Mitsubishi Electronics FXCPU Video Game Controller User Manual


 
18 Applied Instructions (Floating Point)
18.4 DESTR / Floating Point to Character String Conversion
453
FXCPU Structured Programming Manual
[Basic & Applied Instruction]
11
Applied Instructions
(Data Operation)
12
Applied Instructions
(High Speed
Processing)
13
Applied Instructions
(Handy
Instruction)
14
Applied Instructions
(External FX I/O
Device)
15
Applied Instructions
(External Device
(optional device))
16
Applied Instructions
(External Device)
17
Applied Instructions
(Data Transfer 2)
18
Applied Instructions
(Floating Point)
19
Applied Instructions
(Data Operation 2)
20
Applied Instructions
(Positioning
Control)
Program example
1) This is a program for converting the content (binary floating decimal point data) of R0, R1 depending on
the content specified by R10 to R12 when the X000 is turned ON, and storing after the D0.
2) This is a program for converting the content (binary floating decimal point data) of R0, R1 depending on
the content specified by R10 to R12 when the X000 is turned ON, and storing after the D10.
All digits
0 3 30
Space Number of digits
below decimal point
0
7
3
R11
R1
R10
R12
Conversion
type
All digits
Number of
digits below
decimal point
R0
0.0327457
20H(space)
2EH(.)
b15 b8 b7 b0
Stored automatically.
33H(3)
00H
20H(space)
30H(0)
30H(0)
33H(3)
D1
D0
D2
D3
X000
DESTRP
EN
s1
s2
ENO
d1
R0
R10
D0
[Structured ladder/FBD] [ST]
DESTRP(X000,R0,R10,D0);
1(Index type)
12
4
R11
R10
R12
Conversion
type
All digits
Number of
digits below
decimal point
All digits
02 7 4 6 E 23
Number of digits
below decimal point
Space
R1 R0
0.0327457
20H(space)
2EH(.)
b15 b8 7b b0
Stored automatically.
37H(7)
36H(6)
20H(space)
33H(3)
34H(4)
45H(E)
2DH(-)
32H(2)
0000H
30H(0)
32H(2)
D10
D11
D12
D13
D14
D15
D16
X000
DESTRP
EN
s1
s2
ENO
d1
R0
R10
D10
[Structured ladder/FBD] [ST]
DESTRP(X000,R0,R10,D10);