Merge pull request #32 from thp/milliseconds
Fix time unit: Milliseconds instead of microseconds
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67ef5ef0ba
1 changed files with 6 additions and 6 deletions
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@ -878,8 +878,8 @@ the PC must be completely refreshed about once every four milliseconds
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in order to ensure the integrity of the data it stores. Obviously, it's
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highly desirable that the memory in the PC retain the correct data
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indefinitely, so each DRAM chip in the PC *must* always be refreshed
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within 4 µs of the last refresh. Since there's no guarantee that a given
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program will access each and every DRAM block once every 4 µs, the PC
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within 4 ms of the last refresh. Since there's no guarantee that a given
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program will access each and every DRAM block once every 4 ms, the PC
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contains special circuitry and programming for providing DRAM refresh.
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#### How DRAM Refresh Works in the PC
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@ -900,8 +900,8 @@ purpose of refreshing the DRAM; the data that is read isn't used.)
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The 256 addresses accessed by the refresh DMA accesses are arranged so
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that taken together they properly refresh all the memory in the PC. By
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accessing one of the 256 addresses every 15.08 µs, all of the PC's DRAM
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is refreshed in 256 x 15.08 µs, or 3.86 µs, which is just about the
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desired 4 µs time I mentioned earlier. (Only the first 640K of memory is
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is refreshed in 256 x 15.08 µs, or 3.86 ms, which is just about the
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desired 4 ms time I mentioned earlier. (Only the first 640K of memory is
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refreshed in the PC; video adapters and other adapters above 640K
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containing memory that requires refreshing must provide their own DRAM
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refresh in pre-AT systems.)
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@ -1223,7 +1223,7 @@ display, and even with the display adapter cycle-eater it just doesn't
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take that long to manipulate 4,000 bytes. Even if the display adapter
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cycle-eater were to cause the 8088 to take as much as 5µs per display
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memory access—more than five times normal—it would still take only
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4,000x 2x 5µs, or 40 µs, to read and write every byte of display memory.
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4,000x 2x 5µs, or 40 ms, to read and write every byte of display memory.
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That's a lot of time as measured in 8088 cycles, but it's less than the
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blink of an eye in human time, and video performance only matters in
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human time. After all, the whole point of drawing graphics is to convey
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@ -1261,7 +1261,7 @@ seriously impact code performance, even as measured in human time.
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For example, if we assume the same 5 µs per display memory access for
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the EGA's high-resolution graphics mode that we assumed for text mode,
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it would take 26,000 x 2 x 5 µs, or 260 µs, to scroll the screen once in
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it would take 26,000 x 2 x 5 µs, or 260 ms, to scroll the screen once in
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the EGA's high-resolution graphics mode, mode 10H. That's more than
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one-quarter of a second—noticeable by human standards, an eternity by
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computer standards.
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