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As is known, the majority of calculators operates with numbers, on absolute size not
exceeding 9.9999999e99. In the manual instruction B3-34 also is told, that 9.9999999e99 -
maximal number, with which it works. However it not so. The calculator B3-34 is capable to
form numbers much more (with the exponent up to 1000!), and at the appropriate skill each
of them can be "caught" (store in to register), to analyze, and then how to use.
A specific kind and the properties these "arithmetic monsters" depend on depths
of numerical ocean, where they are found (more precisely, from size of the order).
"Hunt" on them - employment fascinating and in a number of cases unsafe.
Specific kind and the properties these "arithmetic monsters" depend on depths of
numerical ocean, where they are found (more precisely, from size of the exponent).
"Hunt" on them - employment fascinating and in a number of cases unsafe.
Here brief classification of the "deep-water world" of the calculator. The
depths (exponents) up to 100 are populated with usual numbers. Following "floor"
(from 100 up to 200) belongs s. Even deeper
(from 200 up to 300) lives by s - it is easy
to tame creations, contrary to the frightening kind, in a maximum degree useful, them.
Further (from 300 up to 400) the settlement of wild and unrestrained monsters ready at a
slightest oversight on the part of a hunter to result the program in unsuitability and to
force him to switch off the calculator power.
The following floor (from 400 up to 500) is populated by OC-monsters - with essences very
useful, but, in turn, subdivided on numerous family. Even below (from 500 up to 600) the
possession of Darkness settle down, at any contact to this mysterious and severe
substation the indicator dies away, and it is necessary to disconnect the calculator (we
shall note, that it is possible casually to meet with Darkness and on other floors).
Deeper, for limits of Darkness, it is possible to penetrate only with the help special
"Diving equipment " (appropriate programs): the depths from 600 up to 700 are
populated sluggish with slow -monsters, is
even lower (from 700 up to 800) the slow monsters live, whose behavior nevertheless force
to recollect of monsters of the 4-th floor and hunt which on proceeds similarly.
On a penultimate floor (from 800 up to 900) is unlimited Zero (most usual dominates, as
far as it was possible to find out), is farther (from 900 up to 1000) the zone of usual
numbers with the gradually decreasing negative orders begins, at last, after 1000 circles
become isolated - on a stage numbers with the positive orders again act, then s, and all repeats.
And now we shall get acquainted closer to the population of each floor.
The 1-st floor.
Here, as already it was marked, the usual numbers live. They, certainly, have a lot of
any curious properties (as well as at the most ordinary earthly animal), but they do not
concern to a subject of our conversation.
The 2-nd floor.
s, occupying depths (exponents) from 100 up
to 200, - most uninteresting of the inhabitants ours of "Electronic ocean". In
general, it is usual numbers, which can be divided to multiply, added, stored in to
registers, but which are not recalled on the indicator because its have excessive size. To
catch the it is easier simply: it is enough,
for example enter command , and (ten in the 100-th degree) sit in the register 0!
If now to divide it, we admit, on 10, on the indicator there will be completely ordinary
"one" with the exponent 99.
The 3-rd floor.
If announce the from the previous example
in a square (or different way to receive number with a parameter of a exponent between 200
and 300), on the indicator will appear . These
numbers also can be multiplied, added, stored in to registers and so on. However, besides
it, has a lot inherent only to it and rather
useful qualities.
1) The decimal point at occurrence on the indicator keeps the situation, as though "inherits" it from the previous
number. Store any in to any register. Type on
the indicator any number (in its structure, naturally, it is necessary the decimal point -
if number whole enters, it closes it) and cause on the indicator. The point has remained on a former place.
2) Everyone carries out operation of
unconditional jump on the address conterminous to first two digits of exponent number,
"ciphered" it. So, received by us
is equal 10 the 200-th exponent; if at its occurrence on the indicator to enter command , we
shall be convinced, that on the right burns 20.
3) It is easy "to decipher" everyone , appeared on the indicator, with the help of the following procedure: to
press , then decimal point - on the right on the indicator three-value exponent will
light up which is hidden under 's body. Again
press - at the left of the indicator there will be a mantissa of number, on the
right - certain new parameter, rather amazing, dependent from a way of occurrence given on the indicator and useless for us. The
application of this procedure to ours gives
the exponent 200 and mantissa 1, as, obviously, and should be.
4) The previous property prompts new effective reception of formation of the indicative
messages. By causing ours from the register,
where it was stored, and by applying to it a procedure of "decoding", we shall
receive a exponent, which before did not meet (  ). If now to enter the command , there
will be one more new indicative message (on the right on the indicator the
"clean" letter E) burns. From these two messages with the help of commands and
is easy to receive all other conceivable indicative
codes.
5) , stored in to register 9 or 0, can be
used as the analyzer of a condition of the program counter. By removing from the indicator, enter, for example, command . Recall
and press a decimal point. On the right on the indicator will light up 580. The given
property allows to use it for
"decoding" some other "monsters" occupying deep floors ours of the
"Numerical sea".
The 4-th floor.
Let's pass to "hunt" on depths 300-400. Let's choose as object, for example,
number 10 in the 300-th exponent. We enter commands , (storing for subsequent use as the analyzer) . All is ready: in the register Y
sits (10 in the 200-th exponent), in the
register X - (10 in the 100-th exponent). It
is necessary them to multiply...
Sentry! On the screen the figures - calculator spontaneously flash has passed in a run of
programming mode! The monster has escaped on freedom and run under our empty program, as
on an infinite corridor! Urgently we press . On
the indicator a zero. It is natural - program is empty, it consists of zeroes, here the
zero and was recalled in the register X, by pushing aside a monster in the register Y. To
look at "production", it is necessary to press .
We are waited with a new shock! Instead of expected monster we see before ourselves only
traces of its activity - spoiled fragment of the program. The calculator spontaneously has
passed in a programming mode! On the indicator we see             . Means, the program has stopped on the address 30. By analogy with s we conclude, that it besides first two digits
about the result exponent. The point, as well as at , has inherited the situation from the previous number (just on the indicator
burned a zero, naturally, with a point). At last, the left zero is second digit of the
exponent (300). If the exponent was, say, 384, at the left on the indicator would burn .8,
on the right - 39. What to do further? A roughest mistake will be natural -
calculator overloop on the damaged command and will not respond on one order from the
board, it is necessary it to disconnect. We press . The point disappears. Next (step back). What command to replace spoiled by?
Our task - to catch a monster, therefore we shall enter here, for example . Then (to clear stack) and . Here now it is possible and . On the indicator here lights up 0 - has stack is
clean, and the monster sits in the register A! It is high time to analyze it with the help
of from the register 9. Three times we press (for indemnification of a commands, entered in the
program,), , (on the indicator there is an
exponent 300) and . (mantissa - 1) at the left lights up. By driving on it is
possible to begin any case by zeroes commands, entered in the program, hunt for the
following monster (only it is not necessary to forget, that first still that in the
register A, expecting a command therefrom to escape!). All this procedure can need
and for reception of completely specific practical results. For example, it allows to
determine factorials n! of numbers up to 210 (take advantage of any program calculating
the factorial, and analyze result with the help of from the register 9).
The hunt on 5-th a level in dwelling OC-monsters - not less is fascinating, about it it
is possible to read on the following page, when it will be written.
For now it is possible to try to receive the message  :
, 
And at last -   :

Not the truth whether, situation strongly reminds, when conjurer on your eyes takes
from yours hats at first of alive rabbit, and then also grunting pig? Only here and in a
role conjurer, and as a hat the calculator acts.
Continued on the next page. |