At the point when a Control Word is kept in touch with a Counter, all Control Logic is promptly reset and OUT goes to a known introductory express; no CLK beats are expected for this.
Visit the site: Khatrimaza
The GATE input is constantly examined on the rising edge of CLK. In Modes 0, 2, 3, and 4 the GATE input is level touchy, and the rationale level is examined on the rising edge of CLK. In Modes 1, 2, 3, and 5 the GATE input is rising-edge delicate. In these Modes, a rising edge of GATE (trigger) sets an edge-delicate flip-flop in the Counter. This flip-flop is then inspected on the following rising edge of CLK; the flip-flop is reset following it is examined. Along these lines, a trigger will be identified regardless of when it happens a high rationale level doesn’t need to be kept up with until the following rising edge of CLK.
The f95zone is the best gaming local area site where you can discover loads of genuine games for genuine interesting.
Note that in Modes 2 and 3, the GATE input is both edge and level-touchy. In Modes 2 and 3, assuming a CLK source other than the framework clock is utilized, GATE ought to be beat quickly following WR of another count esteem.
Peruse more about: f95zone
New counts are stacked and Counters are decremented on the falling edge of CLK. The biggest conceivable introductory count is 0, this is identical to 2 16 for paired counting and 104 for BCD counting. The Counter doesn’t stop when it arrives at nothing. In Modes 0, 1, 4, and 5 the Counter “folds over” to the most elevated count, either FFFF hex for parallel counting or 9999 for BCD counting, and counts. Modes 2 and 3 are intermittent; the Counter reloads itself with the underlying count and counts from that point.