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Excitation table

Also called: flip-flop excitation table, excitation, JK excitation table, required inputs table

A table listing which flip-flop input values produce each transition from present state Q to a desired next state Q⁺, using X for don't-cares.

An excitation table answers the design question: which inputs do I need? You know where Q is now and where you want it after the edge, and the table tells you what to put on the flip-flop's inputs.

It is the characteristic table read backwards. The characteristic table goes from inputs to the next state; the excitation table goes from a transition to the inputs.

The four transitions (X = don't care, either value works):

  • JK: 0 → 0 needs J = 0, K = X. 0 → 1 needs J = 1, K = X. 1 → 0 needs J = X, K = 1. 1 → 1 needs J = X, K = 0.
  • T: T = 1 exactly when Q must change, so T = , where N is the wanted next state.
  • D: D is just the wanted next state, D = N.
  • SR: 0 → 0 needs S = 0, R = X. 0 → 1 needs S = 1, R = 0. 1 → 0 needs S = 0, R = 1. 1 → 1 needs S = X, R = 0.

Why the X's: for 0 → 1 on a JK, both set (J = 1, K = 0) and toggle (J = 1, K = 1) work, so K doesn't matter. Those don't-cares make K-maps smaller when you design counters and state machines.

The design recipe: list each present state and next state, look up the inputs each flip-flop needs, then simplify each input as a function of the present state.

DT
0000
0111
1001
1110

Worked examples

Example

Deriving the SR row for 1 → 1

An SR flip-flop has Q = 1 and must still be 1 after the edge. Find S and R. (S = R = 1 is not allowed.)

  1. 1.

    Search the SR characteristic table for rows with Q = 1 and Q⁺ = 1.

  2. 2.

    Hold (S = 0, R = 0) keeps the 1. Set (S = 1, R = 0) also gives 1.

  3. 3.

    R = 0 in both, so R = 0. S differs, so S = X.

  4. 4.

    Entry: 1 → 1 needs S = X, R = 0. The same method gives every row of the JK table.

Example

Inputs for a short count

A 1-bit design must go 0 → 1 → 1 → 0 over three edges. Give the T and JK inputs for each edge.

  1. 1.

    Edge 1, 0 → 1: T = 1. JK: J = 1, K = X.

  2. 2.

    Edge 2, 1 → 1: T = 0. JK: J = X, K = 0.

  3. 3.

    Edge 3, 1 → 0: T = 1. JK: J = X, K = 1.

  4. 4.

    For a D flip-flop the inputs would simply be the targets: D = 1, 1, 0.

Common mistakes

  • Confusing it with the characteristic table. Characteristic: inputs → next state. Excitation: transition → inputs.

  • Writing a fixed 0 or 1 where an X belongs. That throws away freedom you need for a simpler circuit.

  • Giving T = Q⁺ instead of T = Q ⊕ Q⁺. T says whether Q changes, not what it becomes.

Practice Excitation table

Interactive questions with instant feedback and a worked solution for every wrong answer.

Learn it step by step

Excitation table is taught in Latches and Flip-Flops, Counters and Finite State Machines.