That's going to depend on how many pixels have to be loaded, which the question neglects to specify.
The number of seconds required will be 0.1132 times the number of pixels.
A millisecond is 1/1000 of a second, so you would need 1000 fps for 1 frame to be 1 ms.
It depends on the frame rate. The frame rate of the video tells you how many pictures are displayed every second. The most common frame rates (rounded to the nearest whole number) are 24 (flash animation), 25 (video) and 30 (video).
30 frames per second is the minimum rate that it takes to fool the human eye into believing that a series of still pictures are moving.
Depends on what you mean. If you mean feet/sec, it's already a movement speed. if it's frames per second, it depends on how large the frame was as well as how many frames the object is present in the frame.
window size is actually the number of frames that can be sent without acknowledgement in sliding window protocol and the sequence numbers are produced for these frames. For example if window size is 4 then sequence numbers produced will be 0-4, where 0 - for first frame, 1 - for second frame, 2 - for third frame , 3 - for the last i.e fourth frame, and seq number 4 is for acknowledgment of the 4 framed relayed.
function of a frame buffer in computer?
how pixel screen positions are stored and retrieved from frame buffer?
The z-buffer holds information about the depth of a 3D scene. Specifically, it holds information about the coordinates of each object in the scene, so that the CPU/GPU knows the order in which objects should be drawn.The frame buffer is a more physical thing. Your computer monitor stores information for the next image it's going to draw in the frame buffer.
A photo does not have to go all the way to the picture frame. It is the user's preference to have a buffer or not when displaying a photo.
to store 12 bits per pixel 1.for system with resolution 640 by 480 frame buffer size=(640*480*12)/8=0.46Mbyte 2.for system with resolution 1280 by 1024 frame buffer sizs=(1280*1024*12)/8=1.96Mbyte 3.for system with resolution 2560 by 2048 frame buffer sizs=(2560*2048*12)/8=7.86Mbyte to store 24 bits per pixel 1.for system with resolution 640 by 480 frame buffer size=(640*480*24)/8=0.92Mbyte 2.for system with resolution 1280 by 1024 frame buffer sizs=(1280*1024*24)/8=3.93Mbyte 3.for system with resolution 2560 by 2048 frame buffer sizs=(2560*2048*24)/8=15.72Mbyte
The display processor read the data from the frame buffer and convert it into corresponding 1's and 0's according to there pixels and then put it on to a monitor screen.The display processor do this work 30 times per second to maintain a steady picture on the screen,and if we want to change the picture on the screen then we have to change the contents of frame buffer.
Determine the result of performing two successive block transfers into the same area of a frame buffer using the binary arith operations.
Hii. A frame grabber is an image acquisition board which can be of 2 types: Analog and Digital. In case of an analog frame grabber, we use an analog camera and digital camera for Digital frame grabber. In analog frame grabber the analog image signal is digitised (using A/D converter), then sent to a buffer memory. From there it is transferred to host memory i.e. RAM where processing talkes place. If no processing is required then the image can be displayed directly from the grabber buffer. It generally takes input from ADC at very high speeds, typically 60MHz and outputs at 20MHz so that no frame is lost. It also has standard I/O like a parallel port. In case of a digital frame grabber the image is already digitised.
The Remote Frame Buffer protocol is an application level protocol used by VNC applications to transmit information about the remote machine's desktop in order to re-create it locally. RealVNC explains the protocol here: http://www.realvnc.com/docs/rfbproto.pdf .
The process of digitization of a image so as to store it in the binary value in the frame buffer is called scan-conversion.
This is the situation when we use Screen resolution less than the maximum screen resolotion supported by the Visual Display Unit (PC Screen - VDU). In case of maximum screen resolotuin the frame buffer memory is fully utilized and only one page is available for display. For such a resolution when it is less than the maximum resolution, more than one page is available, which we often use for animation using page flipping. We keep drawing on to one page which is hidden and flash it altogether when the drawing is complete with the existing one on the screen. This avoids showing of the partially drawn images. For any particular case even 3-4 pages may be available. So the system is termed as "Rotating frame buffer" in Computer Graphics. We keep rotating the pages (full frame buffer parts) to generate animation. A different situation where the frame buffer is literally rotated to generate a rotated display of any image is also sometimes referred to as Rotating frame buffer. Just changing the signs and interchanging the X-Y coordinates may generate such an effect.
, I am assuming you are asking this question based on the book Computer Organization and Design 4th edition, question 1.2.2. This question I believe is the second part to the first question question which asked "What should be the size of the frame buffer to store a frame" From that frame size, you can simply convert 2 GB to MB or bytes, and divide from your previous answer in question 1.2.1. Hope that helps.