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Digital Image processing

Unit 1- Colour systems


Role and function of Processor, Basic component of processor,
Display system – Raster scan and random scan display, shadow mask colour display, TFT, Bitmap/ Pixel based
image, Resolution, LPI, DPI
Storage System – Purpose and function, types of storage system- Magnetic optical. HD, CD/DVD, USB Flash
drive, external HDD. Principle of read/write, deleting data. Performance criteria and comparison of storage
devices.

Central Processing Unit


CPU stands for Central processing unit. It is also known as microprocessor or processor. A CPU is brain of a
computer. It is responsible for all functions and processes. Regarding computing power, the CPU is the most
important element of a computer system. The CPU is consisted of thin layers of thousands of transistors. Each
transistor receives a set of inputs and produces output. Transistors hold a key role in functioning of CPU as they
make computer able to count and perform logical operations which is called processing. It processes the
instructions that it collects by decoding the code in programs. Computers use two types of storage: Primary storage
and secondary storage. The CPU mainly interacts with primary storage or main memory, referring to it for both
instructions and data.
There are four important functions of CPU,
1. Fetch
2. Decode
3. Execute
4. Write back
Functions of the Microprocessor
1. The microprocessor is responsible for first fetching instructions from the main memory.
2. The fetched instruction is later decoded to determine the type of action that should be performed.
3. Depending on the instruction the processor has fetched it will require data from an I/O module or the
main memory.
4. After that, the instruction will be executed which will require the need to carry out arithmetic or logic
operations.
5. The Central Processing Unit will also supervise and control the I/O devices in addition to execution.
6. The results of the execution might need to be transferred to a memory of I/O module.
Main Components of CPU:
The main components of CPU help it in performing various functions. The components of a CPU work together,
and their making/manufacturing determine the complexity of operations as well as how fast they can be carried
out.
The three components of the CPU are following,
1. Arithmetic Logic Unit
2. Control Unit
3. Registers
Arithmetic Logic Unit (ALU)
There is electronic circuitry in arithmetic logic unit which executes all arithmetic and logical operations. Its
function is obvious from its name. It performs arithmetic calculations like as addition, subtraction, multiplication
and division as well as comparisons.
The unit can compare numbers, letters,
or special characters. There can be
more than one Arithmetic logic unit in
a CPU, and these ALUs can also be
used for the purpose of maintaining
timers that help run the computer.
Control Unit (CU)
There is circuitry in the control unit
which uses electrical signals to instruct
the whole computer system for
carrying out or executing, already
stored program instructions. Its name
clearly shows that it controls and co-
ordinates computer components. It extracts instructions from memory and decodes and executes them. In fact it
regulates the flow of information through the processor. In short, it can be said, this component receives, decodes,
stores results and manages execution of data that flows through the CPU. Its communication with both arithmetic
unit and memory is inevitable.
Registers/The Memory Unit
Registers are temporary storage areas which are responsible for holding the data that is to be processed. They store
the instructions and data in a processor. This data is further used by Control Unit. There are some registers that are
set aside for specific tasks, these generally include a program counter, stack, and flags.

Display system - Cathode Ray Tube


The primary output device in a graphical system is the video monitor. The main element of a video
monitor is the Cathode Ray Tube (CRT), shown in the following illustration.
The operation of CRT is very simple −
 The electron gun emits a beam of electrons (cathode rays).
 The electron beam passes through focusing and deflection systems that direct it towards specified
positions on the phosphor-coated screen.
 When the beam hits the screen, the phosphor emits a small spot of light at each position contacted
by the electron beam.
 It redraws the picture by directing the electron beam back over the same screen points quickly.
There are two ways (Random scan and Raster scan) by which we can display an object on the screen.

Raster Scan
In a raster scan system, the electron beam is swept
across the screen, one row at a time from top to bottom.
As the electron beam moves across each row, the beam
intensity is turned on and off to create a pattern of
illuminated spots.

Picture definition is stored in memory area called


the Refresh Buffer or Frame Buffer. This memory
area holds the set of intensity values for all the screen
points. Stored intensity values are then retrieved from the refresh buffer and “painted” on the screen one
row (scan line) at a time as shown in the following illustration.

Each screen point is referred to as a pixel (picture element) or pel. At the end of each scan line, the
electron beam returns to the left side of the screen to begin displaying the next scan line.

Random Scan (Vector Scan)


In this technique, the electron beam is directed only to
the part of the screen where the picture is to be drawn
rather than scanning from left to right and top to bottom
as in raster scan. It is also called vector display,
stroke-writing display, or calligraphic display.
Picture definition is stored as a set of line-drawing
commands in an area of memory referred to as
the refresh display file. To display a specified picture,
the system cycles through the set of commands in the display file, drawing each component line in turn.
After all the line-drawing commands are processed, the system cycles back to the first line command in
the list.
Random-scan displays are designed to draw all the component lines of a picture 30 to 60 times each
second.

Application of Computer Graphics


Computer Graphics has numerous applications, some of which are listed below −

 Computer graphics user interfaces (GUIs) − A graphic, mouse-oriented paradigm which allows the user to
interact with a computer.
 Business presentation graphics − "A picture is worth a thousand words".
 Cartography − Drawing maps.
 Weather Maps − Real-time mapping, symbolic representations.
 Satellite Imaging − Geodesic images.
 Photo Enhancement − Sharpening blurred photos.
 Medical imaging − MRIs, CAT scans, etc. - Non-invasive internal examination.
 Engineering drawings − mechanical, electrical, civil, etc. - Replacing the blueprints of the past.
 Typography − The use of character images in publishing - replacing the hard type of the past.
 Architecture − Construction plans, exterior sketches - replacing the blueprints and hand drawings of the past.
 Art − Computers provide a new medium for artists.
 Training − Flight simulators, computer aided instruction, etc.

 Entertainment − Movies and games.

 Simulation and modeling − Replacing physical modeling and enactments

Difference between Raster Scan System and Random Scan System.

Raster Scan System Random Scan System


Resolution It has poor or less Resolution because picture It has High Resolution because it stores picture
definition is stored as a intensity value. definition as a set of line commands.
Electron- Electron Beam is directed from top to bottom and Electron Beam is directed to only that part of screen
Beam one row at a time on screen, but electron beam is where picture is required to be drawn, one line at a
directed to whole screen. time so also called Vector Display.
Cost It is less expensive than Random Scan System. It is Costlier than Raster Scan System.
Refresh Refresh rate is 60 to 80 frame per second. Refresh Rate depends on the number of lines to be
Rate displayed i.e 30 to 60 times per second.
Picture It Stores picture definition in Refresh Buffer also It Stores picture definition as a set of line commands
Definition called Frame Buffer. called Refresh Display File.
Line Zig – Zag line is produced because plotted value Smooth line is produced because directly the line path
Drawing are discrete. is followed by electron beam.
Realism in It contains shadow, advance shading and hidden It does not contain shadow and hidden surface
display surface technique so gives the realistic display of technique so it cannot give realistic display of scenes.
scenes.
Image It uses Pixels along scan lines for drawing an It is designed for line drawing applications and uses
Drawing image. various mathematical function to draw.
Two basic technique for producing colour displays with a CRT are :
Beam penetration method
Shadow mask method
Beam penetration method- Beam penetration method for display colour picture has been used
with RANDOM SCAN MONITERS. The layers of phosphorous usually red and green are coated onto
the inside of the CRT screen and the displayed color depends upon how far the electron beam
penetrates into the phosphorous layer. A beam of slow electron excites only the outer red layer. A beam
of very fast electron penetrates through the red layer and excites the green layer. At intermediate beam
speed combination of red and green light are emitted to show two additional colors orange and yellow.
It is an inexpensive way to produce color in RANDOM SCAN MONITORS.

Shadow Mask Colour Display


In Shadow Mask CRT tiny holes in a metal plate separate the
colored phosphors in the layer behind the front glass of the screen. The
holes are placed in a manner ensuring that electrons from each of the tube's
three cathode guns reach only the appropriately-colored phosphors on the
display.
All three beams pass through the same holes in the mask, but the
angle of approach is different for each gun. The spacing of the holes, the
spacing of the phosphors, and the placement of the guns is arranged so
that for example the blue gun only has an unobstructed path to blue
phosphors. The red, green, and blue phosphors for each pixel are generally
arranged in a triangular shape (sometimes called a "triad").
All early color televisions and the majority of computer monitors, past and present, use shadow mask
technology. Traditionally, shadow masks have been made of materials which temperature variations
cause to expand and contract to the point of affecting performance. The energy the shadow mask absorbs
from the electron gun in normal operation causes it to heat up and expand, which leads to blurred or
discolored (see doming) images. The invar shadow mask is composed of the nickel-iron alloy invar.
Therefore it expands and contracts much
less than other materials in response to
temperature changes. This property
allows displays made with this
technology to provide a clearer, more
accurate picture. It also reduces the
amount of long-term stress and damage
to the shadow mask that can result from
repeated expand/contract cycles, thus
increasing the display's life expectancy.
In other words, In Shadow Mask CRT,
before the stream of electrons produced
by the CRT's cathode reach the
phosphor coated faceplate, it encounters
the shadow mask, a sheet of metal etched with a pattern of holes.
The mask is positioned in the glass funnel of the CRT during manufacture and the phosphor is coated
onto the screen so that electrons coming from the red, green and blue gun positions only land on the
appropriate phosphor.
Stray electrons strike the shadow mask and are absorbed by it, generating a great deal of heat, which in
turn causes the metal to expand. To allow flatter CRTs to be made, the metal most commonly used now
for shadow masks is Invar, an alloy of iron and nickel. The metal has a low coefficient of expansion and
its name derives from the supposed invariability of its dimensions when heat is applied.
In reality, its dimensions are not completely invariable and the buildup of heat in a shadow mask can lead
to a form of distortion known as doming, where the centre of the mask bulges towards the faceplate
slightly.
An alternative to the shadow mask which is less prone to distortion, the aperture grille, was included as
part of the design of Trinitron CRTs by Sony in 1968 and Mitsubishi in its Diamondtron products in the
early 1990s.

Digitize
Digitize means to translate into a digital form. For example, optical scanners digitize images by
translating them into bit maps. It is also possible to digitize sound, video, and any type of movement. In
all these cases, digitization is performed by sampling at discrete intervals. To digitize sound, for example,
a device measures a sound wave's amplitude many times per second. These numeric values can then be
recorded digitally.

What is bitmap?
A bitmap is an image or shape of any kind-a picture, a text character, a photo-that's composed of a
collection of tiny individual dots. A wild landscape on your screen is a bitmapped graphic, or simply a
bitmap. Remember that whatever you see on the screen is composed of tiny dots called pixels. When you
make a big swipe across the screen in a paint program with your computerized "brush," all that really
happens is that you turn some of those pixels on and some off. You can then edit that bitmapped swipe
dot by dot; that is, you can change any of the pixels in the image. Bitmaps can be created by
a scanner, which converts drawings and photographs into electronic form, or by a human artist (like you)
working with a paint program.
A computer screen is made up of thousands of dots of light, called pixels (short for picture elements). A
single pixel is composed of up to three rays of light, red, blue, and green, blended into a single dot on-
screen. By combining these rays and changing their intensity, virtually any color can be displayed on-
screen. The number of bits required to display a single pixel onscreen varies by the total number of colors
a particular monitor can display. The larger the number of possible colors, the larger the number of bits'
required to describe the exact color needed. Regardless of the actual number of bits required, a bit map
is a series of these bits stored in memory, which form a pattern when read left to right, top to bottom.
When decoded by the computer and displayed as pixels on-screen, this pattern forms the image of a
picture.
The simplest bitmaps are monochrome, which have only one color against a background. For these, the
computer needs just a single bit of information for each pixel (remember, a bit is the smallest unit of data
the computer recognizes). One bit is all it takes to turn the dot off (black) or on (white). To produce the
image you see, the bits get "mapped" to the pixels on the screen in a pattern that displays the image.
In images containing more than black and white, you need more than one bit to specify the colors or
shades of gray of each dot in the image. Multicolor images are bitmaps also. An image that can have
many different colors or shades of gray is called a "deep bitmap," while a monochrome bitmap is known
as a "bilevel bitmap." The "depth" of a bitmap-how many colors or shades it can contain - has a huge
impact on how much memory and/or disk space the image consumes. A 256-color bitmap needs 8 times
as much information, and thus disk space and memory, as a monochrome bitmap.
The resolution of a bitmapped image depends on the application or scanner you use to create the image,
and the resolution setting you choose at the time. It's common to find bitmapped images with resolutions
of 72 dots per inch (dpi), 144 dpi, 300 dpi, or even 600 dpi. A bitmap's resolution is permanently fixed-
a bitmapped graphic created at 72 dpi will print at 72 dpi even on a 300 dpi printer such as the
LaserWriter. On the other hand, you can never exceed the resolution of your output device (the screen,
printer, or what have you); even though you scanned an image at 600 dpi, it still only prints at 300 dpi
on a LaserWriter, since that's the LaserWriter's top resolution.
You can contrast bitmapped images with vector or object-oriented images, in which the image is
represented by a mathematical description of the shapes involved. You can edit the shapes of an object
graphic, but not the individual dots. On the other hand, object-oriented graphics are always displayed or
printed at the maximum resolution of the output device. But keep in mind that an object-oriented graphic
is still displayed as a bitmap on the screen.
Bit-mapped fonts and bit-mapped graphics use pixels to form pictures or letters. However, because of
the number of bits required to encode a single pixel, bit-mapped fonts and graphics consume a great deal
of memory. In comparison, trying to create a perfect circle by coloring the squares on a piece of graph
paper demonstrates the problems inherent with this method of displaying text and graphics. Because a
computer screen is layed out in a grid of dots (pixels) like graph paper, a distortion will show up along
the angled and curved lines in an image. This distortion is called "jaggies" or "aliasing."

What is a pixel in Computer Graphics


A pixel (short for picture element, using the common abbreviation "pix" for "picture") is one of the many
tiny dots that make up the representation of a picture in a computer's memory. Each
such information element is not really a dot, nor a square, but an abstract sample.
With care, pixels in an image can be reproduced at any size without the appearance of visible dots or
squares; but in many contexts, they are reproduced as dots or squares and can be visibly distinct when
not fine enough. The intensity of each pixel is variable; in color systems, each pixel has typically three
or four dimensions of variability such as red, green and blue, or cyan, magenta, yellow and black.

Pixel Resolution
The term resolution is often used as a pixel count in digital imaging, even though American, Japanese,
and international standards specify that it should not be so
used, at least in the digital camera field. An image of N pixels
high by M pixels wide can have any resolution less than N
lines per picture height, or N TV lines. But when the pixel
counts are referred to as resolution, the convention is to
describe the pixel resolution with the set of two positive
integer numbers, where the first number is the number of pixel
columns (width) and the second is the number of pixel rows
(height), for example as 640 by 480.
Another popular convention is to cite resolution as the total
number of pixels in the image, typically given as number of
mega pixels, which can be calculated by multiplying pixel
columns by pixel rows and dividing by one million. Other
conventions include describing pixels per length unit or pixels
per area unit, such as pixels per inch or per square inch. None of these pixel resolutions are true
resolutions, but they are widely referred to as such; they serve as upper bounds on image resolution.
Below is an illustration of how the same image might appear at different pixel resolutions, if the pixels
were poorly rendered as sharp squares (normally, a smooth image reconstruction from pixels would be
preferred, but for illustration of pixels, the sharp squares make the point better).

Resolution in various media


DVDs have roughly 500 lines (or TV lines, or lines per picture height).
High definition television has 1,080 lines.
35mm movie film is scanned for release on DVD at 1080 or 2000 lines as of 2005.
35mm optical camera negative motion picture film can resolve up to 6,000 lines.
35mm projection positive motion picture film has about 2,000 lines which results from the analogue
printing from the camera negative of an inter positive, and possibly an inter negative, then a projection
positive.
Newer films are scanned at 4,000 lines, called 4K scanning, anticipating any advances in digital
projection or higher resolution in flat panel display.

What is Image Resolution?


Image resolution describes the detail an image holds. The term applies equally to digital images, film
images, and other types of images. Higher resolution means more image detail. Image resolution can be
measured in various ways. Basically, resolution quantifies how close lines can be to each other and still
be visibly resolved.

Resolution units can be tied to physical sizes (e.g. lines per mm, lines per inch) or to the overall size of a
picture (lines per picture height, also known simply as lines, or TV lines). Furthermore, line pairs are
often used instead of lines. A line pair is a pair of adjacent dark and light lines, while a line counts both
dark lines and light lines. A resolution of 10 lines per mm means 5 dark lines alternating with 5 light
lines, or 5 line pairs per mm. Photographic lens and film resolution are most often quoted in line pairs
per mm.

Image resolution on raster displays


A television or raster image display with 525 scan lines makes a picture with somewhat less than 525 TV
lines of resolution. The ratio of lines of resolution to the number of format lines in known as the Kell
factor, after Raymond D. Kell, who worked out details of visual resolution in scanned systems at RCA
in the 1930s.

32-bit colour
On a color monitor, each pixel has three dots arranged in a triad-red, green, and one blue dot. Each dot
can deal with a maximum of 8 bits, which makes a total of 24 bits per pixel. With the possibility of
combining the 256 levels of color in each of the three color dots, 24-bit color gives you the awesome
potential of 16.7 million colors on your screen (256 times 3). Many of these colors differ so slightly that
even the most acute observer couldn't tell the difference between them. Simply stated: 16 million colors
is more than enough. (How do you get black and white if there are three colored dots? If all dots are on,
the pixel is white; if all dots are off, the pixel is black.)
Now, you will often hear of 32-bit color, which there isn't, really. Those other 8 bits don't offer any extra
color, but they do offer the capacity for masking and channeling.

DPI
DPI resolution refers to the clarity of an image due to the number of dots of ink that make up a picture
that is printed on paper. The term DPI (dots per inch) is one measure of resolution. Properly used, DPI
refers only to the resolution of a printer, describing how many dots of ink will be physically applied to a
piece of paper per square inch.
Dots, Pixels, or Something Else?

Other initials you will encounter that refer to resolution are PPI (pixels per inch), SPI (samples per
inch), and LPI (lines per inch). While all of these acronyms describe resolution, they are all describing
resolution to specific items.

1. PPI (pixels per inch) describes the number of actual pixels per inch displayed on a desktop screen,
monitor, TV, etc.
2. SPI (samples per inch) refers specifically to the number of samples taken in one linear inch in a scanner.
3. LPI (lines per inch) describes the distance that printed lines (being made up of individual dots) are from
each other. This term used generally only used in commercial printing.

How Many Dots?

 Whether printed on paper or displayed on your computer screen, a picture is made up of tiny little dots.
 There are color dots and there are black dots. In black & white printing, the size and shape of the black
dots and how close or far apart they are printed creates the illusion of shades of gray.
 The more little dots that are used (up to a point) the clearer the picture.
 The more dots in a picture, the larger the size of the graphic file.
 Resolution is measured by the number of dots in a horizontal by vertical (or square) inch.
 Each type of display device (scanner, digital camera, printer, computer monitor) has a maximum number
of dots it can process and display no matter how many dots are in the picture.

Connect the Dots of Resolution

A 600 DPI laser printer can print up to 600 dots of picture information in an inch. The number of pixels
per inch displayed on a computer monitor can vary depending on the size of the display. Typically, 13-
inch displays have over 200 PPI.

When a picture has more dots than the display device can support, those dots are wasted. They increase
the file size but don't improve the printing or display of the picture, because the resolution is too high
for that device.
A photograph scanned at both 300 SPI and at 600 SPI will look the same printed on a 300 DPI laser
printer. The extra dots of information are "thrown out" by the printer but the 600 DPI picture will have
a larger file size on the computer that it is saved to.

When a picture has fewer dots than the display device can support, the picture will not be very clear or
sharp. If you print a 72 PPI picture to a 600 DPI printer, it won't usually look as good as it does on the
computer monitor. The printer doesn't have enough dots of information to create a clear, sharp image.
(However, today's inkjet home printers do a pretty decent job of making low-resolution images
look good enough much of the time.)

What is Refresh Rates


When choosing a monitor, one of the factors that the customer usually considers is the refresh rate. A
high refresh rate is important in providing a clear picture and avoiding eye fatigue.

What is a refresh rate and why is a monitor's refresh rate important?

An image appears on screen when electron beams strike the surface of the screen in a zig-zag pattern. A
refresh rate is the number of times a screen is redrawn in one second and is measured in Hertz (Hz).
Therefore, a monitor with a refresh rate of 85 Hz is redrawn 85 times per second. A monitor should be
"flicker-free meaning that the image is redrawn quickly enough so that the user cannot detect flicker, a
source of eye strain. Today, a refresh rate of 75 Hz or above is considered to be flicker-free

How are refresh rates calculated?


Factors in determining refresh rates
A refresh rate is dependent upon a monitor's horizontal scanning frequency and the number of horizontal
lines displayed. The horizontal scanning frequency is the number of times the electron beam sweeps one
line and returns to the beginning of the next in one second. Horizontal scanning frequency is measured
in kilohertz (kHz).A monitor with a horizontal scanning frequency of 110 kHz means 110,000 lines are
scanned per second.

The number of horizontal lines on the screen depends upon the monitor's resolution. If a monitor is set
to a resolution of 1024 x 768 then there are 768 horizontal lines (1024 is the number of pixels on one
line). For a monitor set to a 1280 x 1024 resolution, there are 1024 horizontal lines.
Additionally, the time it takes for the electron beam to return to the top of the screen and begin scanning
again must be taken into account. This is roughly 5% of the time it takes to scan the entire screen.
Therefore, the total is multiplied by 0.95 to calculate the maximum refresh rate.

Interlacing
Early monitor design were based on TV standards, in which alternate rows of pixels are scanned in turn.
This is acceptable in moving images but results in screen flicker in static image. Non-interlaced displays
are normally used in the graphic arts, although, in some systems, the higher refresh rates and addressable
resolutions are achieved by interlacing the display.
Since, a color monitor is an analog device, the colours it can display very continuously between the
minimum and the maximum luminance levels for each color. The constrain on address ability and color
depth are the limitations of the graphics board and the driver software responsible for converting the
digital image to analog voltages, rather than the monitor itself. A good graphics board will utilize the
monitor to the best effect, speeding up screen redraws and enabling more accurate color judgments to be
made.

Storage device
Alternatively referred to as digital storage, storage, storage media, or storage medium, a storage
device is any hardware capable of holding information either temporarily or permanently.
There are two types of storage devices used with computers: a primary storage device, such as
RAM, and a secondary storage device, like a hard drive. Secondary storage can be removable, internal,
or external.

Magnetic storage devices

Today, magnetic storage is one of the most common types of storage used with computers. This
technology found mostly on extremely large HDDs or hybrid hard drives.

 Floppy diskette
 Hard drive
 Magnetic strip
 SuperDisk
 Tape cassette
 Zip diskette
 CD-ROM

Optical storage devices

Another common storage is optical storage, which uses lasers and lights as its method of reading and
writing data.

 Blu-ray disc
 CD-ROM disc
 CD-R and CD-RW disc.
 DVD-R, DVD+R, DVD-RW, and DVD+RW disc.

Flash memory devices

Flash memory has replaced most magnetic and optical media as it becomes cheaper because it is the more
efficient and reliable solution.

 USB flash drive, jump drive, or thumb drive.


 CF (CompactFlash)
 Memory card
 MMC
 NVMe
 SDHC Card
 Smart Media Card
 Sony Memory Stick
 SD card
 SSD
 xD-Picture Card

Online and cloud

Storing data online and in cloud storage is becoming popular as people need to access their data from
more than one device.

 Cloud storage
 Network media

Paper storage

Early computers had no method of using any of the above technologies for storing information and had
to rely on paper. Today, these forms of storage are rarely used or found.

 OMR
 Punch card

Why is storage needed in a computer?


Without a storage device, a computer cannot save or remember any settings or information and would
be considered a dumb terminal.
Although a computer can run with no storage device, it would only be able to view information unless
it was connected to another computer that had storage capabilities. Even a task such as browsing the
Internet requires information to be stored on your computer.

For further study; - https://www.computerhope.com/jargon/s/stordevi.htm

What storage device has the largest capacity?


For most computers, the largest storage device is the hard drive or SSD. However, networked
computers may also have access to larger storage with large tape drives, cloud computing, or NAS
devices. Below is a list of storage devices from the smallest capacity to the largest capacity.
Note: Many storage devices have been available in many different capacities. For example, over
the evolution of the hard drive, there have been drives that range from the first hard drive of 5 MB to
hard drives today that are several terabytes in size. Therefore, the below list is only meant to give a
general understanding of the size differences between each storage devices today and is not an exact list.
For example, the earliest hard drives are smaller than a CD.
1. Punch card
2. Floppy diskette
3. Zip disk
4. CD
5. DVD
6. Blu-ray disc
7. Flash jump drive
8. Hard drive / SSD
9. Tape drive
10. NAS / Cloud Storage

What is the latest storage device?


One of the most recent storage device technologies to be introduced is NVMe with SSDs and cloud
storage also being a recently developed storage devices. Also, older technologies like hard disk drives
and tape drives are always developing new techniques to allow for the devices to store more data.

Question bank
1. Draw the block diagram of digital work for system and explain the function of each individual
system?
2. Draw the diagram of desktop processor and show the various elements
3. What are the basic functions microprocessor?
4. What are the raster scan and random scan display system?
5. What is pixel and resolution?
6. Explain the working principle of various storage systems
7. What are the performance criteria of various storage?

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