Chapter 4
Display Devices

THE FOLLOWING COMPTIA A+ 220-901 OBJECTIVES ARE COVERED IN THIS CHAPTER:

  • ✓ 1.10 Given a scenario, evaluate types and features of display devices.
    • Types:
      • LCD:
      • TN vs. IPS
      • Fluorescent vs. LED backlighting
      • Plasma
      • Projector
      • OLED
      • Refresh/frame rates
      • Resolution
      • Native resolution
      • Brightness/lumens
      • Analog vs. digital
      • Privacy/antiglare filters
      • Multiple displays
    • Aspect ratios:
      • 16:9
      • 16:10
      • 4:3

The primary method of getting information out of a computer is to use a computer video display unit (VDU). Display systems convert computer signals into text and pictures and display them on a TV-like screen. As a matter of fact, the first personal computers used television screens because it was simpler to use an existing display technology than to develop a new one.

This chapter introduces you to concepts surrounding display units used with personal computer systems. The previous chapter detailed the technology behind the adapters, interfaces, and connectors used in computer graphics. Other topics covered in this chapter include characteristics of display standards, such as the resolutions and color densities of VGA and the standards that sprung from it, and settings common to most display devices.

Understanding Display Types and Settings

Most display systems work the same way. First, the computer sends a signal to a device called the video adapteran expansion board installed in an expansion bus slot or the equivalent circuitry integrated into the motherboard—telling it to display a particular graphic or character. The adapter then renders the character for the display; that is, it converts the single instruction into several instructions that tell the display device how to draw the graphic and sends the instructions to the display device based on the connection technology between the two. The primary differences after that are in the type of video adapter you are using (digital or analog) and the type of display (LCD, plasma, OLED, and so forth).

Video Display Types

To truly understand the video display arena, you must be introduced to a few terms and concepts with which you may be unfamiliar. The legacy digital transistor-transistor logic (TTL) and the analog technologies that began with video graphics array (VGA) were once the two broad categories of video technologies. These categories have nothing to do with the makeup of the VDU but instead with how the graphics adapter communicates with the VDU. You will read about many of the VGA technologies in later sections of this chapter. First, however, let’s explore the different VDU types:

  • Liquid crystal display
  • Plasma
  • OLED
  • Projection systems

Liquid Crystal Displays

Portable computers were originally designed to be compact versions of their bigger desktop cousins. They crammed all of the components of the big desktop computers into a small, suitcase-like box called (laughably) a portable computer. You could also hear the term luggable in those days when referring to the same systems. No matter what the designers did to reduce the size of the computer, the display remained as large as those found on desktop versions; that is, until an inventor found that when he passed an electrical current through a semi-crystalline liquid, the crystals aligned themselves with the current. It was found that when transistors were combined with these liquid crystals, patterns could be formed. These patterns could be combined to represent numbers or letters. The first application of these liquid crystal displays (LCDs) was the LCD watch. It was rather bulky, but it was cool.

As LCD elements got smaller, the detail of the patterns became greater, until one day someone thought to make a computer screen out of several of these elements. This screen was very light compared to computer monitors of the day, and it consumed relatively little power. It could easily be added to a portable computer to reduce the weight by as much as 30 pounds. As the components got smaller, so did the computer, and the laptop computer was born.

For years now, LCDs have not been limited to just laptops; desktop versions of LCD displays and their offshoots are practically all that are seen today. Additionally, the home television market has been enjoying the LCD as a competitor of plasma for years. LCDs used with desktop computer systems use the same technology as their laptop counterparts but potentially on a much larger scale.

These external LCDs are available with either analog or digital interfaces. The analog interface is commonly a VGA interface, but it can also be a DVI-A interface. Internal digital signals from the computer are rendered, output as analog signals by the video card, and sent along the cable that terminates on and supports the analog connectors at each end. The analog signal is then converted back to a digital signal for processing by the display device. LCDs with a digital interface, on the other hand, require no analog modulation by the graphics adapter and demodulation by the display device. They require the video card to support digital output using a different interface, such as DVI-D or HDMI. The advantage is that because the video signal never changes from digital to analog, there is less of a chance of interference and no conversion-related quality loss. Digitally attached displays are generally sharper than their analog connected counterparts.

LCD Panel Construction

The two most popular methods of manufacturing LCD panels are twisted nematic (TN) and in-plane switching (IPS). Each method has its strengths and weaknesses, but of the two, IPS is regarded as having the best color representation in all angles, while TN is faster and less expensive.

TN places two electrodes on opposite sides of a liquid crystal layer. The electrodes are attached to the inside of two polarizing surfaces, each rotated 90 degrees with respect to the other. When light enters one side and travels straight through, the other side blocks the light. The light must twist 90 degrees to be allowed through. Think of the crystals as thin rods. When an electrical field is generated by the electrodes, the crystals align lengthwise with the field, perpendicular to the electrodes, and they allow the light to pass straight through. The result is that the light is blocked from making it to the eye of the observer.

When the electrodes are off, the crystals rotate parallel to the them and are influenced by the coating on the electrodes to align to each one so they are rotated 90 degrees with respect to the crystals at the opposing electrode. The crystals are naturally influenced to remain parallel to adjacent crystals, but the influence of the electrodes to remain parallel to the crystals is stronger and causes the chain of crystals in between to twist gradually as they progress from one electrode to the other, following a helical path. The helix rotates the passing light 90 degrees so that it now aligns with the opposite polarizer and appears to pass through to the observer’s eye.

TN exhibits the unfortunate characteristic of shifting the colors of the image as the observer views the screen from wide horizontal and vertical angles. At extreme angles, the light and dark shades appear to swap places, almost as a negative of the actual image. TN panels also tend to react to pressure when touched, blanching the area under a finger pressed against the screen, for instance. However, the faster response rates that lead to more fluid image changes make TN a favorite technology of gamers and action video enthusiasts.

IPS panels have electrodes that are positioned parallel to one another on the same side of the liquid crystal panel, creating an electrical “switch in the same plane.” The two opposing outside polarizing layers are aligned in the same direction, so to create the helical structure with the crystals in the off state, the opposing glass panels have a 90-degree rotated internal coating. The coating influences adjacent crystals to align with the direction of the coating, as with TN. Unlike with TN, however, the parallel polarizer on the opposite side blocks the light when the electrodes are off.

Turning the electrodes on results in a parallel alignment of the crystals lengthwise from one electrode to the other, as they follow the electrical field being generated. This narrows the stack of crystals so that the light passes by them without twisting, thus passing through the similarly aligned polarizer on the opposite side.

IPS technology reproduces colors more accurately and does not suffer from the shifts in color when the screen is viewed from wide angles. These characteristics makes IPS ideal for those who require a true-to-life representation of the original colors of the image displayed. For that reason, as well as for their lack of reaction to being touched, IPS panels are more suitable for touchscreens, including those on handheld portable devices, such as smartphones. The drawbacks of slow response and lusterless display of black hues have been mitigated through the generations of IPS technological advancements. Nevertheless, IPS remains a more expensive solution that requires more power to operate than TN.

Table 4.1 summarizes the differences between TN and IPS, including their cost, image stability, and the power required to operate them.

Table 4.1 TN vs. IPS

Characteristic TN IPS
Cost Less More
Color accuracy Less More
Reaction to touch More Less
Viewing angle Narrow Wide
Power required Less More
Pixel Addressing

Two major types of LCD displays have been implemented over the years: active-matrix screens and passive-matrix screens. Another type, dual scan, is a passive-matrix variant. The main differences lie in the quality of the image. However, when used with computers, each type uses lighting behind the LCD panel (backlighting) to make the screen easier to view. Legacy LCD panels had one or more fluorescent bulbs as backlights. Modern LCD panels use LEDs to light the display more precisely by individually dedicating a separate light source to each pixel. The following discussions highlight the main differences among the pixel-addressing variants.

Active matrix An active-matrix screen is made up of several independent LCD pixels. A transistor at each pixel location, when switched among various levels, activates two opposing electrodes that align the pixel’s crystals and alter the passage of light at that location to produce hundreds or thousands of shades. The front electrode, at least, must be clear. This type of display is very crisp and easy to look at through nearly all oblique angles, and it does not require constant refreshing to maintain an image because transistors conduct current in only one direction and the pixel acts like a capacitor by holding its charge until it is refreshed with new information.

The major disadvantage of an active-matrix screen is that it requires larger amounts of power to operate all of the transistors—one for each red, green, and blue subpixel. Even with the backlight turned off, the screen can still consume battery power at an alarming rate, even more so when conventional fluorescent backlights are employed.

Passive matrix A passive-matrix display does not have a dedicated transistor for each pixel or subpixel but instead a matrix of conductive traces. In simplified terms for a single pixel, when the display is instructed to change the crystalline alignment of a particular pixel, it sends a signal across the x- and y-coordinate traces that intersect at that pixel, thus turning it on. Figure 4.1 illustrates this concept.

Diagram shows a mesh structure representing a passive matrix display where a sample pixel is marked and the wires through which current are to be passed to light the pixel is represented.

Figure 4.1 A passive-matrix display

The circuits controlling the columns are synchronized to fire when that row’s transistor is active and only for the pixels that should be affected on that row. Angles of visibility and response times (the time to change a pixel) suffer greatly with passive-matrix LCDs. Because neighboring pixels can be affected through a sort of “crosstalk,” passive-matrix displays can look a bit “muddy.”

Dual scan Dual scan is a variation of the passive-matrix display. The classic passive-matrix screen is split in half to implement a dual-scan display. Each half of the display is refreshed separately, leading to increased quality. Although dual scan improves on the quality of conventional passive-matrix displays, it cannot rival the quality produced by active matrix.

The main differences between active matrix and typical passive matrix are image quality and viewing angle. Because the computer takes hundreds of milliseconds to change a pixel in passive-matrix displays (compared with tens of milliseconds or less in active-matrix displays), the response of the screen to rapid changes is poor, causing, for example, an effect known as submarining; that is, on a computer with a passive-matrix display, if you move the mouse pointer rapidly from one location to another, it will disappear from the first location and reappear in the new location without appearing anywhere in between. The poor response rate of passive-matrix displays also makes them suboptimal for displaying video.

If you watch the screen and gradually reposition yourself laterally, farther away from the center of a passive-matrix LCD, you eventually notice the display turning dark. In contrast, active-matrix LCDs have a viewing angle wider than 179 degrees. In fact, if you didn’t know better, you’d think a passive-matrix display was a standard display with a privacy filter on it. A privacy filter is a panel that fits over the front of a display and, through a polarization affect, intentionally limits the viewing angle of the monitor. These same filters, as well as specialty versions, can act as antiglare filters, brightening and clarifying the image appearing on the monitor’s screen.

We’ll discuss additional concepts that apply to LCDs and other flat-panel displays later in this chapter.

Backlight Sources

A source of confusion for users and industry professionals alike, LED displays are merely LCD panels with light emitting diodes (LEDs) as light sources instead of the fluorescent bulbs used by legacy LCD monitors. No doubt, the new technology would not be nearly as marketable if they were referred to merely as LCDs. The general consumer would not rush to purchase a new display that goes by the same name as their current display. Nevertheless, calling these monitors LED displays is analogous to calling the conventional LCD monitors fluorescent displays; it’s simply the backlight source, not the display technology.

Because there are many individually controlled LEDs in an LED display, most often as many as there are transistors in the LCD panel, the image can be intelligently backlit to enhance the quality of the picture. Additionally, there is no need for laptops with LED displays to convert the DC power coming into the laptop to the AC needed to power traditional fluorescent backlights because LEDs operate on DC power just like the rest of the laptop. As a result, these systems have no inverter board (discussed later in Chapter 9, “Understanding Laptops”), which are the DC-to-AC conversion devices present in traditionally backlit laptop displays. LED displays rival plasma displays in clarity and variations in luminance. This variation is referred to as contrast ratio, and it is discussed later in this chapter.

Plasma Displays

The word plasma refers to a cloud of ionized (charged) particles—atoms and molecules with electrons in an unstable state. This electrical imbalance is used to create light from the changes in energy levels as they achieve balance. Plasma display panels (PDPs) create just such a cloud from an inert gas, such as neon, by placing electrodes in front of and behind sealed chambers full of the gas and vaporized mercury. This technology of running a current through an inert gas to ionize it is shared with neon signs and fluorescent bulbs. Because of the pressurized nature of the gas in the chambers, PDPs are not optimal for high-altitude use, leading to LCDs being more popular for high-altitude applications, such as aboard aircraft, where PDPs can be heard to buzz the way fluorescent bulbs sometimes do.

Because of the emission of light that this process produces, plasma displays have more in common with legacy cathode ray tubes (CRTs) than they do with LCDs. In fact, as with CRTs, phosphors are responsible for the creation of light in the shade of the three primary colors—red, green, and blue. In this case, the pixels produce their own light (no backlight is required with plasma displays), also a feature shared with CRTs. The phosphor chemicals in CRTs and PDPs can be “used up” over time, reducing the overall image quality. The heat generated by CRTs and PDPs can lead to a loss of phosphorescence in the phosphor chemicals, which results in images burning into the screen. Advancements in the chemistry of plasma phosphors have reduced this tendency in recent years.

The refresh rate for plasma displays has always been in the 600Hz range, thus ensuring fluid video motion. See the section “Refresh Rate” later in this chapter for details on these concepts, but note that this rate is 10 times the classic standard refresh rate of 60Hz. The result is a display that produces the state of the art in video motion fluidity. Higher refresh rates in LCDs lead to an unwanted artificial or non-cinematic quality to video known as the “soap-opera effect.” PDPs do not require compensation and should not suffer from this effect.

PDPs can also produce deeper black colors than fluorescent-backlit LCD panels because the backlight cannot be completely blocked by the liquid crystal, thus producing hues that are more gray than black. LCDs backlit with LEDs, however, are able to dim selective areas or the entire image completely. Because of the relative cost-effectiveness to produce PDPs of the same size as a given LCD panel, plasma displays have historically enjoyed more popularity in the larger-monitor market. That advantage is all but gone today, resulting in more LCDs being sold today than plasma displays.

OLED Displays

Organic light emitting diode (OLED) displays, unlike LED displays, are really the image-producing parts of the display, not just the light source. In much the same way as a plasma cell places an excitable material between two electrodes, OLEDs are self-contained cells that use the same principle to create light. An organic light-emitting compound forms the heart of the OLED, and it is placed between an anode and a cathode, which produce a current that runs through the electroluminescent compound, causing it to emit light. An OLED, then, is the combination of the compound and the electrodes on each side of it. The electrode in the back of the OLED cell is usually opaque, allowing a rich black display when the OLED cell is not lit. The front electrode should be transparent to allow the emission of light from the OLED.

If thin-film electrodes and a flexible compound are used to produce the OLEDs, an OLED display can be made flexible, allowing it to function in novel applications where other display technologies could never work. Because of the thin, lightweight nature of the panels, OLED displays can both replace existing heavy full-color LED signs, like the ones you might see in Las Vegas or even at your local car dealer’s lot, and carve out new markets, such as integration into clothing and multimedia advertisements on the sides of buses to replace and improve upon the static ads that are commonly seen.

LEDs create light and have been used in recent years for business, home, and automotive interior lighting and headlamps. OLEDs are LEDs, organic as they may be, and produce light as well. They, too, have already made their way into the interior lighting market. Because OLEDs create the image in an OLED display and supply the light source, there is no need for a backlight with its additional power and space requirements, unlike in the case of LCD panels. Additionally, the contrast ratio of OLED displays exceeds that of LCD panels, regardless of backlight source. This means that in darker surroundings, OLED displays produce better images than do LCD panels. Because OLEDs are highly reflective, however, quite a bit of research and development in optics has been required to produce filters and optical shielding for OLED displays. As unlikely as it seemed from early descriptions of OLED physics, true-black displays that are highly visible in all lighting conditions can now be developed using OLED technology. The foregoing discussion notwithstanding, double transparent-electrode OLEDs, with a sidelight for night viewing, have been demonstrated as a kind of “smart window.”

As with LCD panels, OLED panels can be classified as active matrix (AMOLED) or passive matrix (PMOLED). As you might expect, AMOLED displays have better quality than PMOLED displays but, as a result, require more electrodes, a pair for each OLED. AMOLED displays have resolutions limited only by how small the OLEDs can be made, while the size and resolution of PMOLED displays are limited by other factors, such as the need to group the electrodes for the OLEDs.

The power to drive an OLED display is, on average, less than that required for LCDs. However, as the image progresses toward all white, the power consumption can increase to two or three times that of an LCD panel. Energy efficiency lies in future developments as well as the display of mostly darker images, which is a reason darker text on lighter backgrounds may give way to the reverse, both in applications and online. For OLEDs, the display of black occurs by default when the OLED is not lit and requires no power at all.

Although the early materials used in OLEDs have demonstrated drastically shorter life spans than those used in LCD and plasma panels, the technology is improving and has given rise to compounds that allow commercially produced OLEDs to remain viable long past the life expectancy of other technologies. The cost of such panels will continue to decrease so that purchases by more than just corporations and the elite can be expected.

Two important enhancements to AMOLED technology resulted in the development of the Super AMOLED and Super AMOLED Plus displays, both owing their existence to Samsung. The Super AMOLED display removes the standard touch sensor panel (TSP) found in the LCD and AMOLED displays and replaces it with an on-cell TSP that is flat and applied directly to the front of the AMOLED panel, adding a mere thousandth of a millimeter to the panel’s thickness. The thinner TSP leads to a more visible screen in all lighting conditions and more sensitivity when used with touch panels.

The Super AMOLED Plus display uses the same TSP as the Super AMOLED display. One advantage that it has over Super AMOLED is that it employs 1.5 times as many elements (subpixels) in each pixel, leading to a crisper display. Another advantage is that Super AMOLED Plus is 18 percent more energy efficient compared with Super AMOLED. The Super AMOLED and Super AMOLED Plus displays also feature a longer lifetime than that of the standard AMOLED display.

Projection Systems

Another major category of display device is the video projection system, or projector. Portable projectors can be thought of as condensed video display units with a lighting system that projects the VDU’s image onto a screen or other flat surface for group viewing. Interactive white boards have become popular over the past decade to allow presenters to project an image onto the board as they use virtual markers to draw electronically on the displayed image. Remote participants can see the slide on their terminal as well as the markups made by the presenter. The presenter can see the same markups because the board transmits them to the computer to which the projector is attached, causing them to be displayed by the projector in real time.

To accommodate using portable units at variable distances from the projection surface, a focusing mechanism is included on the lens. Other adjustments, such as keystone, trapezoid, and pincushion, are provided through a menu system on many models as well as a way to rotate the image 180 degrees for ceiling-mount applications.

Rear Projection

Another popular implementation of projection systems has been the rear-projection television, in which a projector is built into a cabinet behind a screen onto which a reverse image is projected so that an observer in front of the TV can view the image correctly. Early rear-projection TVs as well as ceiling-mounted home-theater units used CRT technology to drive three filtered light sources that worked together to create an RGB image.

Later rear-projection systems, including most modern portable projectors, implement LCD gates. These units shine a bright light through three LCD panels that adjust pixels in the same manner as an LCD monitor, except that the projected image is formed, as with the CRT projector, by synchronizing the combination and projection of the red, green, and blue images onto the same surface.

Digital light processing (DLP) is another popular technology that keeps rear-projection TVs on the market and benefits portable projectors as well, allowing some projectors to be extremely small. Special DLP chips, referred to as optical semiconductors, have roughly as many rotatable mirrors on their surface as pixels in the display resolution. A light source and colored filter wheel or colored light sources are used to switch rapidly among primary, and sometimes secondary, colors in synchronization with the chip’s mirror positions, thousands of times per second.

Brightness

Projection systems are required to produce a lighted image and display it many feet away from the system. The inherent challenge to this paradigm is that ambient light tends to interfere with the image’s projection. One solution to this problem is to increase the brightness of the image being projected. This brightness is measured in lumens. A lumen (lm) is a unit of measure for the total amount of visible light that the projector gives off, based solely on what the human eye can perceive and not on invisible wavelengths. When the rated brightness of the projector in lumens is focused on a larger area, the lux—a derivative of lumens measuring how much the projector lights up the surface on which it is focused—decreases; as you train the projector on a larger surface (farther away), the same lumens produce fewer lux.

The foregoing discussion notwithstanding, projection systems are rated and chosen for purchase based on lumens of brightness, usually once a maximum supported resolution has been chosen. Sometimes the brightness is even more of a selling point than the maximum resolution that the system supports because of the chosen environment in which it operates. Therefore, this is the rating that must be used to compare the capabilities of projection systems.

Some loose guidelines can help you choose the right projector for your application. Keep in mind that video versus static image projection requires more lumens, and 3D output requires roughly double the lumens of 2D projection. Additionally, use of a full-screen (4:3 aspect ratio) projector system in a business environment versus a widescreen (16:9) home theater projector requires approximately double the lumens of output at the low end and only 1.3 times at the high end.

For example, if you are able to completely control the lighting in the room where the projection system is used, producing little to no ambient light, a projector producing as little as 1,300 lumens is adequate in a home theater environment, while you would need one producing around 2,500 lumens in the office. However, if you can only get rid of most of the ambient light, such as by closing blinds and dimming overhead lights, the system should be able to produce 1,500 to 3,500 lumens in the home theater and 3,000 to 4,500 lumens in the office. If you have no control over a very well-lit area, you’ll need 4,000 to 4,500 lumens in the home theater and 5,000 to 6,000 lumens in the business setting. These measurements assume a screen size of around 120″, regardless of aspect ratio.

By way of comparison, a 60W standard light bulb produces about 800 lumens. Output is not linear, however, because a 100W light bulb produces over double, at 1,700lm. Nevertheless, you couldn’t get away with using a standard 100W incandescent bulb in a projector. The color production is not pure enough and constantly changes throughout its operation due to deposits of soot from the burning of its tungsten filament during the production of light. High-intensity discharge (HID) lamps like the ones found in projection systems do more with less by using a smaller electrical discharge to produce far more visible light. A strong quartz chamber holds the filament in a projector lamp and can be seen inside the outer bulb. It contains a metal halide (where the word halogen comes from) gas that glows bright white when the tungsten filament lights up. Depositing the soot on the inside of the projector bulb is avoided by using a chemical process that attracts the soot created back to the filament where it once again becomes part of the filament, extending its life and reducing changes in light output.

Expect to pay considerably more for projector bulbs than for standard bulbs of a comparable wattage. The metal halide gases used in projector bulbs are more expensive than the noble gases used in standard bulbs. Add to that the fact that the bulb itself might have to be handmade and you can understand the need for higher cost.

Cooling Down

Although it doesn’t take long for the fan to stop running on its own, this is a phase that should never be skipped to save time. With projector bulbs being one of the priciest consumables in the world of technology, doing so may cost you more than a change in your travel arrangements. See the sidebar titled “Factor In Some Time” for some perspective.

Adjusting Display Settings

Although most monitors are automatically detected by the operating system and configured for the best quality that they and the graphics adapter support, sometimes manually changing display settings, such as for a new monitor or when adding a new adapter, becomes necessary. Let’s start by defining a few important terms:

  • Refresh rate
  • Frame rate
  • Resolution
  • Multiple displays

Each of these terms relates to settings available through the operating system by way of display-option settings.

Refresh Rate

The refresh rate is technically the vertical scan frequency, and it specifies how many times in one second the image on the screen can be completely redrawn, if necessary. Measured in screen draws per second, or hertz (Hz), the refresh rate indicates how much effort is being put into checking for updates to the displayed image.

For LCD televisions, the refresh rate is generally fixed and not an adjustment to be made. LCD televisions that support 120Hz refresh rates are common, but it’s easy to find those rated for 60Hz, 240Hz, and 480Hz as well. For computer monitors, you might be able to select among multiple refresh rates because you’re in control of the circuitry driving the refresh rate, the graphics adapter. However, because LCDs do not illuminate phosphors, there is no concern of pixel decay (for which refreshing the pixel is necessary). Instead, higher refresh rates translate to more fluid video motion. Think of the refresh rate as how often a check is made to see if each pixel has been altered by the source. If a pixel should change before the next refresh, the monitor is unable to display the change in that pixel. Therefore, for gaming and home-theater systems, higher refresh rates are an advantage.

The refresh rate is selected for the monitor. Nevertheless, the refresh rate you select must be supported by both your graphics adapter and your monitor because the adapter drives the monitor. If a monitor supports only one refresh rate, it does not matter how many different rates your adapter supports—without overriding the defaults, you will be able to choose only the one common refresh rate. It is important to note that as the resolution you select increases, the higher supported refresh rates begin to disappear from the selection menu. If you want a higher refresh rate, you might have to compromise by choosing a lower resolution. Exercise 4.1 steps you through the process of changing the refresh rate in Windows 7.

Screenshot shows the window that pops up on right clicking a blank portion in the desktop. Screen resolution is selected from the list of function view, sort by, refresh, paste, new, screen resolution, gadgets and personalize.

Figure 4.2 Selecting Screen Resolution

Screenshot shows the screen resolution window with options to change the display appearance, resolution, orientation and multiple displays. Buttons to detect and identify the changed display are also represented.

Figure 4.3 Selecting the Advanced Settings link

Screenshot shows the contents under the monitor tab which displays monitor content, properties button, dropdown menu for screen refresh rate and colors.

Figure 4.4 Monitor tab

Screenshot shows the contents under the monitor tab which displays monitor content, properties button, dropdown menu for screen refresh rate and colors. The screen refresh rate is chosen as 60 hertz.

Figure 4.5 Selecting the screen refresh rate

Just because a refresh rate appears in the properties dialog box, it does not mean that the associated monitor will be able to handle that rate. Figure 4.6 shows an internal message displayed by a monitor when a refresh rate that is out of range has been selected. Consider keeping the Hide Modes That This Monitor Cannot Display check box (see Figure 4.5) selected to avoid choosing a refresh rate not supported by your hardware.

Diagram shows an error message displayed inside a rectangle box with header ATTENTION and text message 87 kilo or 69 hertz frequency is out of range.

Figure 4.6 An internal monitor error for an unsupported refresh rate

Frame Rate

When you’re viewing video content, the refresh rate that you choose must be compatible or be made compatible with the frame rate at which the content was originally recorded or filmed. The frame rate is the measure of how many unique screens of content were recorded per second. If the playback of the content is not at the same rate, there will be a negative impact on the output if the difference in rates is not multiplicative.

For instance, content recorded at 30 frames per second (fps) and played back at 60Hz will look fine as is because exactly two copies of each frame can be displayed in the second it takes to redraw the screen 60 times. However, if the content were shot at 24fps—the most popular film recording rate—it would play back poorly at 60Hz. The recording would first need to be converted to 30fps, which happens to be the NTSC standard (the standard for PAL is 25fps), by a process known as 3:2 pulldown, which creates 10 frames out of 4 and then plays them in one second.

Although there are 60 frames being played in that one second, only 30 of them are unique; the other 30 are duplicates of those. Because frame rate only counts unique frames, this 60Hz signal gets credit for 30fps, just like the content that was recorded at that rate. In other words, refresh rate is a count of the screens of information displayed per second, even if each screen is duplicated, while frame rate is the measure of unique content only.

Resolution

Resolution is defined by how many software picture elements (pixels) are used to draw the screen. An advantage of higher resolutions is that more information can be displayed in the same screen area. A disadvantage is that the same objects and text displayed at a higher resolution appear smaller and might be harder to see. Up to a point, the added crispness of higher resolutions displayed on high-quality monitors compensates for the negative aspects. The resolution is described in terms of the visible image’s dimensions, which indicate how many rows and columns of pixels are used to draw the screen. For example, a resolution of 1024×768 means 1024 pixels across (columns) and 768 pixels down (rows) were used to draw the pixel matrix. The video technology in this example would use 1024 × 768 = 786,432 pixels to draw the screen. Resolution is a software setting that is common among CRTs, LCDs, and projection systems as well as other display devices.

There are software and hardware resolutions. Setting the resolution for your monitor is fairly straightforward. If you are using an LCD, for best results you should use the monitor’s native resolution, discussed later in this chapter. Some systems will scale the image to avoid distortion, but others will try to fill the screen with the image, resulting in distortion. On occasion, you might find that increasing the resolution beyond the native resolution results in the need to scroll the Desktop in order to view other portions of it. In such instances, you cannot see the entire Desktop all at the same time. The monitor has the last word in how the signal it receives from the adapter is displayed. Adjusting your display settings to those that are recommended for your monitor can alleviate this scrolling effect.

In Windows 7, follow Exercise 4.1 up to step 2. Click the image of the monitor for which you want to alter the resolution, pull down the Resolution menu, and then move the resolution slider up for higher resolutions, as shown in Figure 4.7, or down for lower resolutions.

Screenshot shows the screen resolution, where the dropdown listing the different resolution options is displayed, where the recommended resolution of 1920 by 1080 is selected.

Figure 4.7 Adjusting the resolution in Windows 7

Some adapters come with their own utilities for changing settings such as the refresh rate and resolution. For example, Figure 4.8 shows two windows from the NVIDIA Control Panel. The first window has resolution, color depth, and refresh rate all in the same spot. The second window shows you the native resolution of the LCD and the current resolution selected. If they are different, you can have the utility immediately make the current resolution match the native resolution.

Image described by surrounding text.

Figure 4.8 The NVIDIA Control Panel

Multiple Displays

Whether regularly or just on occasion, you may find yourself in a position where you need to use two monitors on the same computer simultaneously. For example, if you are giving a presentation and would like to have a presenter’s view on your laptop’s LCD but need to project a slide show onto a screen, you might need to connect an external projector to the laptop. Simply connecting an external display device does not guarantee that it will be recognized and work automatically. You might need to change the settings for the external device, such as the resolution or the device’s virtual orientation with respect to the built-in display, which affects how you drag objects between the screens. Exercise 4.2 guides you through this process.

Microsoft calls its multimonitor feature Dual View. You have the option to extend your Desktop onto a second monitor or to clone your Desktop on the second monitor. You can use one graphics adapter with multiple monitor interfaces or multiple adapters. However, as of Vista, Windows Display Driver Model (WDDM) version 1.0 required that the same driver be used for all adapters. This doesn’t mean that you cannot use two adapters that fit into different expansion slot types, such as PCIe and AGP. It just means that both cards have to use the same driver. Incidentally, laptops that support external monitors use the same driver for the external interface as for the internal LCD attachment. Version 1.1, introduced with Windows 7, relaxed this requirement. WDDM is a graphics-driver architecture that provides enhanced graphics functionality that was not available before Windows Vista, such as virtualized video memory, preemptive task scheduling, and sharing of Direct3D surfaces among processes.

To change the settings for multiple monitors in Windows 7, again perform Exercise 4.1 up to step 2, and then follow the steps in Exercise 4.2 after ensuring that you have a second monitor attached.

Image described by surrounding text.

Figure 4.9 Select Monitor #2

Image described by surrounding text.

Figure 4.10 Multiple Displays options

Screenshot shows the window that pops-up for saving the changes made in display settings. Button to keep changes and revert is also represented.

Figure 4.11 Display Settings dialog

Screenshot shows the screen resolution window with options to change the display appearance, resolution and orientation. The orientation is selected as landscape.

Figure 4.12 Adjusting orientation of displays

Understanding Video Standards and Technologies

The following sections introduce the various video standards, from the earlier digital standards to the later analog standards and the most current digital high-definition standards.

Video Standards

The early video standards differ in two major areas: the highest resolution supported and the maximum number of colors in their palette. The supported resolution and palette size are directly related to the amount of memory on the adapter, which is used to hold the rendered images to be displayed. Display adapters through the years can be divided into five primary groups:

  • Monochrome
  • CGA
  • EGA
  • VGA
  • DVI, HDMI, and other modern digital video

Because the amount of memory used to implement pre-VGA adapters was fixed, the resolution and number of colors supported by these cards was fixed as well. Newer standards, based on VGA analog technology and connectivity, were eventually developed using adapters with expandable memory or separately priced models with differing fixed memory. Adapters featuring variable amounts of memory resulted in selectable resolutions and color palettes. In time, 24-bit color palettes known as Truecolor and made up of almost 17 million colors, which approached the number of colors the human eye can distinguish, were implemented. As a result, in keeping with growing screen sizes, the latest commercial video standards continue to grow in resolution, their distinguishing trait, but generally not in palette size. These post-VGA resolutions are discussed later in this chapter in the section “Advanced Video Resolutions and Concepts.”

Monochrome

The first video technology for PCs was monochrome (from the Latin mono, meaning one, and chroma, meaning color). This black-and-white video (actually, it was green or amber text on a black background) was fine for the main operating system of the day, DOS, which didn’t have any need for color. Thus the video adapter was very basic. The first adapter, developed by IBM, was known as the Monochrome Display Adapter (MDA). It could display text but not graphics and used a resolution of 720×350 pixels.

The Hercules Graphics Card (HGC), introduced by Hercules Computer Technology, had a resolution of 720×350 and could display graphics as well as text. It did this by using two separate modes: a text mode, which allowed the adapter to optimize its resources for displaying predrawn characters from its onboard library, and a graphics mode, which optimized the adapter for drawing individual pixels for onscreen graphics. It could switch between these modes on the fly. These modes of operation have been included in all graphics adapters since the introduction of the HGC.

CGA

The next logical step for displays was to add a splash of color. IBM was the first with color, with the introduction of the Color Graphics Adapter (CGA). CGA displays 16-color text in resolutions of 320×200 (40 columns) and 640×200 (80 columns), but it displays 320×200 graphics with only 4 colors per mode. Each of the six possible modes has 3 fixed colors and a selectable 4th; each of the 4 colors comes from the 16 used for text. CGA’s 640×200 graphics resolution has only 2 colors—black and one other color from the same palette of 16.

EGA

After a time, people wanted more colors and higher resolution, so IBM responded with the Enhanced Graphics Adapter (EGA). EGA could display 16 colors out of a palette of 64 with CGA resolutions as well as a high-resolution 640×350 mode. EGA marks the end of classic digital-video technology. The digital data pins on the 9-pin D-subminiature connector accounted for six of the nine pins. As a solution, analog technologies starting with VGA would all but stand alone in the market until the advent of DVI and HDMI, discussed in Chapter 3.

VGA

With the PS/2 line of computers, IBM wanted to answer the cry for “more resolution, more colors” by introducing its best video adapter to date: the Video Graphics Array (VGA). This video technology had a “whopping” 256KB of video memory on board and could display 16 colors at 640×480, 640×350, and 320×200 pixels or, using mode 13h of the VGA BIOS, 256 colors at 320×200 pixels. It became widely used and enjoyed a long reign as at least the base standard for color PC video. For many years, it was the starting point for computers as far as video is concerned. Until recently, however, your computer likely defaulted to this video technology’s resolution and color palette only when there was an issue with the driver for your graphics adapter or when you entered Safe Mode. Today, even these modes appear with impressive graphics quality.

One unique feature of VGA (and its offshoots) is that it’s an analog technology, unlike the preceding and subsequent standards. Technically, the electronics of all graphics adapters and monitors operate in the digital realm. The difference in VGA-based technologies is that graphics adapters output and monitors receive an analog signal over the cable. Conversely, MDA, CGA, EGA, HDMI, and DVI-D signals arrive at the monitor as digital pulse streams with no analog-to-digital conversion required.

VGA builds a dynamic palette of 256 colors, which are chosen from various shades and hues of an 18-bit palette of 262,114 colors. When only 16 colors are displayed, they are chosen from the 256 selected colors. VGA sold well mainly because users could choose from almost any color they wanted (or at least one that was close). The reason for moving away from the original digital signal is that for every power of 2 that the number of colors in the palette increases, you need at least one more pin on the connector. A minimum of 4 pins for 16 colors is not a big deal, but a minimum of 32 pins for 32-bit graphics become a bit unwieldy. The cable has to grow with the connector, as well, affecting transmission quality and cable length. VGA, on the other hand, requires only 3 pins, one each for red, green, and blue modulated analog color levels, not including the necessary complement of ground, sync, and other control signals. For this application, 12 to 14 of the 15 pins of a VGA connector are adequate.

One note about monitors that may seem rather obvious: You must use a video card that supports the type of monitor you are using. For example, you can’t use a CGA monitor on a VGA adapter. Add-on adapters must also have a matching slot in the motherboard to accommodate them.

Advanced Video Resolutions and Concepts

The foregoing display technologies included hardware considerations and resolutions. Adjustments could be made to change the configuration of these technologies. Additional resolutions common in the computing world through the years and characteristics that cannot be adjusted but instead define the quality of the display device are presented in the following sections.

Resolutions

The following sections detail what might, at first, appear to be technologies based on new graphics adapters. However, advancements after the VGA adapter occurred only in the memory and firmware of the adapter, not the connector or its fundamental analog functionality. As a result, the following technologies are distinguished early on by supported resolutions and color palettes and later by resolutions alone. Subsequently, these resolutions have become supported by the newer digital standards with no change in their friendly names.

Super VGA

Until the late 1980s, IBM set most personal-computer video standards. IBM made the adapters, everyone bought them, and they became a standard. Some manufacturers didn’t like this monopoly and set up the Video Electronics Standards Association (VESA) to try to enhance IBM’s video technology and make the enhanced technology an open standard. The initial result of this work was Super VGA (SVGA). This new standard was indeed an enhancement because it could support 16 colors at a resolution of 800×600 (the VESA standard), but it soon expanded to support 1024×768 pixels with 256 colors.

Since that time, SVGA has been a term used loosely for any resolution and color palette to exceed that of standard VGA. This even includes the resolution presented next, XGA. New names still continue to be introduced, mainly as a marketing tool to tout the new resolution du jour. While display devices must be manufactured to support a certain display resolution, one of the benefits of analog video technology was that later VGA monitors could advance along with the graphics adapter, in terms of the color palette. The analog signal is what dictates the color palette, and the standard for the signal has not changed since its VGA origin. This makes VGA monitors’ color limitations a nonissue. Such a topic makes sense only in reference to graphics adapters.

XGA

IBM introduced a new technology in 1990 known as the Extended Graphics Array (XGA). This technology was available only as a Micro Channel Architecture (MCA) expansion board (versus ISA or EISA, for instance). XGA could support 256 colors at 1024×768 pixels or 65,536 colors at 800×600 pixels. It was a different design, optimized for GUIs of the day, such as Windows and OS/2. It was also an interlaced technology when operating at the 1024×768 resolution, meaning that rather than scan every line one at a time on each pass to create the image, it scanned every other line on each pass, using the phenomenon known as “persistence of vision” to produce what appears to our eyes as a continuous image.

The advertised refresh rate specifies the frequency with which all odd or all even rows are scanned. The drawback to interlacing is that the refresh rate used on a CRT has to be twice the minimum comfort level for refreshing an entire screen. Otherwise, the human eye will interpret the uncomfortably noticeable decay of the pixels as flicker. Therefore, a refresh rate of 120Hz would result in a comfortable effective refresh rate of 60Hz. Unfortunately, 84Hz was a popular refresh rate for interlaced display signals, resulting in an entire screen being redrawn only 42 times per second, a rate below the minimum comfort level.

More Recent Video Standards

Any standard other than the ones already mentioned are probably extensions of SVGA or XGA. It has become quite easy to predict the approximate or exact resolution of a video specification based on its name. Whenever a known technology is preceded by the letter W, you can assume roughly the same vertical resolution but a wider horizontal resolution to accommodate 16:10 widescreen monitor formats (16:9 for LCD and plasma televisions). Preceding the technology with the letter Q indicates that the horizontal and vertical resolutions were each doubled, making a final number of pixels 4 times (quadruple) the original. To imply 4 times each, for a final resolution enhancement of 16 times, the letter H, for hexadecatuple is used.

Therefore, if XGA has a resolution of 1024×768, then Quad XGA (QXGA) will have a resolution of 2048×1536. If Ultra XGA (UXGA) has a resolution of 1600×1200 and an aspect ratio of 4:3, then Wide Ultra XGA (WUXGA) has a resolution of 1920×1200 and a 16:10 aspect ratio. Clearly, there have been a large number of seemingly minute increases in resolution column and row sizes. However, consider that at 1024×768, for instance, the screen will display a total of 786,432 pixels. At 1280×1024, comparatively, the number of pixels increases to 1,310,720—nearly double the number of pixels for what doesn’t sound like much of a difference in resolution. As mentioned, you need better technology and more video memory to display even slightly higher resolutions.

Table 4.2 lists the various video technologies, their resolutions, and the maximum color palette they support, if specified as part of the standard. All resolutions, VGA and higher, have a 4:3 aspect ratio unless otherwise noted.

Table 4.2 Video display technology comparison

Name Resolutions Colors
Monochrome Display Adapter (MDA) 720×350 Mono (text only)
Hercules Graphics Card (HGC) 720×350 Mono (text and graphics)
Color Graphics Adapter (CGA) 320×200 4
640×200 2
Enhanced Graphics Adapter (EGA) 640×350 16
Video Graphics Array (VGA) 640×480 16
320×200 256
ATSC 480i/480p, 4:3 or 16:9 704×480 Not specified
Super VGA (SVGA) 800×600 16
Extended Graphics Array (XGA) 800×600 65,536
1024×768 256
Widescreen XGA (WXGA), 16:10 1280×800 Not specified
Super XGA (SXGA), 5:4 1280×1024 Not specified
ATSC 720p, 16:9 1280×720 Not specified
SXGA+ 1400×1050 Not specified
WSXGA+, 16:10 1680×1050 Not specified
Ultra XGA (UXGA) 1600×1200 Not specified
WUXGA, 16:10 1920×1200 Not specified
ATSC 1080i/1080p, 16:9 1920×1080 Not specified
Quad XGA (QXGA) 2048×1536 Not specified
WQXGA, 16:10 2560×1600 Not specified
UHD 4K 3840×2160 Not specified
WQUXGA, 16:10 3840×2400 Not specified
WHUXGA, 16:10 7680×4800 Not specified

Starting with SXGA, the more advanced resolutions can be paired with 32-bit graphics, which specifies the 24-bit Truecolor palette of 16,777,216 colors and uses the other 8 bits for enhanced noncolor features, if at all. In some cases, using 32 bits to store 24 bits of color information per pixel increases performance because the bit boundaries are divisible by a power of 2; 32 is a power of 2, but 24 is not. That being said, however, unlike with the older standards, the color palette is not officially part of the newer specifications.

Nonadjustable Characteristics

The following sections discuss features that are more selling points for display units and not configurable settings.

Native Resolution

One of the peculiarities of LCD, plasma, OLED, and other flat-panel displays is that they have a single fixed resolution, known as the native resolution. Unlike CRT monitors, which can display a crisp image at many resolutions within a supported range, flat-panel monitors have trouble displaying most resolutions other than their native resolution.

The native resolution comes from the placement of the transistors in the hardware display matrix of the monitor. For a native resolution of 1680×1050, for example, there are 1,764,000 transistors (LCDs) or cells (PDPs and OLED displays) arranged in a grid of 1680 columns and 1050 rows. Trying to display a resolution other than 1680×1050 through the operating system tends to result in the monitor interpolating the resolution to fit the differing number of software pixels to the 1,764,000 transistors, often resulting in a distortion of the image on the screen.

The distortion can take various forms, such as blurred text, elliptical circles, and so forth. SXGA (1280×1024) was once one of the most popular native resolutions for larger LCD computer monitors before use of widescreen monitors became pervasive. For widescreen aspects, especially for widescreen LCD displays of 15.4″ and larger, WSXGA+ (1680×1050) was one of the original popular native resolutions. The ATSC 1080p resolution (1920×1080) is highly common today across all display technologies, largely replacing the popular computer-graphics version, WUXGA (1920×1200).

Contrast Ratio

The contrast ratio is the measure of the ratio of the luminance of the brightest color to that of the darkest color that the screen is capable of producing. Do not confuse contrast ratio with contrast. Contrast ratios are generally fixed measurements that become selling points for the monitors. Contrast, on the other hand, is an adjustable setting on all monitors (usually found alongside brightness) that changes the relative brightness of adjacent pixels. The more contrast, the sharper and edgier the image. Reducing the contrast too much can make the image appear washed out. This discussion is not about contrast but instead it’s about contrast ratio.

One of the original problems with LCD displays, and a continuing problem with cheaper versions, is that they have low contrast ratios. Only LED-backlit LCD panels rival the high contrast ratios that plasma displays have always demonstrated. A display with a low contrast ratio won’t show a “true black” very well, and the other colors will look washed out when you have a light source nearby. Try to use the device in full sunshine and you’re not going to see much of anything, although the overall brightness level is the true key in such surroundings. Also, lower contrast ratios mean that you’ll have a harder time viewing images from the side as compared to being directly in front of the display.

Ratios for smaller LCD monitors and televisions typically start out around 500:1. Common ratios for larger units range from 20,000:1 to 100,000:1. In the early days of monitors that used LEDs as backlights, 1,000,000:1 was exceedingly common. Today, vendors advertise 10,000,000:1 and “infinite” as contrast ratios. Anything higher than 32,000:1 is likely a dynamic contrast ratio. Plasma displays have always been expected to have contrast ratios of around 5000:1 or better.

Once considered a caveat, a dynamic ratio is realized by reducing power to the backlight for darker images. The downside was that the original backlight being a single fluorescent bulb meant that the signal to the brighter LCD pixels had to be amplified to compensate for the uniform dimming of the backlight. This occasionally resulted in overcompensation manifested as areas of extreme brightness, often artificial in appearance. This practice tends to wash out the lighter colors and make white seem like it’s glowing, which is hardly useful to the user. Today’s LED backlights, however, are controlled either in zones made up of a small number of pixels or individually per pixel, resulting in trustworthy high dynamic contrast ratios.

The environment where the monitor will be used must be taken into account when considering whether to place a lot of emphasis on contrast ratio. In darker areas, a high contrast ratio will be more noticeable. In brighter surroundings, widely varying contrast ratios do not make as much of a difference. For these environments, a monitor capable of higher levels of brightness is more imperative.

One caveat to contrast ratios that remains is that there is no vendor-neutral regulatory measurement. The contrast ratio claimed by one manufacturer can take into account variables that another manufacturer does not. A manufacturer can boost the ratio simply by increasing how bright the monitor can go, the portion of the monitor tested, or the conditions in the room where the test was performed. This doesn’t do anything to help the display of darker colors, though. So, although the contrast ratio is certainly a selling point, don’t just take it at face value. Look for independent comparison reviews that use multiple methods of measuring contrast ratio or compare displays in person to see which one works better for the situation in which you intend to use it.

Summary

In this chapter, you read about various display technologies and settings. The primary categories of video display units were mentioned and explained: LCD, OLED, plasma, and projector. Concepts unique to each of these categories were explored. Additionally, the similarities among them were highlighted. We identified names and characteristics of display resolutions and explained the process of configuring settings such as resolution, refresh rate, and multimonitor support in Windows.

Exam Essentials

Be able to compare and contrast the main categories of display technology. Although video display units all have roughly the same purpose—to display images created by the computer and rendered by the graphics adapter—LCDs, plasmas, OLEDs, and projectors go about the task in slightly different ways.

Be familiar with the key terms and concepts of display units. Make sure that you can differentiate among terms such as resolution, refresh rates and frame rates, and brightness, and be familiar with terms used in other settings that might be found on the monitor or in the operating system.

Understand the key concepts behind LCD and other flat-panel technology. You need to be familiar with active and passive matrix; resolution standards, such as XGA and UXGA; and terms such as contrast ratio and native resolution.

Be able to discuss and differentiate the various features of LCD monitors. Familiarize yourself with the construction of LCD panels, including the difference between TN and IPS construction technologies. Also be able to discuss the difference and characteristics of backlighting performed by fluorescent bulbs versus LEDs.

Familiarize yourself with the steps that must be taken to configure display settings in Windows. Most of the settings based on the operating system are found in roughly the same place. However, nuances found in the details of configuring these settings make it important for you to familiarize yourself with specific configuration procedures.

Review Questions

The answers to the chapter review questions can be found in Appendix A.

  1. Which of the following would be the best choice as a personal display technology if a user wants to save desk space and not have to deal with interference from nearby speakers?

    1. CRT
    2. HDMI
    3. LCD
    4. Projector
  2. Which of the following have been common methods to backlight an LCD monitor? (Choose two.)

    1. RGB OLEDs
    2. LEDs
    3. Incandescent bulbs
    4. Halogen bulbs
    5. Fluorescent bulbs
  3. Which of the following is true regarding a monitor’s refresh rate?

    1. As long as the graphics adapter can refresh the image at a particular rate, the attached monitor can accommodate that refresh rate.
    2. The refresh rate is normally expressed in MHz.
    3. The refresh rate is normally selected by using the controls on the front panel of the monitor.
    4. As you lower the resolution, the maximum refresh rate allowed tends to increase.
  4. Which statement about LCD monitors is most accurate?

    1. The concept of refresh rate has no meaning with regard to LCDs.
    2. Those based on IPS technology suffer from color shifts when viewed from the edges.
    3. Those based on TN technology are preferred by gamers.
    4. The electric fields generate a magnetic field that eventually must be removed.
  5. If you are unable to display a given resolution on a monitor, which of the following might explain why?

    1. The graphics adapter does not have enough memory installed.
    2. The video display unit does not have enough memory installed.
    3. You are using an LCD with a single, fixed resolution.
    4. You have the refresh rate set too high.
  6. Which video technology has a resolution of 1280×1024?

    1. SVGA
    2. SXGA
    3. WSXGA
    4. UXGA
  7. What does a Q in video resolution names, such as QXGA, refer to?

    1. Both the horizontal and vertical components of the resolution have been quadrupled.
    2. The resolution is cut to one-fourth.
    3. The technology is faster.
    4. Both the horizontal and vertical components of the resolution have been doubled.
  8. What is contrast ratio?

    1. The ratio of luminance between the darkest and lightest colors that can be displayed
    2. A term that was used with CRTs but has no meaning with LCDs
    3. The ratio of luminance between two adjacent pixels
    4. Something that can be corrected through degaussing
  9. Which of the following display types physically creates the image displayed in a manner most similar to OLED displays?

    1. Fluorescent-based LCD
    2. LED-based LCD
    3. IPS-based LCD
    4. Plasma
  10. When approaching an older LCD panel from the side, you don’t realize there is actually an image displayed on it until you are almost in front of it. Which options might explain why you could not detect the image from the side? (Choose two.)

    1. Older LCDs were equipped with a motion sensor.
    2. Multiple monitors are in use, and the LCD is the secondary monitor, resulting in its poor oblique visibility.
    3. The user has a privacy filter in place.
    4. The monitor employs active-matrix pixel addressing.
    5. It is a passive-matrix LCD panel.
  11. On which properties tab do you select the refresh rate to use between the graphics adapter and monitor in Windows Vista?

    1. Adapter
    2. Monitor
    3. Advanced
    4. Display Settings
  12. When you’re in a hurry to pack everything up and head to the airport after a presentation using a video projector, which of the following should you avoid doing immediately?

    1. Unplugging the projector’s power cable
    2. Unplugging the projector’s video cable from your laptop
    3. Powering down the projector
    4. Turning off your laptop
  13. What might cause your display to appear in a resolution of 640×480?

    1. You have your resolution set to SVGA.
    2. You added memory to your graphics adapter but have not informed the BIOS of the new memory.
    3. You have your resolution set to XGA.
    4. You have booted into Safe Mode.
  14. Which of the following results can occur with improper display settings?

    1. The computer spontaneously reboots.
    2. The graphics adapter automatically chooses to use the highest supported resolution.
    3. You might have to scroll to see parts of the Desktop.
    4. The mouse cursor changes or permanently disappears.
  15. What is the single, fixed resolution of an LCD called?

    1. Native resolution
    2. Default resolution
    3. Refresh rate
    4. Burned-in resolution
  16. Which of the following is possible to do with multimonitor settings?

    1. Connect multiple monitors to your computer only by using a graphics adapter with two video interfaces.
    2. Cause two different Desktops to merge onto the same monitor.
    3. Connect two laptops together so they display the same Desktop.
    4. Display different parts of your Desktop on different monitors.
  17. Which of the following types of LCD has the best performance characteristics?

    1. Active matrix
    2. Passive matrix
    3. Dual matrix
    4. Dual scan
  18. Which of the following resolutions is an example of a 16:10 aspect ratio?

    1. 1280×1024
    2. 1920×1200
    3. 800×600
    4. 2048×1536
  19. Which of the following is true with regard to the difference between refresh rate and frame rate?

    1. Monitors are rated only in refresh rate or frame rate, but never both.
    2. Content is recorded at a specific refresh rate, and output on a monitor at a specific frame rate.
    3. Refresh rate can be higher than frame rate, in terms of screens of information displayed per second, when considered for any given video output.
    4. The frame rate of a monitor is adjustable, while the refresh rate is fixed.
  20. What is the unit of measure used by manufacturers of projectors to indicate the brightness of their product?

    1. Lux
    2. Lumens
    3. Watts
    4. Candelas

Performance-Based Question

You will encounter performance-based questions on the A+ exams. The questions on the exam require you to perform a specific task, and you will be graded on whether or not you were able to complete the task. The following requires you to think creatively in order to measure how well you understand this chapter’s topics. You may or may not see similar questions on the actual A+ exams. To see how your answers compare to the authors’, refer to Appendix B.

List the steps necessary to extend your main display to a second monitor and adjust their orientation with respect to one another.

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