White Paper
Windows Live Essentials 2011 - In Depth
Posted 07/21/10 at 07:26:04 PM by Mark Edward Soper
Windows Live Essentials 2011, now available in a public beta, is the local client component of Microsoft Windows Live, a collection of programs and web services. WLE 2011’s components include photo editing and organization (WL Photo Gallery), video editing (WL Movie Maker), email and calendar (WL Mail), instant messaging and social media (WL Messenger), blogging (WL Writer), cross-platform file synchronization and Windows remote access (WL Sync), and web and IM filtering (WL Family Safety). Before the public beta was released in late June, Windows Live Essentials 2011 was known as Windows Live Essentials Wave 4. In this article, you’ll learn what new and improved features the latest WLE wave brings with it.

White Paper: Stereoscopic Imaging
Posted 03/22/10 at 12:45:04 PM by Michael Brown
You can’t swing a dead Na’vi without hitting a new 3D display product these days. Three-dimensional imaging was actually invented in the 1800s, and has been used sporadically in movies since the 1920s, but James Cameron’s sci-fi epic Avatar is bringing it into the mainstream.
Now that 3D is less of a gimmick, TV manufacturers are beginning to incorporate the technology into their products. Panasonic, Samsung, and Sony all announced new 3D TVs at CES this past January. And Avatar could be the best thing to happen to Nvidia and Zalman in their efforts to sell PC gamers on their respective videocards and 3D displays. Market research firm DisplaySearch projects that annual sales of 3D-ready monitors will grow from 40,000 units in 2009 to 10 million by 2018.
So, given that at least some early adopters will buy a 3D display in due time, it’s worth knowing how this visual trickery works. Knowledge is power in the world of upgrading.
Competing technologies may use different implementations, but all 3D video is based on stereoscopic imaging: An illusion of depth is created by presenting a slightly different image to each eye. Each image is of the same object or scene but from a faintly different perspective. Your brain then synthesizes the two images into a spatial representation. The most common 3D applications depend on the viewer wearing either active eyewear (e.g., liquid-crystal shutter glasses) or passive eyewear (e.g., linearly or circularly polarized 3D glasses).
Continue reading after the jump.
White Paper: LCD Technologies Explained and Compared
Posted 02/04/10 at 10:00:00 AM by Michael Brown
The performance of an LCD monitor ultimately depends on how its liquid crystals are manipulated to channel light. We’ll examine the three most common technologies: Twisted Nematic (TN), In-plane Switching (IPS), and Vertical Alignment (VA).
Each of these three technologies creates a pixel using a cell of liquid-crystal molecules controlled by a thin-film transistor. Liquid crystals are used because they’re capable of effecting light as though they’re a solid, while exhibiting the malleability of a fluid. In a color LCD, each pixel is subdivided into three cells, or subpixels, which are colored red, green, and blue, respectively, by additional filters. These cells are arranged in a matrix of rows and columns sandwiched between two panes of glass, with a polarizing film on the exterior side of each pane.
A light source, such as a cold cathode fluorescent lamp or an LED grid, is placed behind the first glass panel. Light waves from the backlight follow the alignment of the liquid-crystal molecules, but they must pass through the two polarizing filters before reaching the surface of the display. Light waves must be oriented perfectly parallel to the first filter to pass, but since the second filter is oriented perpendicular to the first, no light will pass unless it’s reoriented first.

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White Paper: Rechargeable Batteries
Posted 01/22/10 at 02:00:00 PM by Jason Cross
Batteries are everywhere. They’re in our phones, mice, cars, laptops, game machines, controllers, remotes, cameras—you name it. Battery technology influences the design, capabilities, and feature set of nearly everything portable, from laptops and cell phones to hybrid and electric vehicles.
Most of the batteries in our lives are rechargeable, and our more eco-aware world is quickly replacing standard alkaline AA and AAA batteries with rechargeable equivalents. Still, few people know how all these batteries work or how to best take care of them.
We’re going to focus on common rechargeable battery types, but before we get into that we should cover a few basics about how batteries work and go over common terms.
White Paper: The TRIM Command
Posted 12/02/09 at 12:30:45 PM by Nathan Edwards
Though solid state drives have existed for years, it is only recently that they’ve gained any sort of market penetration for average users. As we stated in our February 2009 white paper on the subject, solid state drives offer many advantages over traditional magnetic drives. Unlike mechanical hard drives, SSDs have no moving parts, so they draw less power and produce no vibrations. They’re also more resistant to physical shock. And most importantly, solid state drives offer much higher read and write speeds than traditional hard drives—at least when they’re new. Due to their NAND flash architecture, SSDs can suffer serious slowdowns once they run out of fresh blocks to write to. The TRIM command, found in Windows 7 and newer releases of the Linux kernel, aims to fix this. But what is TRIM, and why is it even necessary?

Continue reading after the jump.
White Paper: OLED Screens
Posted 11/02/09 at 02:02:23 PM by Nathan Edwards
Organic light-emitting diodes, or OLEDs, are often touted as the next big thing in display technology, offering brighter colors, true black, lower power consumption, and better off-axis viewing than traditional LCD screens. They’ve popped up in gadgets from high-concept to mundane: The infamous Optimus Maximus keyboard, for example, utilizes many tiny OLED screens in its programmable and customizable keycaps, and both Sony’s new X-series Walkman and Microsoft’s new Zune HD have OLED screens. OLED technology has made great strides in the past 10 years, and cheaper and better manufacturing processes mean they’ve started appearing in everything from media players to phones to high-definition televisions—even keyboards. But what are OLEDs?

Continue reading after the jump.
White Paper: Building a Modern CPU
Posted 10/12/09 at 12:30:00 PM by Loyd Case
Designing and manufacturing a modern CPU is a huge project. It requires both backward compatibility and an understanding of where PC workloads are going in the future—a delicate balancing act made more difficult by the huge engineering staffs and massive dollar outlays involved. Let’s take a look at the steps needed to build a Core i7 or AMD Phenom II processor.
Before the manufacturing plant starts churning out chips, there are a few critical preliminary steps. Prior to the first circuit being laid out or the first simulation run, the designers need to know exactly what it is they’re designing. This phase takes input from many sources. Marketing gets involved, with predictions of what users will need when the CPU actually ships, usually two to four years in the future. Engineering and performance teams feed in billions of traces of actual applications being run on current-gen CPUs, so the designers can see how existing CPUs perform under real-world conditions.

Continue reading about the CPU production process after the jump.
White Paper: DirectX 11
Posted 09/30/09 at 02:00:00 PM by Michael Brown
DirectX 10 marked a radical departure from DirectX 9: In order to be compatible, a graphics processor must feature a unified architecture in which each shader unit is capable of executing pixel-, vertex-, and geometry-shader instructions. The changes in DirectX 11 aren’t quite as fundamental, but they could have just as big an impact—and not only with games.
DirectX 11 is a superset of DirectX 10, so everything in DirectX 10 is included in the new collection of APIs. In addition, DX11 offers several new features and three additional stages to the Direct3D rendering pipeline: the Hull Shader, the Tessellator, and the Domain Shader. And in an effort to deliver cross-hardware support for general-purpose computing on graphics processors, Microsoft has come up with a new Compute Shader.
DirectX 11 will be compatible with both Vista and Windows 7, but many of its graphics features will be available on GPUs designed for previous iterations of Direct3D. Tapping into the Tessellator’s power, however, will require a GPU with transistors dedicated to the task (in this sense, DX11 marks a slight departure from DX10’s vision of a unified architecture). Let’s explore the concept of tessellation now.

Continue reading after the jump.
White Paper: Media Container File Formats
Posted 09/24/09 at 02:30:42 PM by Michael Brown
When can a file encapsulate more than one type of data? When it’s a metafile, wrapper, or container file. You might think of a container file as a package or envelope in which other files are housed. Zip files, which can contain documents, photos, videos, software programs, and many other types of files, are one type of container that you encounter frequently.
We’ll limit our discussion here to media container formats. A pure container file specifies how the data is stored, but it doesn’t necessarily know how it was compressed or encoded or even what is required to play back those files. This can lead to confusion when dealing with container files wrapped around media because there’s a chance that the media player you’re using is capable of opening the container but not equipped with the algorithm required to decode the files inside. Although a container can theoretically hold any type of data, most are optimized during development to wrap around particular data groups, e.g., digital audio for music; static images for digital photographs; or digital video interleaved with digital audio, plus subtitles, closed-caption information, and chapter data for movies. Container formats that support video also include the information required to synchronize the various data streams in the file during playback.
Continue reading after the jump.
White Paper: Internet Protocol
Posted 08/26/09 at 04:10:48 PM by Michael Brown
Conceptually speaking, the Internet can be viewed as consisting of four functional layers: the Link Layer, the Internet Layer, the Transport Layer, and the Application Layer. Each layer has several protocols, sets of rules that define how data is formatted and transmitted, which are known collectively as the Internet Protocol Suite. We’ll discuss all four layers here, but we’ll dive deepest into the Internet Layer and its associated Internet Protocol (IP)—because this is the worldwide network’s most fundamental component.
The Link Layer is the lowest layer and is responsible for delivering data over whatever hardware is in use. A link consists of the physical and logical components that are used to interconnect host computers and other types of network nodes (a node is any electronic device that’s connected to the network, including hosts). Link Layer protocols, including Address Resolution Protocol and Media Access Control, operate only on a host’s link.
Continue reading about Internet Protocol after the jump.
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