So now let us see how a screen can display anything at all.
So remember our register of the flip flop we have talked about?
Well.
Imagine that we have this stalking unit and we have stored some stuff in these, right?
Well, and every storage unit is connected to a lab.
So if this unit is storing one, this lab is going to be turned on.
If this is storing nothing.
Well, this will be turned off.
So if this is storing a voltage, it means that this will turn on.
If this is talking no voltage, then there is no voltage to turn this on.
Right.
So a screen is actually a giant memory of a giant resistor file.
Assume that we have a lot and a lot of this, the flipflops and a lot of a lot of these lighting units
and whatever we store and this flip flops, we're going to see it on the screen.
This is why every display device needs some kind of memory, right?
Because if the memory is actually the frame you are seeing, everything is stored in this memory is
going to reflect the frame you are seeing on the LEDs.
It's actually not like that, literally, but this is the basic concept of display.
So if you have a 200 by 200 screen, you're going to have a 200 by 200 flip flops and a 200 by 200 lighting
unit connected to each flipflop.
And whatever you store in here, you're going to see it on the light bulbs, which will give you the
illusion that you're seeing shapes, numbers or whatever you are seeing on the screen.
You're going to form letters, are going to form images just by changing what you are storing in this
stocking units.
Now, let us see what is the role of C.P.U Ogbu in display?
In order to change what we're seeing here in display, we need to change the content of the memory,
right?
We have said that there is a flip flop knapping to every one of these lights.
So we have flip flop here, like here for the popular light here and so on and so forth.
So in order to change the display, we need to change the content of the memory of the device that changes.
This is actually the ACLU.
So the value is going to write data to this memory, right?
So assume that you want to shift everything by one right to you.
You're going to let the value perform some mathematical operation and it's going to change the memory
content to you.
And you're going to see this ureter shift by one unit.
Right.
So you change the memory.
The display is going to change.
But in order to change the memory, you might need to create some mathematical operation, let's say,
in order to change it.
Now.
Changing all of this by one Aliyu takes time, right, because this A-L, you need to access and change
resiled for every flipflop you have.
And this takes a lot of time because imagine that you have 10000 flipflop here and one of you.
So the value is going to perform Operation on Flipflop.
One, two, three, four, five.
And until you reach ten thousand.
Right.
That's a lot of operations.
But if you have multiple Aleuts every EHL, you can be responsible for a chunk of this memory and it
can change its content.
So instead of changing one flipflop at a time, we can change nine flipflops at a time.
So this chunk of Alio is responsible for this one.
This one is for this one.
And so on.
So forth.
So you put multiple Alia's together.
They change multiple places at the memory and by that you change the display again.
The process is much more complicated than that.
But this is the basic concept.
Now, this multiple Aleuts is actually a GPU c.p.u usually contains just a very few numbers of Hailu,
but the bill contains a large and a vast number of values that are back together in order to perform
faster operations.
That's why your display needs something fast, especially if you are doing some 3D manipulation, some
through the design.
You have a lot of chunks in the memory that you need to change a lot and you need to do a lot of mathematical
operation in order to do a rotation in 3D rotation in 2D.
Well, this needs a lot of Aled use.
This is why it is much faster to perform this application.
That's why if you are playing a game and the game has a lot of for the graphics, if you're playing
on the CPU, the CPU cannot change their memory so fast so that you're going to see a lot of lag in
the display.
Right.
You're going to see the game lagging and stuff.
And that's really annoying.
But if you have a powerful job, you well, the content will change faster, meaning the mathematical
operations are being done faster, meaning the display is smooth and this is the basis of memory C.P.U.
This is the basis of all the electronics you're seeing around you right now.
And I wanted to start with this introduction in order to tell you that embedded systems are similar
to each other.
And if you understand this concept, you can work on any electronics system you really want.
And we are going to demonstrate a lot of electronic applications right now.
Where do we start with the FPGA section with the Windows section, SB 30 or not MCU, U.S. We're going
to see all of these later.
Now, the next lecture I'm going to compare to you the different embedded systems we have.