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IS-INT DEV KIT-7D

器件型号:IS-INT DEV KIT-7D
器件类别:热门应用    机电_工控_自动化   
厂商名称:NKK Switches
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器件描述

Switch Development Tools PROGRAMMABLE SWITCH AND DISPLAY 1 IS-CL04-F-E-F-E Controller, IS-L02P1-C Logic Board, ISC01P 2 OLED Switches (64x48), IS-418-TR1509-12 Power Supply, IS-SERIAL-CABLE RS232 cable RJ11 to DB9

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Product AttributeAttribute Value
制造商:
Manufacturer:
NKK Switches
产品种类:
Product Category:
Switch Development Tools
RoHS:YES
工具用于评估:
Tool Is For Evaluation Of:
SmartDisplay - OLED
Description/Function:SmartSwitch Development Kit
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Brand:
NKK Switches
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Product Type:
Switch Development Tools
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Factory Pack Quantity:
1
子类别:
Subcategory:
Development Tools

IS-INT DEV KIT-7D器件文档内容

                              IS-DEV KIT-7 User Manual

7850  East  Gelding Drive  •  Scottsdale, AZ  85260-3420

                           IS-DEV KIT-7 & 7D User Manual

                                              Revision C

                                              Firmware Version 3.0

            IS-Dev Kit-7

            (ISC15ANP4)

            IS-Dev Kit-7D

            (ISC01P)

                                              NKK SWITCHES

                                              7850 E. Gelding Drive

                                              Scottsdale, AZ 85260

                              Toll Free 1-877-2BUYNKK (877-228-9655)

                                              Phone 480-991-0942

                                              Fax 480-998-1435

                              e-mail

                                 All Rights Reserved Worldwide

NKK Switches makes no warranty for the use of these products and assumes no responsibility for any errors,

which may appear in this document, nor does it make a commitment to update the information contained herein.

Smart Switch is trademark of NKK Switches.

IS-DEV KIT-7 User Manual C.docx                                                                    Page 1 of 46

            Toll Free 1.877.2BUYNKK (877.228.9655)     •  Phone 480.991.0942  •  Fax 480.998.1435

                              www.nkkswitches.com   •     Email engineering@nkkswitches.com                   0717
                            IS-DEV KIT-7 User Manual

7850 East Gelding Drive  •  Scottsdale, AZ  85260-3420

Table of Contents

Table of Contents ..........................................................................................................2

1. General Features .......................................................................................................3

2. Thank You for Purchasing NKK Switches’ Dev Kit................................................4

3. Preface.......................................................................................................................5

4. Operational Overview ...............................................................................................6

5. Programming the IS-DEV KIT-7 using Universal Communicator 2015 ...............10

6. Operational Details .................................................................................................18

7. Communication Protocol ........................................................................................23

8. Commands to the Controller ...................................................................................24

9. Character Commands for OLED Switches .............................................................32

10. Hardware.................................................................................................................35

11. Key Terms & Definitions........................................................................................41

12. Firmware Issues ......................................................................................................42

Appendix .....................................................................................................................43

IS-DEV KIT-7 User Manual C.docx                                                                                                     Page 2 of 46

Toll Free 1.877.2BUYNKK (877.228.9655)              •  Phone 480.991.0942  •  Fax 480.998.1435

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                                   IS-DEV KIT-7 User Manual

7850 East Gelding Drive      •  Scottsdale, AZ  85260-3420

1.     General Features

The IS-Dev Kit-7 is a two OLED SmartSwitches (ISC15ANP4) Development kit.

The IS-Dev Kit-7D Version is a two OLED SmartDisplays (ISC01P) Development kit.

The IS-Dev kit-7D additionally has a JB switch below each OLED SmartDisplay.

The CL04 controller is used in these development Kits as well as IS-DEV KIT-8. For complete features of the

CL04 controller refer to IS-CL04R user manual.

In this document, we refer to both OLED Smart Switch and OLED Smart Display as OLED Switch.

Below are current features:

    •  IS-Dev Kit-7 controls two OLED (64x48) SmartSwitches (ISC15ANP4).

    •  Pushbutton functionality on each SmartSwitch.

       o  RGB color OLED display with a resolution of 64x48 pixels.

    •  IS-Dev Kit-7D controls two OLED (52x36) SmartDisplays (ISC01P).

       o  JB switches below SmartDisplays for control.

       o  RGB color OLED display with a resolution of 52x36 pixels.

    •  Power from USB or 9V power supply. (Power supply not included.)

    •  On board microSD Flash that can hold up to 65,536 images

    •  Adjustable audio feedback when a OLED switch is pressed

    •  Software control setting for 16 levels of brightness designed to extend the life of the OLED

    •  User programmable for images, attributes and set-ups

    •  Real-time control by host:

       o  Commands to direct the controller to display any of 65,535 images to either of the two switches

       o  Commands to send characters so controller can create images for either of the two switches

       o  Commands to check various statuses of the controller

       o  Report switch activities to host

       o  Report the address of any new image displayed to host

    •  Stand-alone operation:

       o  Set up the controller to function based on switch presses

       o  Set up the controller to function based on timer expiration

       o  Report switch activities to host

       o  Report the address of any new image displayed to host

    •  Communication via USB (57.6K, 1 start bit, 8 bit, 1 stop bit)

    •  Set the type of activity reports from the controller to host.

    •  Power requirement: 5V to 12V at 180 mA max

    •  Controller board firmware can be customized based on customer requirements

    IS-DEV KIT-7 User Manual C.docx                                                                    Page 3 of 46

          Toll Free 1.877.2BUYNKK (877.228.9655)           •  Phone 480.991.0942  •  Fax 480.998.1435

                                   www.nkkswitches.com  •     Email engineering@nkkswitches.com              0717
                                   IS-DEV KIT-7 User Manual

7850 East Gelding Drive  •  Scottsdale, AZ     85260-3420

2.     Thank You for Purchasing NKK Switches’ Development

Kit

By purchasing this kit a new horizon of design is expanding before your eyes. The OLED SmartSwitch and

OLED SmartDisplay can be the distinguishing feature within your application that sets your product apart from

the competition. This kit contains all the necessary components to get you started using, testing and ultimately

incorporating NKK Switches’ OLED SmartSwitch and OLED SmartDisplay into your designs.

The development kits come preprogrammed for demonstration. They can be reprogrammed by the user for

demonstration or real time application. NKK provides a free PC software (Universal Communicator 2015) for

programming the development kits.

There are many documents such as “How to” in the web page below that can be useful.

http://www.nkkswitches.com/SmartSwitch-Engineering-Documentation.aspx

The part numbers that come with each kit are listed below.

       IS-DEV KIT-7

       Part Number          QTY    Description

    1  Q-CL04-F-E           1      Controller

    2  IS-L02L1-C           1      Logic Board

    3  ISC15ANP4            2      OLED Switch (64x48)

    4  IS-USB1              1      Cable, USB 2.0, A to MINI-B, 6'

       IS-DEV KIT-7D

       Part Number          QTY    Description

    1  Q-CL04-F-E           1      Controller

    2  IS-L02P1-C           1      Logic Board

    3  ISC01P               2      OLED Display (64x48)

    4  IS-USB1              1      Cable, USB 2.0, A to MINI-B, 6'

    IS-DEV KIT-7 User Manual C.docx                                                                     Page 4 of 46

                Toll Free 1.877.2BUYNKK (877.228.9655)      •  Phone 480.991.0942  •  Fax 480.998.1435

                            www.nkkswitches.com         •      Email engineering@nkkswitches.com                  0717
                             IS-DEV KIT-7 User Manual

7850 East Gelding Drive  •  Scottsdale, AZ  85260-3420

3.        Preface

The IS-Dev Kit-7/7D are development kits designed to demonstrate the features of the OLED

SmartSwitch/Display as well as facilitate the incorporation of the pushbutton or display into new application

designs. The OLED SmartSwitch is best used for displaying video or images that change frequently.

This user manual will go through general features and rudimentary commands, like how to download images

and attributes. It then goes into the more technical details regarding how the IS-DEV KIT-7/7D operate.

Section 4 is the overview of the development kit and how it operates along with features.

Section 5 is written on how to program the development kit using Universal Communicator 2015. This section

was designed for those who wish to simply start using the development kit without getting into the technical

details.

Sections 6, 7, 8 and 9 cover detailed communications and commands between the host computer and the Dev

Kit controller. Section 10 is the hardware and the schematic, and sections 11 and 12 are definitions and

firmware issues. There is also an appendix for understanding hexadecimal.

Universal Communicator 2015

    Universal Communicator 2015 can download the images and attributes to the development kit. The 64 x 48

    images can be created by any graphic software that can save as 24 color bitmap. The attribute values that

    determine how the development kit works can be created in Microsoft Excel or Notes.

The development kit can communicate with any communication software that can perform the communication

protocol. Universal Communicator 2015 is provided as demonstration software.

    IS-DEV KIT-7 User Manual C.docx                                                                       Page 5 of 46

          Toll Free 1.877.2BUYNKK (877.228.9655)     •  Phone 480.991.0942    •  Fax 480.998.1435

                             www.nkkswitches.com  •     Email engineering@nkkswitches.com                      0717
                                      IS-DEV KIT-7 User Manual

7850 East Gelding Drive   •  Scottsdale, AZ   85260-3420

4.      Operational Overview

Power-up Sequence:

Upon power-up, the controller checks the position of the Mode Select Switch. The controller initializes the

OLED display or switch based on this selection. The proper selection of switch/display mode must be set before

power up.

The OLED switch will show the full image while the “Display” position will display only the middle 52 pixels

of the top 36 lines of the image and the to 36 rows.

OLED Brightness Adjustment Mode:

There are 16 levels of brightness 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, and F where F is the maximum

brightness. The level of brightness is displayed in the middle of image. After power-up, the display is at the

maximum brightness (level F). The controller will allow the brightness of the two OLED modules to be

adjusted. The left OLED displays the brightness level F and the word DIM. The right OLED displays the

brightness F and the word BRIGHT. The left button can be pressed to make both displays dimmer and the right

button makes both displays brighter.

The OLED rated life of 50,000 hours is based on maximum brightness. The dimmer the level is set the longer

the expected life of the OLED. Any switch activity will keep the unit in this mode.

The brightness changes stay in effect for the duration of the session.

After 2.6 seconds of user inactivity the controller will move into the main operations mode.

Main Operational Mode:

There are 65,535 addresses (0x0001 to 0xFFFF) to store images and attributes. Upon power-up, as default,

OLED switch one displays the image of address 0x0001 and OLED switch two displays the image of address

0x0010. These addresses are user defined and can be changed. The attributes at the respective address become

the active attributes for each switch. The controller then transmits 11H via USB indicating it is ready for

operation.

The images on the switches change based on:

    A.  Attribute setting for switch presses

    B.  Attribute setting for timers

    C.  Commands via USB

    IS-DEV KIT-7 User Manual C.docx                                                                          Page 6 of 46

            Toll Free 1.877.2BUYNKK (877.228.9655)       •  Phone 480.991.0942  •    Fax 480.998.1435

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                                       IS-DEV KIT-7 User Manual

7850 East Gelding Drive        •  Scottsdale, AZ  85260-3420

Flash Memory Organization

The Flash memory can hold up to 65,535 images and attribute blocks (Addresses 0001H to FFFFH) for the

Frameless OLED SmartSwitch. The images are pictures to be displayed. The attributes are user-defined

information on what image is to display based on the switch activity and the timer expiration. The images and

attributes need to be downloaded before operation.

Address  OLED Switch

0001     Image        Attribute Block

0002     Image        Attribute Block

---      Image        Attribute Block

---      Image        Attribute Block

FFFE     Image        Attribute Block

FFFF     Image        Attribute Block

The IS-DEV KIT-7/7D is programmed with factory default images. The user can change the images and

programming through the use of attributes. The controller associates one address to each image and the display

shows the image at the associated address. Each address has a group of five attributes which together is called

an Attribute Block. The function of the Attribute Block is to tell the controller what image to display next,

either when the switch associated with that particular address is pressed or when the timer expires.

        Address for Switch #1     Address for Switch #2        End of the Loop Address  Timer #1             Timer #2

        0000 to FFFF              0000 to FFFF                 0000 to FFFF             00 to FF             00 to FF

     Changes based on the OLED switch presses

     •  When either switch number one or number two is pressed, the changes happen based on the active

        attributes for that switch. It can change the active address in one or both or neither of the switches.

        If the “Address for Switch #1” active attribute is equal to zero, there will be no change to switch one.

        Otherwise, switch number one displays the image at the address indicated in “Address for Switch #1”

        and the attribute of this address becomes active for switch number one.

        If the “Address for Switch #2” active attribute is equal to zero, there will be no change to switch two.

        Otherwise, switch number two displays the image at the address indicated in “Address for Switch #2”

        and the attribute of this address becomes active for the switch number two.

     •  While either of the switches is pressed, the timer for that switch pauses, if the timer is running.

     IS-DEV KIT-7 User Manual C.docx                                                                             Page 7 of 46

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                                 IS-DEV KIT-7 User Manual

7850 East Gelding Drive  •  Scottsdale, AZ  85260-3420

Changes based on timer settings

•  If the input for the Timer #1 = 00H for switch number one, then the timer does not run. Therefore, there

   will be no change based on the timer for switch number one. Otherwise, the timers run and the images

   change sequentially from the original address (active address) to the address indicated by “End of the

   Loop Address”.

   The number of milliseconds (ms) each image is displayed is the product of Timer #1 multiplied by

   Timer #2. The maximum possible time is 65 seconds.

   The timer value in ms = (Timer #1) x (Timer #2), Note: if Timer #2 = 0 it counts as 256.

   The attributes of the original address (active address) stays in effect and the attributes of all other

   addresses are ignored until the end of the loop address is reached.

•  Once the end of the loop address is reached, the attributes of this address are checked (does not become

   active) and changes can happen based on these attributes as stated below:

   1.  If the “Address for Switch #2” of the end of the loop attributes is equal to zero, no change to switch

       number two. Otherwise, switch number two displays the image at the address of “Address for switch

       #2” and the attribute of this address becomes active for switch number two.

   2.  If the “Address for switch #1” of the end of the loop attributes is equal to zero, then switch number

       one loops back to the image of the original address (active address) and the loop starts over.

       Otherwise, switch number one displays the image at the address of “Address for switch #1” and the

       attribute of this address becomes active for the switch number one.

•  The switch number two attributes function in the same manner as described above for switch number

   one.

Changes based on commands via USB

There are many commands available to control the OLED switches. They are described in detail                in  section

7, The Communication Protocol. Below is the list of commands available during operation.

•  Command to reset the controller

•  Command to check connection

•  Command to change brightness of OLED switches

•  Command to any of the OLED switches to display any address image

•  Command to turn on any row of an OLED switch to any color

•  Command to create up to 12 characters with any color from any location in an OLED switch

•  Command to turn the display ON/OFF

•  Command to write directly to OLEDs

•  Command to disable/enable attributes execution based on timer and switch presses

IS-DEV KIT-7 User Manual C.docx                                                                             Page 8 of 46

         Toll Free 1.877.2BUYNKK (877.228.9655)     •  Phone 480.991.0942     •  Fax 480.998.1435

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                            IS-DEV KIT-7 User Manual

7850 East Gelding Drive  •  Scottsdale, AZ  85260-3420

Report from Controller via USB

The controller reports timer expirations, switch presses, switch releases and the address of a new image

display if the appropriate bits in the set-up flags are enabled.

•  If the Bit 6 of the flag is enabled, the controller reports switch presses in one byte

   --- OLED Switch #1       81H

   --- OLED Switch #2       82H

•  If the Bit 3 of the flag is enabled, the controller reports switch releases in one byte

   --- OLED Switch #1       B1H

   --- OLED Switch #2       B2H

•  If the Bit 5 of the flag is enabled, the controller reports timer expirations in one byte

   --- OLED Switch #1       83H

   --- OLED Switch #2       84H

•  If the Bit 7 of the flag is enabled, the controller reports a leading byte followed by the address  of  any

   new image displayed for a total of 3 bytes. The leading byte for each switch is listed below:

   --- OLED Switch #1       FDH

   --- OLED Switch #2       FEH

•  61H to acknowledge that command is received

•  79H to acknowledge that command task completed

•  6EH to indicate that an ERROR happened for the command received

•  If there is a communication problem between the microcontroller and the microSD Flash, the

   controller will transmit 6FH to the host for each communication failure.

IS-DEV KIT-7 User Manual C.docx                                                                           Page 9 of 46

   Toll Free 1.877.2BUYNKK (877.228.9655)           •  Phone 480.991.0942    •  Fax 480.998.1435

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                                        IS-DEV KIT-7 User Manual

7850 East Gelding Drive       •  Scottsdale, AZ  85260-3420

5.      Programming the IS-DEV KIT-7 using Universal

Communicator 2015

The IS-DEV KIT-7/7D communicates via USB with any communication software. The commands and protocol

will be explained in sections 6 and 7.

This section covers programming the Dev Kit using the Universal Communicator 2015 without getting into

technical details.

Creating Images

Images for the OLED switches can be created using any graphic software that can save a 24-bit color bitmap in

a 64 x 48 format.

When resizing pictures, the colors may become faded. The saturation, hue and brightness can be adjusted to

improve the picture quality.

There is documentation on creating images and videos in the “How to” section of this webpage:

http://www.nkkswitches.com/SmartSwitch-Engineering-Documentation.aspx

Naming Images

The Universal Communicator 2015 loads the images in alphabetic order according to the image file names and

displays the addresses that each image will have in the controller.

Be sure to name images so the video images or loop images are listed sequentially. Avoid using symbols in the

names as some symbols interfere with alphabetic ordering.

It is not necessary to have all images in one folder as Universal Communicator 2015 allows for selecting a

starting address for download. However, for making attributes, it is easier if all the images are in one folder so

the image addresses in the controller can be checked in the Universal Controller.

Downloading the Images to the Controller

Start the Universal Communication 2015 software and follow the following steps:

    1.  Click “Import Files” and then navigate to the image folder and click “OPEN”. The images will load to

        the Universal Communicator. Notice the addresses next to the image names. These will be the image

        addresses in the controller. Clicking on any image name will display the image on the left of the screen.

    2.  Make sure the development kit is connected to a computer USB connection.

    3.  Select the serial communication port number to which the development kit is connected.

    4.  Select Baud Rate 57600.

    5.  Click the “Port Closed” button to open the communication. If the development kit has the factory default

        images and program, the controller will transmit information to the computer which will be displayed in

    IS-DEV KIT-7 User Manual C.docx                                                                     Page 10 of 46

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                             IS-DEV KIT-7 User Manual

7850  East Gelding Drive  •  Scottsdale, AZ  85260-3420

      green font. For example: “83” and “84” will be displayed. The addresses for the images are also

      displayed.

6.    Click the “Call” button. The computer will send “01” in blue and the controller responds with “61” in

      green. This may not be seen if the controller is sending the timer expirations and addresses. However,     if

      the controller does not send anything, there is likely a problem with the serial connection or set up. It

      should be fixed before proceeding.

7.    Click “Download Batch”. The controller will respond with “6179” for each image downloaded. Every

      image takes 2.5 to 3.5 seconds to download. Universal Communication 2015 will display an error

      message if anything is wrong or notify when the download is complete.

8.    Leave Universal Communication 2015 open in order to look up the image addresses for creating the

      attributes block which determine how the various images are displayed on the OLED switches.

                  Screen Shot 1, Universal Communicator 2015 with images loaded

Attributes

IS-DEV KIT-7 User Manual C.docx                                                                        Page 11 of 46

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                                          IS-DEV KIT-7 User Manual

7850 East Gelding Drive       •  Scottsdale, AZ    85260-3420

The attributes table can be created using Microsoft Excel based on the image addresses in the controller. When

the images are loaded to the Universal Communicator 2015 the addresses in the controller are displayed next to

image names. These addresses should be used for creating the attributes. Below is the Excel file template for

creating the attributes.

Excel template example

RAW DATA

CHARACTER

                   Setup

;                  data

                                                                    Start     Start

                                                                    Address   Address

                                                                    for       for

                                                                    Switch    Switch

;2AH               56H           0000H    55H          Flags        #1        #2           Reserve

*                  V             0000     55           00           0001      0003         0000

;

                   Attribute

;                  data

                                                                    End

                                          Address      Address      address

;2AH               56H           Address  for sw1      for sw2      for loop  Timer#1      Timer#2

                                                                                                       ; NKK logo

*                  V             0001     0000         0000         0002      1F           1F          black

                                                                                                       ; NKK logo

*                  V             0002     0020         0097         0000      00           00          white

                                                                                                       ; NKK logo

*                  V             0003     0000         0000         0004      1F           1F          white

                                                                                                       ; NKK logo

*                  V             0004     0000         0000         0000      00           00          black

*                  V             0005     0007         000E         0006      FF           FF          ; Menu 1

*                  V             0006     0001         0003         0000      00           00          ; Menu 1

*                  V             0007     0009         0246         0008      46           FF          ; Menu 2

*                  V             0008     0001         0003         0000      00           00          ; Menu 2

*                  V             0009     000B         0010         000A      FF           FF          ; Menu 3

*                  V             000A     0001         0003         0000      00           00          ; Menu 3

*                  V             000B     0005         000D         000C      10           FF          ; Menu 4

*                  V             000C     0001         0003         0000      00           00          ; Menu 4

*                  V             000D     0000         0011         0000      00           00          ; Slide Show

*                  V             000E     0000         000F         0000      00           00          ; Drill off

*                  V             000F     0000         000E         0000      00           00          ; Drill on

Please  note  the  following  regarding the template:

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1.  The first row must have the word “RAW DATA”

2.  The second row must have the word “CHARACTER”

3.  Any row starting with a semicolon “;” is considered comments

4.  Within a row, any data after a semicolon “;” is considered comments

5.  The blue block is called Set Up command and is always only one row

6.  The red block is called Attribute Block command. There will be many rows of this command.

7.  The only fields you need to fill in are highlighted in green above.

Set Up Command

There are eight cells for setup command. Only the three cells highlighted in green should be changed. The other

five cells must not be changed.

1.  Flags: Do not change flags as it does not affect the stand-alone operation.

2.  Start Address for Switch #1: Enter the address for the image you want to be displayed on the left switch (switch

    number one) after you turn on development kit. You can check Universal Communicator 2015 for the address of

    the image and type it in. The address 0001 has been entered in this template as an example.

3.  Start Address for Switch #2: Enter the address for the image you want to be displayed on the right switch

    (switch number two) after you turn on development kit. You can check Universal Communicator 2015 for the

    address of the image and type it in. The address 0003 has been entered in this template as an example.

Attribute Command

Each image address can have an attribute block. However, it is not necessary to create an attribute block for

each image address. There must be a minimum of two attribute blocks (One for switch one start up and one for

switch two start up). The maximum number of attribute blocks is equal to the number of images. One row needs

to be added for each attribute block.

An attribute block needs to be created only for the active address and for the end of the loop address. The

attribute blocks do not have to be in any particular order. If more than one attribute block is created for the same

address, only the last one will be used.

There are eight cells in each attribute block. Only the six cells highlighted in green should be changed. The first

two cells must not be changed.

Upon power-up, switches number one and two display the images at the start addresses from the setup

command. The attributes for these addresses become active attributes for the two switches. Therefore, at

minimum, attribute blocks need to be created for the two switches.

Attribute blocks must be created for any new address the switches are to display due to switch presses or end of

the loop jump. Only the first and last image address of videos or slide shows must have attribute blocks. There

is no need to create attribute blocks for the middle images.

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Creating Attribute Blocks and Deciding Input Values:

1.  Address: This is the address of the attribute block associated to the image. The first two attribute blocks

    created are the startup addresses in the setup command. Type in the address.

2.  Address for sw1: If the switch that has this attribute block as the active attribute is pressed, and the input address

    in this cell is not equal 0000, then the image of the address input in this cell and attribute associated to this address

    will be displayed on switch number one. This means an attribute block needs to be created for this address. Please

    note, if 0000 is input, it means the image on switch number one will not change when the switch is pressed.

    If no image change is desired for switch number one, type in 0000. If an image change for each switch press is

    desired for switch number one, look up the address of the image to be displayed from Universal Communicator

    2015 and type it in. Remember to make another attribute block for the input address.

3.  Address for sw2: If the switch that has this attribute block as the active attribute is pressed, and the input address

    in this cell is not equal 0000, then the image of the address input in this cell and attribute associated to this address

    will be displayed on switch number two. This means an attribute block needs to be created for this address. Please

    note, if 0000 is input, it means the image on switch number two will not change when the switch is pressed.

    If no image change is desired for switch number two, type in 0000. If an image change for each switch press is

    desired for switch number two, look up the address of the image to be displayed from Universal Communicator

    2015 and type it in. Remember to make another attribute block for the input address.

4.  End address for loop: The address input here is not used unless the timer is running. If the timer is running, each

    image will be displayed sequentially for the amount of time specified by Timer #1 and Timer #2 beginning with

    original address (address input into cell 1) and ending with the address input into this cell. What happens after the

    image of the end address is displayed depends on the attribute block of the end address. The attribute for the end

    address will be explained later in the section. Simply create an attribute block for the end address.

    If not running a slide show or video, type 0000 in this cell. If running a video or slide show on the switches, look

    up the address of the last image/video/slide from Universal Communicator 2015 and type it here. Remember to

    make another attribute block for the input address and enter the values according to the end address attribute block

    to be explained later in this section.

5.  Timer #1: If a running timer is not desired, type 00 here. If running a timed slide show or video, look up and type

    in the values from table below.

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      Timer #2: If a running timer is not desired, type 00 here. If running a timed slide show or video,  look  up   and  type

      in the values from table below:

      Timer Look Up Table

      The time each                    Timer  Timer              Notes

      picture is displayed             #1     #2

                                       00     00                 Timer does not run

      65.03 Seconds                    FF     FF

      17.85 Seconds                    46     FF

      5.10 Seconds                     14     FF                 Slide show

      4.08 Seconds                     10     FF                 Slide show

      0.96 Seconds                     1F     1F

      0.05 Seconds                     1      32                 Video 20 frames per second

      0.04 Seconds                     1      28                 *Video 25 frames per second

      0.025                            1      19                 *Video 40 frames per second

      *The controller maximum capability is transmitting 40 frames per second to

      the OLEDs. Do not to select values that exceed 40 frames per second for the

      combination of both switches

Creating Attributes for End of the Loop Address

The end of the loop attribute does not become active. It is only checked once the end of the loop image is

reached. The attribute block effects are explained below:

1.    Address: This is the address of end of the loop image. Look up the address from Universal

      Communicator 2015 and type it in.

2.    Address for sw1: Switch number one will display the image of the address input into this cell and the attribute

      associated to this address becomes the active attribute for the switch. Remember to create another attribute block

      for this address. Please note, if you input 0000, it means no change to switch number one. However, if switch

      number one is the switch displaying this loop, it starts displaying from beginning of the loop.

      If no image change or continuous loop is desired for switch number one, type in 0000. If an image change for

      each switch press is desired for switch number one, look up the address of the image to be displayed from the

      Universal Communicator 2015 and type it in. Remember to make another attribute block for the input address.

3.    Address for sw2: Switch number two will display the image of the address input into this cell and the attribute

      associated to this address becomes the active attribute for the switch. Remember to create another attribute block

      for this address. Please note, if you input 0000, it means no change to switch number two. However, if switch

      number two is the switch displaying this loop, it starts displaying from beginning of the loop

      If no image change or continuous loop is desired for switch number two, type in 0000. If an image change for each

      switch press is desired for switch number two, look up the address of the image to be displayed from the Universal

      Communicator 2015 and type it in. Remember to make another attribute block for the input address.

4.    End address for loop: Type 0000. This is not checked.

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   5.  Timer#1: Type 00. This is not checked.

   6.  Timer#2: Type 00. This is not checked.

Downloading Attribute Table to the Dev Kit

After the attribute table is created, save the file. Then, open the Universal Communicator 2015 and click

“Download Excel”. Navigate and select the attribute file and click “Open”. After the download is finished, turn

the controller Off and On. Once restarted, the controller will work according to your program.

Example of  How the Attributes Work

RAW DATA

CHARACTER

            Setup

;           data

                                                            Start     Start

                                                            Address   Address

                                                            for       for

                                                            Switch    Switch

;2AH        56H             0000H    55H       Flags        #1        #2           Reserve

*           V               0000     55        00           0001      0003         0000

;

            Attributes

;           data

                                                            End

                                     Address   Address      address

;2AH        56H             Address  for sw1   for sw2      for loop  Timer#1      Timer#2

*           V               0001     0003      0002         0000      00           00           ;

*           V               0002     0001      0003         0000      00           00           ;

                                                                                                ; beginning of

*           V               0003     0000      0000         0010      10           FF           the loop

                                                                                                ; End of the

*           V               0010     0000      0000         0000      00           00           loop

If the above attribute file is downloaded to the controller, the controller will function as follows:

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1.    Upon power-up, switch number one displays the image at the address 0001. Switch number two displays

      the image at the address 0003.

2.    With no switch presses, the image on switch number one does not change. However, the image on

      switch number two changes every 4.08 seconds to the next consecutive address until it reaches address

      0010. Then, it starts again with address 0003 and keeps repeating.

3.    When switch number two is pressed, the timer for the switch number two pauses as long as the switch is

      kept pressed. This causes the image being displayed on switch number two to be displayed the amount

      of the time that switch number two was kept pressed, plus 4.08 seconds (Timer #1 x Timer #2).

4.    When switch number one is pressed, it causes switch number two to display the image at the address

      0002 and switch number one to display image at the address 0003 (see the red box in the table above).

5.    With no switch presses, the image on switch number two does not change. However, the image on

      switch number one changes every 4.08 seconds to the next consecutive address until it reaches address

      0010. Then, it starts again with address 0003 and keeps repeating.

6.    If switch number one is pressed, the timer for the switch number one pauses as long as the switch is kept

      pressed. This causes the image being displayed on switch number one to be displayed the amount of the

      time that switch number one was kept pressed, plus 4.08 seconds (Timer #1 x Timer #2).

7.    When switch number two is pressed, it causes switch number one to display the image at the address

      0001 and switch number two to display the image at the address 0003. This is the same state described

      in number 2 above.

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6.       Operational Details

Power-up Sequence (Steps 1, 2, 3, 4 and 5)

Upon power-up or reset the controller performs the following steps:

Step 1: Initialize the OLEDs.

Step 2: Display dim and bright on the two switches and allow for adjustments of the brightness. There are 16

brightness levels (0 to F). When the internal timer is expired, the controller proceeds to Step 3. Every time a

switch is pressed, the timer is reset. If a switch is depressed and held, the timer does not run. Switch activity is

not reported to host while depressed.

Step 3: Transmit 11H to host via USB. Check the microSD for setup value. If the setup values are

programmed, get the start address for switch number one, the start address for switch number two and the flag

byte. If the setup values are not programmed use the default values: start address for switch #1 = 0001H, start

address for switch #2 = 0010H and flag byte = 00H.

Step 4:

         A.  If the attributes for start address of switch number one are programmed, put the attribute as active

             for switch number one.

         B.  If the attributes for start address of switch number one are not programmed, use the default values

             as active: Address for switch #1 = 0000, address for switch #2 = 0000, end address = 0010, Timer

             #1 = 00 and Timer #2 = 00.

         C.  If the attributes for start address of switch number two are programmed, put the attribute as active

             for switch number two.

         D.  If the attributes for start address of switch number two are not programmed, use the default values

             as active: Address for switch #1 = 0000, address for switch #2 = 0000, end address = 0010, Timer

             #1 = 00 and Timer #2 = 00.

         E.  Step 5: Send the pictures from the microSD to the OLED module according to the start addresses.

Main Operational Mode (Step 6)

Step 6:

         A.  If switch number one is pressed, process it. (see details below)

         B.  If switch number two is pressed, process it. (see details below)

         C.  If the timer for switch number one is expired, process it. (see details below)

         D.  If the timer for switch number two is expired, process it. (see details below)

         E.  If switch number one is released: Transmit B1H to the host if the flag is enabled

         F.  If switch number two is released: Transmit B2H to the host if the flag is enabled

         G.  If the update flag for switch number one is set, process it

         H.  If the update flag for switch number two is set, process it

         I.  Check the host communication buffer for data. If there is data, process it (For details see section 7,

             Communication Protocol).

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J.  Go to step 6A.

Detailed Explanation of Operation Step 6

Step 6A: If switch number one is pressed, then:

1.  Transmit 81H to the host if the flag is enabled.

2.  If the switch one action address for switch one is not equal to zero and the attribute for the location

    is programmed, then:

    a.  Start address for switch one = switch one action address for switch one.

    b.  Current address for switch one = switch one action address for switch one.

    c.  Get the attributes and put in the values for switch one action address for switch one, switch one

        action address for switch two, end address for switch one and timers for switch one.

    d.  Set the update flag for switch one.

3.  If the switch one action address for switch one is equal to zero or the attribute for the location is

    not programmed, then take no action.

4.  If the switch one action address for switch two is not equal to zero and the attribute for the location

    is programmed, then:

    a.  Start address for switch two = switch one action address for switch two.

    b.  Current address for switch two = switch one action address for switch two.

    c.  Get the attributes and put in the values for switch two action address for switch one, switch two

        action address for switch two, end address for switch two and timers for switch two.

    d.  Set the update flag for switch two.

5.  If the switch one action address for switch two is equal to zero or the attribute for the location is

    not programmed, then take no action.

Step 6B: If switch number two is pressed, then:

1.  Transmit 82H to the host if the flag is enabled.

2.  If the switch two action address for switch one is not equal to zero and the attribute for the location

    is programmed, then:

    a.  Start address for switch one = switch two action address for switch one.

    b.  Current address for switch one = switch two action address for switch one.

    c.  Get the attributes and put the values for switch one action address for switch one, switch one

        action address for switch two, end address for switch one and timers for switch one.

    d.  Set the update flag for switch one.

3.  If the switch two action address for switch one is equal to zero or the attribute for the location is

    not programmed, then take no action.

4.  If the switch two action address for switch two is not equal to zero and the attribute for the location

    is programmed, then:

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           a.  Start address for switch two = switch two action address for switch two.

           b.  Current address for switch two = switch two action address for switch two.

           c.  Get the attributes and put in the values for switch two action address for switch one, switch two

               action address for switch two, end address for switch two and timers for switch two.

           d.  Set the update flag for switch two.

      5.   If the switch two action address for switch two is equal to zero or the attribute for the location is

           not programmed, then take no action.

Step  6C:  If the timer for switch number one expires, then:

      1.   Transmit 83H to the host if the flag is enabled.

      2.   Increment current address for switch one.

      3.   If the current address for switch one is not equal ((end address for switch one) +1), then:

           a.  Transmit FDH and current address for switch one to the host if the flag is enabled.

           b.  Set the update flag for switch one.

      4.   If  the current address for switch one is equal ((end address for switch one) +1), then:

           a.  Read the attributes for the end address location.

               i.    If the end location action address for switch one is equal to zero, then put current

                     address = start address and set the update flag for switch one.

               ii.   If the end location action address for switch one is not equal to zero, then:

                         1.  Start address for switch one = end address action address for switch one.

                         2.  Current address for switch one = end address action address for switch one.

                         3.  Get the attributes and put in the values for switch one action address for switch

                             one, switch one action address for switch two, end address for switch one and

                             timers for switch one.

                         4.  Set the update flag for switch one.

               iii.  If the end location action address for switch two is equal to zero, then take no action.

               iv.   If the end location action address for switch two is not equal to zero, then:

                         1.  Start address for switch two = end address action address for switch two.

                         2.  Current address for switch two = end address action address for switch two.

                         3.  Get the attributes and put in the values for switch two action address for switch

                             one, switch two action address for switch two, end address for switch two and

                             timers for switch two.

                         4.  Set the update flag for switch two.

Step  6D:  If the timer for switch number two is expired, then:

      1.   Transmit 84H to the host if the flag is enabled.

      2.   Increment current address for switch two.

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3.  If current address for switch two is not equal ((end address for switch two) +1), then:

    a.  Transmit FEH and current address for switch two to the host if the flag is enabled.

    b.  Set the update flag for switch two.

4.  If the current address for switch two is equal ((end address for switch two) +1), then:

    a.  Read the attributes for end address location for switch two.

    b.  If the end location action address for switch two is equal to zero, then put current address for

        switch two = start address for switch two and set the update flag for switch two.

    c.  If the end location action address for switch two is not equal to zero, then:

        v.       Start address for switch two = end address action address for switch two.

        vi.      Current address for switch two = end address action address for switch two.

        vii.     Get the attributes and put in the values for switch two action address for switch one,

                 switch two action address for switch two, end address for switch two and timers for

                 switch two.

        viii.    Set the update flag for switch two.

    d.  If the end location action address for switch one is equal to zero, then take no action.

    e.  If the end location action address for switch one is not equal to zero, then:

        ix.      Start address for switch one = end location action address for switch one.

        x.       Current address for switch one = end location action address for switch one.

        xi.      Get the attributes and put in the values for switch one action address for switch one,

                 switch one action address for switch two, end address for switch one and timers for

                 switch one.

        xii.     Set the update flag for switch one.

Step 6E: If switch number one is released: Transmit B1H to the host if the flag is enabled.

Step 6F: If switch number two is released: Transmit B2H to the host if the flag is enabled.

Step 6G: If the update flag for switch number one is set, then:

1.  Clear the switch one update flag.

2.  Transmit FDH and the current address for switch one to the host if the flag is enabled.

3.  Send the picture from the microSD to the OLED module one according to the current address for

    switch one.

Step 6H: If the update flag for switch number two is set, then:

1.  Clear the switch two update flag.

2.  Transmit FEH and current address for switch two to the host if the flag is enabled.

Send the picture from the microSD to the OLED module two according to current address for switch two.

Step 6I: Checks the host communication buffer for data. If there is data, process it (For details see section 7,

Communication Protocol).

Step 6J: Go to step 6A.

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Attribute Block:

An attribute is handled  as   a  block of  8   bytes.

                                 Byte                     Description

                                     1          High byte of action address   for

                                                OLED Module #1

                                     2          Low byte of action address    for

                                                OLED Module #1

                                     3          High byte of action address   for

                                                OLED Module #2

                                     4          Low byte of action address    for

                                                OLED Module #2

                                     5          High byte of end address

                                     6          Low byte of end address

                                     7          Timer #1

                                     8          Timer #2

Image Block:

An image is handled as a block of 12,288 bytes. Each pixel requires two bytes in the 565 format as shown

below:

        B4        B3     B2      B1        B0   G5        G4     G3  G2  G1   G0     R4  R3  R2     R1  R0

        B15       B14    B13     B12       B11  B10       B9     B8  B7  B6   B5     B4  B3  B2     B1  B0

The image is transmitted to the development kit from top left to bottom right as shown below. Byte 1 and byte  2

are for color for the top left pixel. Byte 12287 and byte 12288 are for color for the bottom right pixel.

                                 Byte                            Description

                                 1-128          First line of image

                                 129-256        Second line of image

                                 •

                                 •

                                 •

                              5889-6016         47th line of image

                              6017-6144         48th line of image

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7.      Communication Protocol

Communication Initiated by the host

The controller communicates with the host via USB serial communication (57.6K, 1 start bit, 8 bit, 1 stop bit).

The controller receives the data via an interrupt routine that places the data on the circular receive buffer.

When the controller detects data in the circular receive buffer, the controller reads one byte and executes the

following:

    A. If the byte is a command, the controller transmits a 61H and executes the subroutine for the command.

        Upon completion of the command the controller transmits 79H.

    B.  If the byte is not a command, it is ignored.

When the controller executes a subroutine, and expects additional information:

    A. A timer is set. If the expected data byte is not received in 64 ms, the controller transmits 6CH 6EH and

        terminates the routine.

    B. If the byte value is not acceptable (invalid range, option, etc.), the controller transmits 6EH and

        terminates the routine.

Commands are one byte in the range of 20H to 2FH and 01H and are transmitted in hex format. The proper

format for all command options and data is specified for each command.

Communication Initiated by the IS-DEV KIT-7/7D

The development kit transmits codes to the host via USB based on the activities stated below. Many of these

reports can be enabled or disabled by the flag setup.

    A.  Left switch press is reported as 81H

    B.  Left switch release is reported as B1H

    C.  Right switch press is reported as 82H

    D.  Right switch release is reported as B2H

    E.  Left timer expiration is reported as 83H

    F.  Right timer expiration is reported as 84H

    G.  Upon changing the image on the left switch, the image address is reported as FDH followed by the

        address in hex. A total of 3 bytes is transmitted for each image change.

    H.  Upon changing the image on the right switch, the image address is reported as FEH followed by the

        address in hex. A total of 3 bytes is transmitted for each image change.

    I.  If there is a communication problem between the microcontroller and the microSD Flash, the

        controller will transmit 6FH to the host for each communication issue.

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8.  Commands to the Controller

Command to reboot the controller

    This command reboots the controller to power-up state:

    Command format:              24H

    Transmit format:             (xxH)

Command to check communication

    This command is used to check if the controller is on-line:

    Command format:              01H

    Transmit format:             (xxH)

    The controller transmits 61H back to the host:

Command to download brightness level

    This command downloads the brightness level for both OLED switches:

    Command format:           27H    4EH  [Brightness level]          0F

    Transmit format:      (xxH)    (xxH)            (xxAH)           (xxAH)

[Brightness level] is one byte transmitted in ASCII HEX. The acceptable range is 00H to 0FH, where 0FH is

the brightest level.

Command to query the controller for mode, controller, and firmware version

    This command queries the controller for the mode as set by the mode select switch, the controller name,

    and the firmware version installed:

    Command format:           26H    52H  58H

    Transmit format:      (xxH)    (xxH)  (xxH)

Example: The command is sent. The controller responds with the following:

    61                36              43 46 30 34                10       79

    61H               [Mode]       [Controller name]       [Version]      79H

[Mode] is one byte. 36H indicates the Frameless OLED module.

[Controller name] is four bytes. 43H 46H 30H 34H (CF04)

[Version] is one byte. 10H (version 1.0)

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Command to query the controller for firmware version

This command queries the controller for the firmware version installed:

Command format:           26H    15H

Transmit format:          (xxH)  (xxH)

Example: The command is sent. The controller responds with the following:

61                    11         79

61H                   [Version]  79H

[Version] is one byte. 11H (version 1.1)

Command for temporarily setting the timers

This command sets both the left and right switch timers:

Command format:           26H    51H      55H    [Left timer]        [Right timer]

Transmit format:          (xxH)  (xxH)    (xxH)       (xxH)          (xxH)

[Left timer] timer for left switch. Two bytes sent in hex format.

[Right timer] timer for right switch. Two bytes sent in hex format.

The command sets the timers with the given values and activates them. If either switch is pressed, or the

timers expire, the values are lost. These values are overwritten by the values stored on the microSD Flash in

the current address.

This command is useful for determining the best values for animations or movies.

Command to disable the timers and switch execution

This command disables the timers and switch execution:

Command format:           26H    51H      5AH

Transmit format:          (xxH)  (xxH)    (xxH)

The controller disables the timers and switch execution upon receiving this command. However, the switches

are still scanned and reported. They are enabled upon reboot, power-up or by a command from the host.

Command to enable the timers and switch execution

This command enables the timers and switch execution:

Command format:           26H    51H      65H

Transmit format:          (xxH)  (xxH)    (xxH)

The controller enables the timers and switch execution upon receiving this command.

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Command to turn the switch display off

This command turns the OLED module display off:

Command format:          26H     51H    69H

Transmit format:         (xxH)  (xxH)   (xxH)

Command to turn the switch display on

This command turns the OLED module display on:

Command format:          26H     51H    66H

Transmit format:         (xxH)  (xxH)   (xxH)

Command to dim switch display

This command puts the OLED module display in the dim mode:

Command format:          26H     51H    71H

Transmit format:         (xxH)  (xxH)   (xxH)

Command to turn the OLED voltage off

This command turns the 16V supply to the OLED module off:

Command format:          26H     51H    74H

Transmit format:         (xxH)  (xxH)   (xxH)

Command to turn the OLED voltage on

This command turns the 16V supply to the OLED module on:

Command format:          26H     51H    75H

Transmit format:         (xxH)  (xxH)   (xxH)

Note: This command should only be used when the OLED displays are  in  the    off  mode.

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Commands that Disable Switch and Timer Execution

Upon transmitting any of the following commands, the timers stop running and attributes for the switches

activity do not execute. However, the switches are still scanned and reported. The attributes execution is

enabled upon reboot, power-up or by a command from the host.

The reason for disabling attribute execution is to enable faster download of images and attributes, as well as to

allow the command to check the image at any address.

Command to download setup data

This command downloads the setup data. The setup data is saved on the microSD:

Command format:            2AH     56H    [00H]    [00H]         [55H]   [Flag]  [Address1]  [Address2 ]    [Reserved]

Transmit format:           (xxH)   (xxH)  (xxAH)   (xxAH)        (xxAH)  (xxAH)  (xxAH)      (xxAH)         (xxAH)

[Flag] is one byte sent in ASCII HEX format. (Detail below)

[Address 1] is two bytes with the value of 0001H to FFFFH sent in ASCII HEX format. This is the address for

the image that switch one displays upon power-up or reboot.

[Address 2] is two bytes with the value of 0001H to FFFFH sent in ASCII HEX format. This is the address for

the image that switch two displays upon power-up or reboot.

[Reserved] is two bytes sent in ASCII HEX format. This is for future use. Customer could use the last byte for

storing the data version.

This setup data can be read using the attribute upload command.

The controller disables the timers and switch execution upon receiving this command. However, the switches

are still scanned and reported. They are enabled upon power-up, reboot or by a command from the host.

Flag Byte       Default value=00H

           Bit  Enable                    Flag                   Controller action when flag is set

                Value

           B0     0        Buzzer                             Beeper sound for switch press

           B1     0        61H flag                           61H is transmitted in response to the

                                                              command

           B2     0        79H flag                           79H is transmitted upon completion of the

                                                              command

           B3     0        Switch release report flag         Switch release is reported

           B4     0        6EH flag                           6CH/6EH is transmitted if there is any error

                                                              during communication to the host

           B5     0        Timers expire report flag          Timers expiration is reported

           B6     0        Switch press report flag           Switch presses are reported

           B7     0        Address change report flag         Newest address is reported for each switch

Example: 2A30303030 3535 3830 30303031 30303146 30303030 sets all the flags on, points left switch to

address 0001H and right switch to address 001FH. The flag takes affect when the controller is reset.

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Command to download an image

This command downloads an image from the host to the EEPROM location:

Command format:          28H     56H     [Address]          [Image]

Transmit format:         (xxH)  (xxH)       (xxAH)          (xxAH)

[Address] is two bytes with value of 0001H to FFFFH sent in ASCII HEX format.

[Image] is 6,144 bytes transmitted in ASCII HEX format.

Command to upload an image

This command uploads an image from the microSD location to the host:

Command format:          29H     56H     [Address]

Transmit format:         (xxH)  (xxH)    (xxAH)

[Address] is two bytes with value of 0001H to FFFFH sent in ASCII HEX format.

The controller transmits the image (6,144 bytes) back in hex format.

Command to download attribute block

This command downloads an attribute block from the host to the EEPROM location:

Command format:          2AH     56H     [Address]       [Attribute block]

Transmit format:         (xxH)  (xxH)    (xxAH)                (xxAH)

[Address] is two bytes with the value of 0001H to FFFFH sent in ASCII HEX format.

[Attribute block] is eight bytes transmitted in ASCII HEX format.

The address and attribute block are saved at this address. When the controller reads the attribute block, it

compares the requested address to the saved address. If they do not match, the controller knows the attribute

block is not programmed and ignores it.

Command to upload an attribute block

This command uploads an attribute block from the EEPROM location to the host:

Command format:          2BH     56H     [Address]

Transmit format:         (xxH)  (xxH)    (xxAH)

[Address] is two bytes with the value of 0001H to FFFFH sent in ASCII HEX format.

The controller transmits the saved address and attribute block back in hex format.

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Command to display image on the left switch at the requested address

This command displays an image on the left switch at the requested address:

Command format:          2EH     31H   [Address]

Transmit format:         (xxH)  (xxH)  (xxAH)

[Address] is two bytes with the value of 0001H to FFFFH sent in ASCII HEX format.

Example: 2E 31 30303445 displays the image stored at address 004EH.

Command to display image on the right switch at the requested address

This command displays an image on the right switch at the requested address:

Command format:          2EH     32H   [Address]

Transmit format:         (xxH)  (xxH)  (xxAH)

[Address] is two bytes with the value of 0001H to FFFFH sent in ASCII HEX format.

Example: 2E 32 30313034 displays the image stored at address 0104H.

Command to increment address on the left switch

This command displays an image on the left switch at the address +1:

Command format:          2EH     33H

Transmit format:         (xxH)  (xxH)

Example: Start at address 00A1H. Send 2E 33, and the left switch displays the image stored at address

00A2H. Send 2E 33 again, and the left switch displays the image stored at address 00A3H.

Command to increment address on the right switch

This command displays an image on the right switch at the address +1:

Command format:          2EH     34H

Transmit format:         (xxH)  (xxH)

Example: Start at address 0F09H. Send 2E 34, and the right switch displays the image stored at address

0F0AH. Send 2E 34 again, and the right switch displays the image stored at address 0F0BH.

Command to decrement address on the left switch

This command displays an image on the left switch at the address -1:

Command format:          2EH     35H

Transmit format:         (xxH)  (xxH)

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Example: Start at address 1004H. Send 2E 35, and the left switch displays the image stored at address 1003H.

Send 2E 35 again, and the left switch displays the image stored at address 1002H.

Command to decrement address on the right switch

This command displays an image on the right switch at the address -1:

         Command format:   2EH    36H

         Transmit format:  (xxH)  (xxH)

Example: Start at address 2345H. Send 2E 36, and the right switch displays the image stored at address

2344H. Send 2E 36 again, and the right switch displays the image stored at address 2343H.

Commands to Download Information Directly to the OLED Switches

Note: Care must be taken using these commands. The OLED switches could get damaged if they are

initialized with a value exceeding the specifications. Please check the OLED switches data sheet and

application notes before using these commands.

Command to download data directly to the OLED switches

This command downloads data directly from the host to the OLED switches:

         Command format:   2FH    53H    [Number]       [Data]

         Transmit format:  (xxH)  (xxH)  (xxAH)      (xxAH)

[Number] is one byte sent in ASCII HEX format (01H to 80H). This is the number of data bytes (1 to 128

bytes).

[Data] is 1 to 128 bytes sent in ASCII HEX format.

The controller sends the [Data] to both OLED modules as data.

Command to download a command directly to the OLED switches

This command downloads a command from the host to the OLED switches:

         Command format:   2FH    47H    [Number]       [Data]

         Transmit format:  (xxH)  (xxH)  (xxAH)      (xxAH)

[Number] is one byte sent in ASCII HEX format (01H to 80H). This is the number of data bytes (1 to 128

bytes).

[Data] is 1 to 128 bytes sent in ASCII HEX format.

The controller sends the [Data] to both OLED modules as a command.

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Command to download a command directly to the OLED switches (special)

This command turns the OLED module off, downloads a command from the host to the OLED switches

displays, and turns it back on:

         Command format:   2FH    49H     [Number]      [Data]

         Transmit format:  (xxH)  (xxH)   (xxAH)     (xxAH)

[Number] is one byte sent in ASCII HEX format (01H to 80H). This is the number of data bytes (1 to 128

bytes).

[Data] is 1 to 128 bytes sent in ASCII HEX format.

The controller turns the OLED display switches off, sends the [Data] to both switches as a command and then

turns the OLED display switches back on.

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9.  Character Commands for the OLED Switches

The following commands allow changing of the images being displayed. The host can download ASCII

characters to a specified location and the controller creates the image using a 7 x 10 font look up table based on

ON/OFF pixel colors. The host can download the ON pixel colors and Off pixel colors. These colors stay in

effect unless they are changed by the host.

The host can command the controller to change the status of one or more rows of pixels to a line color. The host

can download the line color. These colors stay in effect unless they are changed by the host.

The host can specify the brightness of the OLED switches.

None of these commands affect the storage memory.

Command to specify the OLED brightness (OLED color and OLED rocker switches)

    This command specifies the brightness for both OLED color and OLED rocker switches:

    Command format:         27H      4EH     [Brightness OLED color]                [Brightness OLED rocker]

    Transmit format:        (xxH)    (xxH)                      (xxAH)                 (xxAH)

[Brightness OLED color] is one byte sent in ASCII HEX format. The acceptable values are from 00H to 0FH,

where 0FH is the brightest. Default is 0FH.

[Brightness OLED rocker] is one byte sent in ASCII HEX format. The acceptable values are from 00H to 0FH,

where 0FH is the brightest. Default is 0FH.

The specified brightness levels go into effect immediately and remain in effect for the duration of the session.

Command to specify the color for line command (OLED Color)

    This command specifies the color used in line command:

    Command format:      27H         47H     [Color]

    Transmit format:     (xxH)     (xxH)     (xxAH)

    [Color] is two bytes sent in ASCII HEX format. It specifies any of over 65,000 available colors. Default is

    0000H.

    The specified color remains in effect only for the duration of the session.

Command to specify the OFF/ON colors for Character generator commands (OLED Color)

    This command specifies the colors used in the character generator command.:

    Command format:      27H         49H     [Off color]     [On color]

    Transmit format:     (xxH)     (xxH)     (xxAH)             (xxAH)

    [Off color] is two bytes sent in ASCII HEX format. It specifies any of over 65,000 available colors.

    Default is 0000H. This is for the background color.

    [On color] is two bytes sent in ASCII HEX format. It specifies any of over 65,000 available colors.

    Default is FFFFH. This is for character color.

    The specified colors remain in effect only for the duration of the session.

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Command to generate characters for the OLED color #1

This command generates 1 to 12 characters (including the space between the characters) in font 8 x 10

from the specified coordinates in the OLED memory. Please note, the characters can be generated on the

memory outside the viewing area. The controller uses the specified ON/OFF colors:

Command format:          27H        51H    [# of characters]  [Row]   [Column] [Characters]

Transmit format:         (xxH)      (xxH)     (xxAH)          (xxAH)  (xxAH)      [xxH]

[# of characters] is one byte sent in ASCII HEX format. The acceptable values are from 01H to 0CH.

[Row] is one byte sent in ASCII HEX format. It specifies the starting pixel row of the memory. The

acceptable values are from 00H to 36H.

[Column] is one byte sent in ASCII HEX format. It specifies the starting pixel column in the memory. The

acceptable values are from 00H to 58H.

[Characters] are 1 to 12 bytes of ASCII code. The acceptable values for characters are from 20H to 7FH.

                         0H     10H      16H                                 49H  4FH        5FH

                         0D     16D      22D                                 73D  79D        95D

0H/0D

23H/35D

2FH/47D

3FH/63D

                         Picture 1         OLED on-board memory map

Command to generate characters for the OLED color #2

This command generates 1 to 12 characters (including the space between the characters) in font 8 x 10

from the specified coordinates in the OLED memory. Please note, the characters can be generated on the

memory outside the viewing area. The controller uses the specified ON/OFF colors:

Command format:          27H        52H    [# of characters]  [Row]   [Column] [Characters]

Transmit format:         (xxH)      (xxH)     (xxAH)          (xxAH)  (xxAH)      [xxH]

[# of characters] is one byte sent in ASCII HEX format. The acceptable values are from 01H to 0CH.

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[Row] is one byte sent in ASCII HEX format. It specifies the starting pixel row of the memory. The

acceptable values are from 00H to 36H.

[Column] is one byte sent in ASCII HEX format. It specifies the starting pixel column in the memory. The

acceptable values are from 00H to 58H.

[Characters] are 1 to 12 bytes of ASCII code. The acceptable values for characters are from 20H to 7FH.

Command to change a line color (pixel row) for OLED color #1

This command changes the color of 1 to 64 rows of pixels from the specified row in the OLED memory.

Please note, the entire row of the memory changes, including the outside the viewing area. The controller

uses the specified line command color:

Command format:          27H     59H    [# of rows]        [Row]

Transmit format:         (xxH)  (xxH)       (xxAH)         (xxAH)

[# of Rows] is one byte sent in ASCII HEX format. The acceptable values are from 01H to 40H.

[Row] is one byte sent in ASCII HEX format. It specifies the starting pixel row of the memory. The

acceptable values are from 00H to 3FH.

Command to change a line color (pixel row) for OLED color #2

This command changes the color of 1 to 64 rows of pixels from the specified row in the OLED memory.

Please note, the entire row of the memory changes, including the outside the viewing area. The controller

uses the specified line command color:

Command format:          27H    5AH     [# of rows]        [Row]

Transmit format:         (xxH)  (xxH)       (xxAH)         (xxAH)

[# of Rows] is one byte sent in ASCII HEX format. The acceptable values are from 01H to 40H.

[Row] is one byte sent in ASCII HEX format. It specifies the starting pixel row of the memory. The

acceptable values are from 00H to 3FH.

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10.  Hardware

Controls Overview

The Mode Select Switch has two settings; “Switch” is for the OLED (64x48) switches and “Display” is for the

OLED (52x36) displays.

The Connector is for the installation of the logic board onto the controller. Pin four is plugged to prevent

misaligning connections.

Note: Improper installation of the logic boards could damage either or both the logic board and controller.

Buzzer Volume adjusts the volume of the buzzer that activates when a button is pushed.

The 9V DC Power jack mates with a 2.1 mm cylinder power connector with a positive center.

Power Requirement: 5V to 12V at 180 mA max.

The USB Connector links the controller to the host.

Note: To turn the controller off, press both switches at the same time until the switches are off; then

unplug the USB or power cord. This step must be followed to comply with the OLED power off

requirement.

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Controller Schematic, Page 1 of 2

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Controller Schematic, Page 2 of 2

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Logic board, IS-L02L1, Two OLED SmartSwitches

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Logic board, IS-L02P1, Two OLED SmartDisplays

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Enclosure size

Board photo

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11.    Key Terms         & Definitions

OLED Module                 NKK Switches’ OLED SmartSwitches and SmartDisplays.

Host                        Any computer, terminal, or other device that can communicate over the USB

                            line.

Controller                  A PCB assembly that controls one or more logic boards and the switches

                            associated with them. It communicates with a host over the USB line.

Logic Board                 A PCB assembly with “glue logic” for mounting switches. It is controlled by a

                            controller.

Byte                        An eight-bit hex value ranging from 00H to FFH (Decimal 0 to 255). The bit

                            format of a byte is: (B7 B6 B5 B4 B3 B2 B1 B0) where B7 is most significant

                            and bit B0 is least significant bit.

Nibble/Hex Digit            A four-bit value ranging from 0H to FH. A byte consists of two nibbles.

ASCII                       A byte value representing a symbol.

Communication               There are two formats to transmit a byte:

Format

                            1. Hex format - A hex byte is transmitted without any change to it. [xxH] will

                            be used to denote this.

                            All commands and some data are sent by using this format.

                            2. ASCII HEX format - Each nibble of the byte is converted to ASCII code

                            and sent as a byte. [xxAH] will be used to denote this.

                            For example, the hex byte 5AH is transmitted in two bytes, 35H and 41H.

                            The ASCII value for 5 is 35H and the ASCII value for A is 41H.

                            All addresses and most data are sent using this format.

Address                     A two-byte value ranging from 0001H to FFFFH representing the 65,536

                            memory locations for pictures and attributes on microSD Flash.

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12.  Firmware Issues

The problems found in the most current version are listed below and get resolved in the following version.

Version V2.6                Xon/Xoff was implemented for receive communication. Controller transmits

                            0x11after power up indicating it is ready for communication. The controller

                            transmits 0x13 when the buffer is ¾ full and transit 0x11 when the buffer is ¼

                            full.

                            Character generation commands have been added.

Version V2.4                During batch downloads, due to the different response times of the MicroSD,

                            sometimes the communication buffer gets filled/overwrite so some images

                            would be corrupted.

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Appendix

Understanding Decimal, Hexadecimal and Binary Numbers

Decimal is the numbering system we use. It is called base-10. Every digit can be between 0 and 9.

The value of each digit is equal to the digit with ((Digit order) -1) zero in front.

                                                       Table 1, Base-10

              Value in base-10                             10000         1000    100      10        1

              Digit x

              Multiplication        10(N-1)  …         …   104           103     102      101       100

              for converting to

              decimal

              Digit order           Nth      ….        ….  Fifth         Fourth  Third    Second    First

                                    digit                  digit         digit   digit    digit     digit

Example: The value of each digit of the Base-10 number 7605 is as follow:

Fourth digit:          7 with (4-1) zero =   7000

Third digit:           6 with (3-1) zero =   600

Second digit:          0 with (2-1) zero =          0

First digit:           5 with (1-1) zero =          5

Numbering system

A numbering system can be based on any number (Base-N). However, it must follow the rules:

1. Each digit must be between 0 and “Base minus one”. For example:

---Each digit for Base-2 numbering system can be 0 or 1

---Each digit for Base-5 numbering system can be 0 to 4

---Each digit for Base-8 numbering system can be 0 to 7

2. The value of each digit is equal to the digit with ((Digit order) -1) zeros in front.

All the operations that we use on base 10 numbering system (such as addition, subtraction, multiplication,

division) work the same for all the numbering systems. The difference is the carry over will be based on the

base-number of the numbering system instead of 10.

Why do we need other base numbering systems?

Computers logic is based on two states:

Yes or No

False or True

High Voltage or Low Voltage

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Base-2 numbering system (binary)

The numbering system to accommodate the computer logic is called binary or base 2. Each digit of             binary  can

be 0 or 1.

                                                       Table 2, Base-2

              Value in base-2                                10000      1000    100       10          1

              Digit x

              Multiplication        2(N-1)  …          …     24 =16     23 =8   22 =4     21 =2       20 =1

              for converting to

              decimal

              Digit order           Nth     ….         ….    Fifth      Fourth  Third     Second      First

                                    digit                    digit      digit   digit     digit       digit

Example: The value of each digit of the Base-2 number 1010 is as follows:

Fourth digit:          1 with (4-1) zero =  1000

Third digit:           0 with (3-1) zero =          0

Second digit:          1 with (2-1) zero =      10

First digit:           0 with (1-1) zero =          0

To convert a base-2 number to decimal, multiply each digit by multiplier and add them together:

Example: converting base-2 number 1010 to decimal is as follows:

(1 x 8) + (0 x 4) + (1 x 2) + (0 x 1) = 10

To convert a decimal number to base-2 number

---divide the decimal number by 2, the remainder is the first digit of the base-2 number

--- continue dividing quotient by 2 and put the remainder as the next digit until the quotient is equal      to 0.

Example: Convert the decimal number 21 to base-2

21 divide by 2 = 10 with 1 remainder        First digit = 1

10 divide by 2 = 5 with 0 remainder         Second digit = 0

5 divide by 2 = 2 with 1 remainder          Third digit = 1

2 divide by 2 = 1 with 0 remainder          Fourth digit = 0

1 divide by 2 = 0 with 1 remainder          Fifth digit = 1

21 decimal = 101001 base-2 or binary

The base-2 number 101001 reads as one zero one zero zero one.

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Base-16 numbering system

Communicating base-2 numbers is difficult for humans because of all zeros and ones. To make it easier to

present computer data, a hexadecimal or base-16 numbering system is used. Four digits of base-2 numbering

system converts to one digit of base-16 numbering system. Since we did not have digits for 10, 11, 12, 13, 14

and 15, they were assigned letters A, B, C, D, E and F respectively.

                                      Table 3, Number base conversion

                             Hexadecimal            Decimal           Binary base-2

                                      base-16       base-10

                                             0             0                       0

                                             1             1                       1

                                             2             2                  10

                                             3             3                  11

                                             4             4                  100

                                             5             5                  101

                                             6             6                  110

                                             7             7                  111

                                             8             8                  1000

                                             9             9                  1001

                                             A             10                 1010

                                             B             11                 1011

                                             C             12                 1100

                                             D             13                 1101

                                             E             14                 1110

                                             F             15                 1111

                                          10               16                 10000

                                          11               17                 10001

                                          etc              etc                etc

                                                Table 4, Base-16

Value in base-16                                    10000             1000    100     10      1

Digit x

Multiplication               16(N-1)  …         …   164               163     162     161     160 =1

for converting to                                   =65536            =4096   =256    =16

decimal

Digit order                  Nth      ….        ….  Fifth             Fourth  Third   Second  First

                             digit                  digit             digit   digit   digit   digit

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Example: Convert 2A7 hex to decimal

Digit 3: 2 x 256       = 512

Digit 2: (10) x 16     = 160

Digit 1: 7x1           =  7

                       ----------

                          679

2A7 hex = 679 decimal

Example: Convert 925 decimal to hex

925 divide by 16 = 57 with 13 remainder            First digit =D

57 divide by 16 = 3 with 9 remainder               Second digit = 9

3 divide by 16 = 0 with 3 remainder                Third digit = 3

925 decimal = 39D hex

Converting between hex and binary is as easy as replacing each digit of hex with the equivalent four digits of

binary.

Example: Convert A5B hex to binary

A = 1010

5 = 0101

B = 1011

A5B hex = 1010 0101 1011 binary

Converting binary to hex is as easy as replacing each four digits of binary to the equivalent digits of hex. If the

binary digits are not a multiple of four for grouping, add enough zeros to the left to make them multiple of four.

Example: Convert 0111 1010 1111 binary to hex

1111 = F

1010= A

0111 = 7

0111 1010 1111 binary = 7AF hex

Common terms:

Bit = binary digit

Nibble = 4 binary digits

Byte = 8 binary digits = 2 nibbles = 2 hex digits

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