# Binary / Hex Number Challenge

The number I used for this challenge was 4506807.

Converted to binary: 10001001100000111100111
Converted to hexdecimal: 44c1e7

A little bit of a mess, but here’s the work for binary:

Original Number: 4506087
x / Base Whole Remainder Base Powers
2253043.5 2253043.0 1.0 1.0
1126521.5 1126521.0 1.0 2.0
563260.5 563260.0 1.0 4.0
281630.0 281630.0 0.0 8.0
140815.0 140815.0 0.0 16.0
70407.5 70407.0 1.0 32.0
35203.5 35203.0 1.0 64.0
17601.5 17601.0 1.0 128.0
8800.5 8800.0 1.0 256.0
4400.0 4400.0 0.0 512.0
2200.0 2200.0 0.0 1024.0
1100.0 1100.0 0.0 2048.0
550.0 550.0 0.0 4096.0
275.0 275.0 0.0 8192.0
137.5 137.0 1.0 16384.0
68.5 68.0 1.0 32768.0
34.0 34.0 0.0 65536.0
17.0 17.0 0.0 131072.0
8.5 8.0 1.0 262144.0
4.0 4.0 0.0 524288.0
2.0 2.0 0.0 1048576.0
1.0 1.0 0.0 2097152.0
0.5 0.0 1.0 4194304.0
Hexdecimal: Reconstituted:
10001001100000111100111 4506087
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How are you enjoying the course?

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It’s nice - honestly it’s been a while since I have touched these kinds of equations, so so far its been serving as a refresher and providing way to think about ideas from both graphical and numerical points of view.

I do hope we get a bit more into use cases later on - though there are already osme things you could think of (jumping - as further expanded upon in a video someone attached). A couple of good things to get better understanding of would be forces, smoothing / dampening (such as scene with follow cameras), and in general (at least I know for unity) there are lot of places (i.e.; particle systems & rays) where you can use curves / random between two curves for inputs - though some of these may be more for other courses (and the general graphical understanding we go through so far helps to understand).