memory locations 4004H and
4005H.
HLT : Terminate program execution
8.Statement: Find the l's complement of the number stored at memory location
4400H and store the complemented number at memory location 4300H.
Sample problem:
(4400H) = 55H
Result = (4300B) = AAB
Source program:
LDA 4400B : Get the number
CMA : Complement number
STA 4300H : Store the result
HLT : Terminate program execution
9.Statement: Find the 2's complement of the number stored at memory location
4200H and store the complemented number at memory location 4300H.
Sample problem:
(4200H) = 55H
Result = (4300H) = AAH + 1 = ABH
Source program:
LDA 4200H : Get the number
CMA : Complement the number
ADI, 01 H : Add one in the number
STA 4300H : Store the result
HLT : Terminate program execution
10.Statement: Pack the two unpacked BCD numbers stored in memory locations
4200H and 4201H and store result in memory location 4300H. Assume the least
significant digit is stored at 4200H.
Sample problem:
(4200H) = 04
(4201H) = 09
Result = (4300H) = 94
Source program
LDA 4201H : Get the Most significant BCD digit
RLC
RLC
RLC
RLC : Adjust the position of the second digit (09 is changed to
90)
ANI FOH : Make least significant BCD digit zero
MOV C, A : store the partial result
LDA 4200H : Get the lower BCD digit
ADD C : Add lower BCD digit
STA 4300H : Store the result
HLT : Terminate program execution
11.Statement: Two digit BCD number is stored in memory location 4200H.
Unpack the BCD number and store the two digits in memory locations 4300H and
4301H such that memory location 4300H will have lower BCD digit.
Sample problem
(4200H) = 58
Result = (4300H) = 08 and
(4301H) = 05
Source program
LDA 4200H : Get the packed BCD number
ANI FOH : Mask lower nibble
RRC
RRC
RRC
RRC : Adjust higher BCD digit as a lower digit
STA 4301H : Store the partial result
LDA 4200H : .Get the original BCD number
ANI OFH : Mask higher nibble
STA 4201H : Store the result
HLT : Terminate program execution
12.Statement:Read the program given below and state the contents of all
registers after the execution of each instruction in sequence.
Main program:
4000H LXI SP, 27FFH
4003H LXI H, 2000H
4006H LXI B, 1020H
4009H CALL SUB
400CH HLT
Subroutine program:
4100H SUB: PUSH B
4101H PUSH H
4102H LXI B, 4080H
4105H LXI H, 4090H
4108H SHLD 2200H
4109H DAD B
410CH POP H
410DH POP B
410EH RET
13.Statement:Write a program to shift an eight bit data four bits right. Assume
that data is in register C.
Source program:
MOV A, C
RAR
RAR
RAR
RAR
MOV C, A
HLT
14.Statement: Program to shift a 16-bit data 1 bit left. Assume data is in the HL
register pair
Source program:
DAD H : Adds HL data with HL data
15.Statement: Write a set of instructions to alter the contents of flag register in
8085.
PUSH PSW : Save flags on stack
POP H : Retrieve flags in 'L'
MOV A, L : Flags in accumulator
CMA : Complement accumulator
MOV L, A : Accumulator in 'L'
PUSH H : Save on stack
POP PSW : Back to flag register
HLT :Terminate program execution
16.Statement: Calculate the sum of series of numbers. The length of the series is
in memory location 4200H and the series begins from memory location 4201H.
a. Consider the sum to be 8 bit number. So, ignore carries. Store the sum at memory
location 4300H.
b. Consider the sum to be 16 bit number. Store the sum at memory locations 4300H
and 4301H
a. Sample problem
4200H = 04H
4201H = 10H
4202H = 45H
4203H = 33H
4204H = 22H
Result = 10 +41 + 30 + 12 = H
4300H = H
Source program:
LDA 4200H
MOV C, A : Initialize counter
SUB A : sum = 0
LXI H, 420lH : Initialize pointer
BACK: ADD M : SUM = SUM + data
INX H : increment pointer
DCR C : Decrement counter
JNZ BACK : if counter 0 repeat
STA 4300H : Store sum
HLT : Terminate program execution
b. Sample problem
4200H = 04H
420lH = 9AH
4202H = 52H
4203H = 89H
4204H = 3EH
Result = 9AH + 52H + 89H + 3EH = H
4300H = B3H Lower byte
4301H = 0lH Higher byte
Source program:
LDA 4200H
MOV C, A : Initialize counter
LXI H, 4201H : Initialize pointer
SUB A :Sum low = 0
MOV B, A : Sum high = 0
BACK: ADD M : Sum = sum + data
JNC SKIP
INR B : Add carry to MSB of SUM
SKIP: INX H : Increment pointer
DCR C : Decrement counter
JNZ BACK : Check if counter 0 repeat
STA 4300H : Store lower byte
MOV A, B
STA 4301H : Store higher byte
HLT :Terminate program execution
17.Statement: Multiply two 8-bit numbers stored in memory locations 2200H and
2201H by repetitive addition and store the result in memory locations 2300H and
2301H.
Sample problem:
(2200H) = 03H
(2201H) = B2H
Result = B2H + B2H + B2H = 216H
= 216H
(2300H) = 16H
(2301H) = 02H
Source program
LDA 2200H
MOV E, A
MVI D, 00 : Get the first number in DE register pair
LDA 2201H
MOV C, A : Initialize counter
LX I H, 0000 H : Result = 0
BACK: DAD D : Result = result + first number
DCR C : Decrement count
JNZ BACK : If count 0 repeat
SHLD 2300H : Store result
HLT : Terminate program execution
18.Statement:Divide 16 bit number stored in memory locations 2200H and 2201H
by the 8 bit number stored at memory location 2202H. Store the quotient in memory
locations 2300H and 2301H and remainder in memory locations 2302H and 2303H.
Sample problem
(2200H) = 60H
(2201H) = A0H
(2202H) = l2H
Result = A060H/12H = 8E8H Quotient and 10H remainder
(2300H) = E8H
(2301H) = 08H
(2302H= 10H
(2303H) 00H
Source program
LHLD 2200H : Get the dividend
LDA 2202H : Get the divisor
MOV C, A
LXI D, 0000H : Quotient = 0
BACK: MOV A, L
SUB C : Subtract divisor
MOV L, A : Save partial result
JNC SKIP : if CY 1 jump
DCR H : Subtract borrow of previous subtraction
SKIP: INX D : Increment quotient
MOV A, H
CPI, 00 : Check if dividend < divisor
JNZ BACK : if no repeat
MOV A, L
CMP C
JNC BACK
SHLD 2302H : Store the remainder
XCHG
SHLD 2300H : Store the quotient
HLT : Terminate program execution
19.Statement:Find the number of negative elements (most significant bit 1) in a
block of data. The length of the block is in memory location 2200H and the block
itself begins in memory location 2201H. Store the number of negative elements in
memory location 2300H
Sample problem
(2200H) = 04H
(2201H) = 56H
(2202H) = A9H
(2203H) = 73H
(2204H) = 82H
Result = 02 since 2202H and 2204H contain numbers with a MSB of 1.
Source program
LDA 2200H
MOV C, A : Initialize count
MVI B, 00 : Negative number = 0
LXI H, 2201H : Initialize pointer
BACK: MOV A, M : Get the number
ANI 80H : Check for MSB
JZ SKIP : If MSB = 1
INR B : Increment negative number count
SKIP: INX H : Increment pointer
DCR C : Decrement count
JNZ BACK : If count 0 repeat
MOV A, B
STA 2300H : Store the result
HLT : Terminate program execution
20.Statement:Find the largest number in a block of data. The length of the block
is in memory location 2200H and the block itself starts from memory location
2201H.
Store the maximum number in memory location 2300H. Assume that the numbers
in the block are all 8 bit unsigned binary numbers.
Sample problem
(2200H) = 04
(2201H) = 34H
(2202H) = A9H
(2203H) = 78H
(2204H) =56H
Result = (2202H) = A9H
Source program
LDA 2200H
MOV C, A : Initialize counter
XRA A : Maximum = Minimum possible value = 0
LXI H, 2201H : Initialize pointer
BACK: CMP M : Is number> maximum
JNC SKIP : Yes, replace maximum
MOV A, M
SKIP: INX H
DCR C
JNZ BACK
STA 2300H : Store maximum number
HLT : Terminate program execution
21.Statement:Write a program to count number of l's in the contents of D
register and store the count in the B register.
Source program:
MVI B, 00H
MVI C, 08H
MOV A, D
BACK: RAR
JNC SKIP
INR B
SKIP: DCR C
JNZ BACK
HLT
22.Statement:Write a program to sort given 10 numbers from memory location
2200H in the ascending order.
Source program:
MVI B, 09 : Initialize counter
START : LXI H, 2200H: Initialize memory pointer
MVI C, 09H : Initialize counter 2
BACK: MOV A, M : Get the number
INX H : Increment memory pointer
CMP M : Compare number with next number
JC SKIP : If less, don't interchange
JZ SKIP : If equal, don't interchange
MOV D, M
MOV M, A
DCX H
MOV M, D
INX H : Interchange two numbers
SKIP:DCR C : Decrement counter 2
JNZ BACK : If not zero, repeat
DCR B : Decrement counter 1
JNZ START
HLT : Terminate program execution
23.Statement:Calculate the sum of series of even numbers from the list of
numbers. The length of the list is in memory location 2200H and the series itself
begins from memory location 2201H. Assume the sum to be 8 bit number so you can
ignore carries and store the sum at memory location 2Sample problem:
2200H= 4H
2201H= 20H
2202H= l5H
2203H= l3H
2204H= 22H
Result 22l0H= 20 + 22 = 42H
= 42H
Source program:
LDA 2200H
MOV C, A : Initialize counter
MVI B, 00H : sum = 0
LXI H, 2201H : Initialize pointer
BACK: MOV A, M : Get the number
ANI 0lH : Mask Bit l to Bit7
JNZ SKIP : Don't add if number is ODD
MOV A, B : Get the sum
ADD M : SUM = SUM + data
MOV B, A : Store result in B register
SKIP: INX H : increment pointer
DCR C : Decrement counter
JNZ BACK : if counter 0 repeat
STA 2210H : store sum
HLT : Terminate program execution
24.Statement:Calculate the sum of series of odd numbers from the list of
numbers. The length of the list is in memory location 2200H and the series itself
begins from memory location 2201H. Assume the sum to be 16-bit. Store the sum at
memory locations 2300H and 2301H.
Sample problem:
2200H = 4H
2201H= 9AH
2202H= 52H
2203H= 89H
2204H= 3FH
Result = 89H + 3FH = C8H
2300H= H Lower byte
2301H = H Higher byte
Source program
LDA 2200H
MOV C, A : Initialize counter
LXI H, 2201H : Initialize pointer
MVI E, 00 : Sum low = 0
MOV D, E : Sum high = 0
BACK: MOV A, M : Get the number
ANI 0lH : Mask Bit 1 to Bit7
JZ SKIP : Don't add if number is even
MOV A, E : Get the lower byte of sum
ADD M : Sum = sum + data
MOV E, A : Store result in E register
JNC SKIP
INR D : Add carry to MSB of SUM
SKIP: INX H : Increment pointer
DCR C : Decrement
25.Statement:Find the square of the given numbers from memory location 6100H
and store the result from memory location 7000H
Source Program:
LXI H, 6200H : Initialize lookup table pointer
LXI D, 6100H : Initialize source memory pointer
LXI B, 7000H : Initialize destination memory pointer
BACK: LDAX D : Get the number
MOV L, A : A point to the square
MOV A, M : Get the square
STAX B : Store the result at destination memory location
INX D : Increment source memory pointer
INX B : Increment destination memory pointer
MOV A, C
CPI 05H : Check for last number
JNZ BACK : If not repeat
HLT : Terminate program execution
26.Statement: Search the given byte in the list of 50 numbers stored in the
consecutive memory locations and store the address of memory location in the
memory locations 2200H and 2201H. Assume byte is in the C register and starting
address of the list is 2000H. If byte is not found store 00 at 2200H and 2201H.
Source program:
LX I H, 2000H : Initialize memory pointer 52H
MVI B, 52H : Initialize counter
BACK: MOV A, M : Get the number
CMP C : Compare with the given byte
JZ LAST : Go last if match occurs
INX H : Increment memory pointer
DCR B : Decrement counter
JNZ B : I f not zero, repeat
LXI H, 0000H
SHLD 2200H
JMP END : Store 00 at 2200H and 2201H
LAST: SHLD 2200H : Store memory address
END: HLT : Stop
27.Statement: Two decimal numbers six digits each, are stored in BCD package
form. Each number occupies a sequence of byte in the memory. The starting
address of first number is 6000H Write an assembly language program that adds
these two numbers and stores the sum in the same format starting from memory
location 6200H
Source Program:
LXI H, 6000H : Initialize pointer l to first number
LXI D, 6l00H : Initialize pointer2 to second number
LXI B, 6200H : Initialize pointer3 to result
STC
CMC : Carry = 0
BACK: LDAX D : Get the digit
ADD M : Add two digits
DAA : Adjust for decimal
STAX.B : Store the result
INX H : Increment pointer 1
INX D : Increment pointer2
INX B : Increment result pointer
MOV A, L
CPI 06H : Check for last digit
JNZ BACK : If not last digit repeat
HLT : Terminate program execution
28.Statement: Add 2 arrays having ten 8-bit numbers each and generate a third
array of result. It is necessary to add the first element of array 1 with the first
element of array-2 and so on. The starting addresses of array l, array2 and array3
are 2200H, 2300H and 2400H, respectively.
Source Program:
LXI H, 2200H : Initialize memory pointer 1
LXI B, 2300H : Initialize memory pointer 2
LXI D, 2400H : Initialize result pointer
BACK: LDAX B : Get the number from array 2
ADD M : Add it with number in array 1
STAX D : Store the addition in array 3
INX H : Increment pointer 1
INX B : Increment pointer2
INX D : Increment result pointer
MOV A, L
CPI 0AH : Check pointer 1 for last number
JNZ BACK : If not, repeat
HLT : Stop
29.Statement: Write an assembly language program to separate even numbers
from the given list of 50 numbers and store them in the another list starting from
2300H. Assume starting address of 50 number list is 2200H
Source Program:
LXI H, 2200H : Initialize memory pointer l
LXI D, 2300H : Initialize memory pointer2
MVI C, 32H : Initialize counter
BACK:MOV A, M : Get the number
ANI 0lH : Check for even number
JNZ SKIP : If ODD, don't store
MOV A, M : Get the number
STAX D : Store the number in result list
INX D : Increment pointer 2
SKIP: INX H : Increment pointer l
DCR C : Decrement counter
JNZ BACK : If not zero, repeat
HLT : Stop
30.Statement: Write assembly language program with proper comments for the
following:
A block of data consisting of 256 bytes is stored in memory starting at 3000H.
This block is to be shifted (relocated) in memory from 3050H onwards. Do not shift
the block or part of the block anywhere else in the memory.
Source Program:
Two blocks (3000 - 30FF and 3050 - 314F) are overlapping. Therefore it
is necessary to transfer last byte first and first byte last.
MVI C, FFH : Initialize counter
LX I H, 30FFH : Initialize source memory pointer 3l4FH
LXI D, 314FH : Initialize destination memory pointer
BACK: MOV A, M : Get byte from source memory block
STAX D : Store byte in the destination memory block
DCX H : Decrement source memory pointer
DCX : Decrement destination memory pointer
DCR C : Decrement counter
JNZ BACK : If counter 0 repeat
HLT : Stop execution
31.Statement: Add even parity to a string of 7-bit ASCII characters. The length
of the string is in memory location 2040H and the string itself begins in memory
location 2041H. Place even parity in the most significant bit of each character.
Source Program:
LXI H, 2040H
MOV C ,M : Counter for character
REPEAT:INX H : Memory pointer to character
MOV A,M : Character in accumulator
ORA A : ORing with itself to check parity.
JPO PAREVEN : If odd parity place
ORI 80H even parity in D7 (80).
PAREVEN:MOV M , A : Store converted even parity character.
DCR C : Decrement counter.
JNZ REPEAT : If not zero go for next character.
HLT
32.Statement: A list of 50 numbers is stored in memory, starting at 6000H. Find
number of negative, zero and positive numbers from this list and store these results
in memory locations 7000H, 7001H, and 7002H respectively
Source Program:
LXI H, 6000H : Initialize memory pointer
MVI C, 00H : Initialize number counter
MVI B, 00H : Initialize negative number counter
MVI E, 00H : Initialize zero number counter
BEGIN:MOV A, M : Get the number
CPI 00H : If number = 0
JZ ZERONUM : Goto zeronum
ANI 80H : If MSB of number = 1i.e. if
JNZ NEGNUM number is negative goto NEGNUM
INR D : otherwise increment positive number counter
JMP LAST
ZERONUM:INR E : Increment zero number counter
JMP LAST
NEGNUM:INR B : Increment negative number counter
LAST:INX H : Increment memory pointer
INR C : Increment number counter
MOV A, C
CPI 32H : If number counter = 5010 then
JNZ BEGIN : Store otherwise check next number
LXI H, 7000 : Initialize memory pointer.
MOV M, B : Store negative number.
INX H
MOV M, E : Store zero number.
INX H
MOV M, D : Store positive number.
HLT : Terminate execution
33.Statement:Write an 8085 assembly language program to insert a string of four
characters from the tenth location in the given array of 50 characters
Solution:
Step 1: Move bytes from location 10 till the end of array by four bytes
downwards.
Step 2: Insert four bytes at locations 10, 11, 12 and 13.
Source Program:
LXI H, 2l31H : Initialize pointer at the last location of array.
LXI D, 2l35H : Initialize another pointer to point the last
location of array after insertion.
AGAIN: MOV A, M : Get the character
STAX D : Store at the new location
DCX D : Decrement destination pointer
DCX H : Decrement source pointer
MOV A, L : [check whether desired
CPI 05H bytes are shifted or not]
JNZ AGAIN : if not repeat the process
INX H : adjust the memory pointer
LXI D, 2200H : Initialize the memory pointer to point the string to
be inserted
REPE: LDAX D : Get the character
MOV M, A : Store it in the array
INX D : Increment source pointer
INX H : Increment destination pointer
MOV A, E : [Check whether the 4 bytes
CPI 04 are inserted]
JNZ REPE : if not repeat the process
HLT : stop
34.Statement:Write an 8085 assembly language program to delete a string of 4
characters from the tenth location in the given array of 50 characters.
Solution: Shift bytes from location 14 till the end of array upwards by 4
characters i.e. from location 10 onwards.
Source Program:
LXI H, 2l0DH :Initialize source memory pointer at the 14thlocation
of the array.
LXI D, 2l09H : Initialize destn memory pointer at the 10th location
of the array.
MOV A, M : Get the character
STAX D : Store character at new location
INX D : Increment destination pointer
INX H : Increment source pointer
MOV A, L : [check whether desired
CPI 32H bytes are shifted or not]
JNZ REPE : if not repeat the process
HLT : stop
35.Statement:Multiply the 8-bit unsigned number in memory location 2200H by
the 8-bit unsigned number in memory location 2201H. Store the 8 least significant
bits of the result in memory location 2300H and the 8 most significant bits in
memory location 2301H.
Sample problem:
(2200) = 1100 (0CH)
(2201) = 0101 (05H)
Multiplicand = 1100 (1210)
Multiplier = 0101 (510)
Result = 12 x 5 = (6010)
Source program
LXI H, 2200 : Initialize the memory pointer
MOV E, M : Get multiplicand
MVI D, 00H : Extend to 16-bits
INX H : Increment memory pointer
MOV A, M : Get multiplier
LXI H, 0000 : Product = 0
MVI B, 08H : Initialize counter with count 8
MULT: DAD H : Product = product x 2
RAL
JNC SKIP : Is carry from multiplier 1 ?
DAD D : Yes, Product =Product + Multiplicand
SKIP: DCR B : Is counter = zero
JNZ MULT : no, repeat
SHLD 2300H : Store the result
HLT : End of program
36.Statement:Divide the 16-bit unsigned number in memory locations 2200H and
2201H (most significant bits in 2201H) by the B-bit unsigned number in memory
location 2300H store the quotient in memory location 2400H and remainder in
2401H
Assumption: The most significant bits of both the divisor and dividend are
zero.
Source program
MVI E, 00 : Quotient = 0
LHLD 2200H : Get dividend
LDA 2300 : Get divisor
MOV B, A : Store divisor
MVI C, 08 : Count = 8
NEXT: DAD H : Dividend = Dividend x 2
MOV A, E
RLC
MOV E, A : Quotient = Quotient x 2
MOV A, H
SUB B : Is most significant byte of Dividend > divisor
JC SKIP : No, go to Next step
MOV H, A : Yes, subtract divisor
INR E : and Quotient = Quotient + 1
SKIP:DCR C : Count = Count - 1
JNZ NEXT : Is count =0 repeat
MOV A, E
STA 2401H : Store Quotient
Mov A, H
STA 2410H : Store remainder
HLT : End of program
37.DAA instruction is not present. Write a sub routine which will perform the same
task as DAA.
Sample Problem:
Execution of DAA instruction:
1. If the value of the low order four bits (03-00) in the accumulator is
greater than 9 or if auxiliary carry flag is set, the instruction adds 6 '(06) to
the low-order four bits.
2. If the value of the high-order four bits (07-04) in the accumulator is
greater than 9 or if carry flag is set, the instruction adds 6(06) to the highorder
four bits.
Source Program:
LXI SP, 27FFH : Initialize stack pointer
MOV E, A : Store the contents of accumulator
ANI 0FH : Mask upper nibble
CPI 0A H : Check if number is greater than 9
JC SKIP : if no go to skip
MOV A, E : Get the number
ADI 06H : Add 6 in the number
JMP SECOND : Go for second check
SKIP: PUSH PSW : Store accumulator and flag contents in stack
POP B : Get the contents of accumulator in B register and
flag register contents in C register
MOV A, C : Get flag register contents in accumulator
ANI 10H : Check for bit 4
JZ SECOND : if zero, go for second check
MOV A, E : Get the number
ADI 06 : Add 6 in the number
SECOND: MOV E, A : Store the contents of accumulator
ANI FOH : Mask lower nibble
RRC
RRC
RRC
RRC : Rotate number 4 bit right
CPI 0AH : Check if number is greater than 9
JC SKIPl : if no go to skip 1
MOV A, E : Get the number
ADI 60 H : Add 60 H in the number
JMP LAST : Go to last
SKIP1: JNC LAST : if carry flag = 0 go to last
MOV A, E : Get the number
ADI 60 H : Add 60 H in the number
LAST: HLT
38.tement:To test RAM by writing '1' and reading it back and later writing '0'
(zero) and reading it back. RAM addresses to be checked are 40FFH to 40FFH. In
case of any error, it is indicated by writing 01H at port 10H
Source Program:
LXI H, 4000H : Initialize memory pointer
BACK: MVI M, FFH : Writing '1' into RAM
MOV A, M : Reading data from RAM
CPI FFH : Check for ERROR
JNZ ERROR : If yes go to ERROR
INX H : Increment memory pointer
MOV A, H
CPI SOH : Check for last check
JNZ BACK : If not last, repeat
LXI H, 4000H : Initialize memory pointer
BACKl: MVI M, OOH : Writing '0' into RAM
MOV A, M : Reading data from RAM
CPI OOH : Check for ERROR
INX H : Increment memory pointer
MOV A, H
CPI SOH : Check for last check
JNZ BACKl : If not last, repeat
HLT : Stop Execution
39.Statement:Write an assembly language program to generate fibonacci number
Source Program:
MVI D, COUNT : Initialize counter
MVI B, 00 : Initialize variable to store previous number
MVI C, 01 : Initialize variable to store current number
MOV A, B :[Add two numbers]
BACK: ADD C :[Add two numbers]
MOV B, C : Current number is now previous number
MOV C, A : Save result as a new current number
DCR D : Decrement count
JNZ BACK : if count 0 go to BACK
HLT : Stop
40.Statement:Write a program to generate a delay of 0.4 sec if the crystal frequency
is 5 MHz
Calculation: In 8085, the operating frequency is half of the crystal
frequency,
ie.Operating frequency = 5/2 = 2.5 MHz
Time for one T -state =
Number of T-states required =
= 1 x 106
Source Program:
LXI B, count : 16 - bit count
BACK: DCX B : Decrement count
MOV A, C
ORA B : Logically OR Band C
JNZ BACK : If result is not zero repeat
41.Statement: Arrange an array of 8 bit unsigned no in descending order
Source Program:
START:MVI B, 00 ; Flag = 0
LXI H, 4150 ; Count = length of array
MOV C, M
DCR C ; No. of pair = count -1
INX H ; Point to start of array
LOOP:MOV A, M ; Get kth element
INX H
CMP M ; Compare to (K+1) th element
JNC LOOP 1 ; No interchange if kth >= (k+1) th
MOV D, M ; Interchange if out of order
MOV M, A ;
DCR H
MOV M, D
INX H
MVI B, 01H ; Flag=1
LOOP 1:DCR C ; count down
JNZ LOOP ;
DCR B ; is flag = 1?
JZ START ; do another sort, if yes
HLT ; If flag = 0, step execution
42.Statement: Transfer ten bytes of data from one memory to another memory block.
Source memory block starts from memory location 2200H where as destination
memory block starts from memory location 2300H
Source Program:
LXI H, 4150 : Initialize memory pointer
MVI B, 08 : count for 8-bit
MVI A, 54
LOOP : RRC
JC LOOP1
MVI M, 00 : store zero it no carry
JMP COMMON
LOOP2: MVI M, 01 : store one if there is a carry
COMMON: INX H
DCR B : check for carry
JNZ LOOP
HLT : Terminate the program
43.Statement: Program to calculate the factorial of a number between 0 to 8
Source program
LXI SP, 27FFH ; Initialize stack pointer
LDA 2200H ; Get the number
CPI 02H ; Check if number is greater than 1
JC LAST
MVI D, 00H ; Load number as a result
MOV E, A
DCR A
MOV C,A ; Load counter one less than number
CALL FACTO ; Call subroutine FACTO
XCHG ; Get the result in HL
SHLD 2201H ; Store result in the memory
JMP END
LAST: LXI H, 000lH ; Store result = 01
END: SHLD 2201H
HLT
44.Statement:Write a program to find the Square Root of an 8 bit binary number.
The binary number is stored in memory location 4200H and store the square root in
4201H.
Source Program:
LDA 4200H : Get the given data(Y) in A register
MOV B,A : Save the data in B register
MVI C,02H : Call the divisor(02H) in C register
CALL DIV : Call division subroutine to get initial value(X)
in D-reg
REP: MOV E,D : Save the initial value in E-reg
MOV A,B : Get the dividend(Y) in A-reg
MOV C,D : Get the divisor(X) in C-reg
CALL DIV : Call division subroutine to get initial
value(Y/X) in D-reg
MOV A, D : Move Y/X in A-reg
ADD E : Get the((Y/X) + X) in A-reg
MVI C, 02H : Get the divisor(02H) in C-reg
CALL DIV : Call division subroutine to get ((Y/X) + X)/2
in D-reg.This is XNEW
MOV A, E : Get Xin A-reg
CMP D : Compare X and XNEW
JNZ REP : If XNEW is not equal to X, then repeat
STA 4201H : Save the square root in memory
HLT : Terminate program execution
45.Statement:Write a simple program to Split a HEX data into two nibbles and store
it in memory
Source Program:
LXI H, 4200H : Set pointer data for array
MOV B,M : Get the data in B-reg
MOV A,B : Copy the data to A-reg
ANI OFH : Mask the upper nibble
INX H : Increment address as 4201
MOV M,A : Store the lower nibble in memory
MOV A,B : Get the data in A-reg
ANI FOH : Bring the upper nibble to lower nibble position
RRC
RRC
RRC
RRC
INX H
MOV M,A : Store the upper nibble in memory
HLT : Terminate program execution
46.Statement: Add two 4 digit BCD numbers in HL and DE register pairs and store
result in memory locations, 2300H and 2301H. Ignore carry after 16 bit.
Sample Problem:
(HL) =3629
(DE) =4738
Step 1 : 29 + 38 = 61 and auxiliary carry flag = 1
:.add 06
61 + 06 = 67
Step 2 : 36 + 47 + 0 (carry of LSB) = 7D
Lower nibble of addition is greater than 9, so add 6.
7D + 06 = 83
Result = 8367
Source program
MOV A, L : Get lower 2 digits of no. 1
ADD E : Add two lower digits
DAA : Adjust result to valid BCD
STA 2300H : Store partial result
MOV A, H : Get most significant 2 digits of number
ADC D : Add two most significant digits
DAA : Adjust result to valid BCD
STA 2301H : Store partial result
HLT : Terminate program execution
47.Statement: Subtract the BCD number stored in E register from the number stored
in the D register.
Source Program:
MVI A,99H
SUB E : Find the 99's complement of subtrahend
INR A : Find 100's complement of subtrahend
ADD D : Add minuend to 100's complement of subtrahend
DAA : Adjust for BCD
HLT : Terminate program execution
48.Statement: Write an assembly language program to multiply 2 BCD numbers
Source Program:
MVI C, Multiplier : Load BCD multiplier
MVI B, 00 : Initialize counter
LXI H, 0000H : Result = 0000
MVI E, multiplicand : Load multiplicand
MVI D, 00H : Extend to 16-bits
BACK: DAD D : Result Result + Multiplicand
MOV A, L : Get the lower byte of the result
ADI, 00H
DAA : Adjust the lower byte of result to BCD.
MOV L, A : Store the lower byte of result
MOV A, H : Get the higher byte of the result
ACI, 00H
DAA : Adjust the higher byte of the result to BCD
MOV H, A : Store the higher byte of result.
MOV A, B : [Increment
ADI 01H : counter
DAA : adjust it to BCD and
MOV B,A : store it]
CMP C : Compare if count = multiplier
JNZ BACK : if not equal repeat
HLT : Stop

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