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In the handheld computers we study, the Intel StrongARM SA-1110
system-on-chip (SOC) is used. It has an integrated LCD controller
(LCDC). A framebuffer is implemented in off-chip memory (main
memory) to store pixel data for a full screen. Whenever there is a
screen change, the processor generates new data for the changing
screen pixels and stores them into the framebuffer. This implies a
higher energy consumption with increased temporal changes in the
screen. Meanwhile, to maintain a screen on the LCD, the LCDC must
sequentially read screen data from the framebuffer and refresh the
LCD pixels even when there is no screen change. This in turn
implies a higher energy consumption with increased spatial changes
in the screen. The on-chip system bus and off-chip data buses also
consume energy for data transfers. For other handheld computers,
details may vary but the fundamental organization and operating
principles are similar.
The display itself consists of several parts: LCD power circuitry,
a front light, and an LCD. The LCDs used in the systems we
studied are color active thin film transistor (TFT) LCDs. In such
LCDs, each pixel has three components: R, G and B, signifying red,
green and blue, respectively. Liquid crystals for each component
are independently oriented by two polarizers, which are connected
to a storage capacitor. The capacitor is in turn charged and
discharged through a TFT to accommodate screen changes. Moreover,
the capacitor must be refreshed at a high rate to maintain an
appropriate voltage across the polarizers so that the
corresponding liquid crystals remain properly oriented.
The hardware perspective is summarized in Figure 1.
Figure 1:
A hardware perspective for GUI energy consumption.
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Next: Software
Up: GUI energy consumption
Previous: GUI energy consumption
Lin Zhong
2003-10-13