<br><br>Looks good. You may also want to mention that to add / subtract fixed point values they must be of the same precision, and that the result stays in that precision (unlike mult and div). Also, you may mention that multiplying / dividing a fixed point value by an integer (a "real" integer, not one that represents a fixed point value) doesn't result in any change in precision either.<br>Here are a couple formulas for determining the resulting precision of fixed point mult / div:<br><br>r1.p1 * r2.p2 = r1+r2-32.p1+p2<br>r1.p1 / r2.p2 = r1+32-r2.p1-p2<br><br>Where r=Range and p=Precision. Of course once you know either the range or precision of the result you can calculate the other by subtracting from 32.<br><br>Also, it may be good if you summarize with something like:<br>Multiplying two fixed point values has a result with less range but more precision. Dividing two fixed point values results in a value with less precision and more range.<br><br>I think your tutorial is going to bring back PQ induced fixed-point-conversion nightmares.

<br><br>Dan East