Sharp Input Devices Driver



These devices are all classed as input devices. Input Interfacing Circuits. The simplest and most common type of input interfacing device is the push button switch. Mechanical ON-OFF toggle switches, push-button switches, rocker switches, key switches and reed switches, etc. Are all popular as input devices because of their low cost and easy of. CX725 Series Workgroup-level performance. Features of more costly devices. The Lexmark CX725 Series offers workgroup-level performance, advanced scanning, a hard drive with OCR configuration, plus support for up to 2300 pages of configurable input capacity.

Sharp input devices driver updater

Spinners and Trackballs appear on the control panels of many arcade classics. Lightguns were common accessories for both arcade and console games. Although RetroPie is often able to accommodate the use of a joystick instead, many popular titles are best played with their native controls.

Spinners, Trackballs, and Lightguns are often described together because they are seen as mouse devices by the operating system. Spinners operate by rotating a spindle which turns an encoder wheel. Optical sensors detect the movement of the encoder wheel and forward the speed and rotational direction to the arcade game. Trackballs are essentially the same but they have two spindles oriented perpendicular to one another. By rolling a ball that is in direct contact with the spindles, trackballs can provide two-dimensional input like a mouse. In this respect, a spinner is also like a mouse that only moves in a straight line (left/right or up/down).

Because mouse input is ubiquitous on modern computers, spinners and trackballs translate nicely to emulators that can accept input from a mouse. For trackballs, the input is practically identical to a mouse. Spinners can also be setup like a mouse with separate X and Y tracking (like an Etch-a-Sketch).

Adding a USB mouse to a Raspberry Pi is trivial. Attaching a trackball or spinners requires a USB interface. Fortunately, arcade hardware is available that will work, and often comes with (or is compatible with) a USB interface. There are several options available from Ultimarc, Groovy Game Gear, Happ, and others. The key to making this hardware work on the Raspberry Pi is to ensure that the interface behaves like a USB mouse.

Testing Mouse Inputs in Linux

A convenient hardware test is to simply boot the Pi to a desktop and see if you can move the cursor with your trackball or spinner. This can also help you troubleshoot the connections for X and Y inputs. If you have movement, you should be able to configure MAME to use it.

Another test can be performed at the command prompt. Type:cat /dev/input/mice and press enter. Now, rotate your spinner or move your trackball. It should produce characters on the screen and move the cursor from side to side on the line. Depending on other devices you have attached, Linux might see more than one USB mouse at the same time. You can determine which one is your spinner or trackball by trying each device individually using cat /dev/input/mouse0 or cat /dev/input/mouse1 and so on.

Configuring RetroArch emulators for mouse-like device use

Input Drivers: As of September 2017, there is only one RetroArch input driver for Linux with support for multi-mouse: udev.

Determining mice index numbers

  • Make sure that your RetroArch input driver is set to udev
  • Start a RetroArch emulator with the option --verbose to generate a detailed log. Verbose mode is selected via the runcommand
  • The resulting log is saved to /dev/shm/runcommand.log

There should be a section of the log similar to this:

Interpretation: Please disregard any devices listed for the legacy interfaces /dev/input/mouse* and /dev/input/js*. Look instead for the /dev/input/event* indexes. In this example, there are two lightgun devices attached, along with a keyboard-style arcade control panel. To use both lightguns, the correct mouse indexes to use would be 0 and 2.

Beware: The index of a specific device may change depending on what device you have attached to which port. For example, if you boot with an external mouse, it might be detected by udev as event0 and your spinner as event1, but if you boot the same system without the external mouse attached, everything might ratchet down (spinner becomes event0).

Setting mouse indexes via the RetroArch GUI

For each user and mouse you wish to configure, visit the corresponding RetroArch user 'binds' screen and set Mouse Index to match the indexes discovered earlier.

Setting mouse indexes via retroarch.cfg

As an alternative to using the RetroArch GUI to set the mouse indexes, you can map mice to users via the retroarch.cfg in this format: input_player1_mouse_index = '0'

Not all emulators support mouse input. Fortunately, software evolves as developers add more functionality. The two MAME emulators that offer the best mouse support for arcade games in RetroPie are lr-mame2003 and AdvanceMAME.

As of August 4, 2016, mame2003-libretro has been capable of trackball and spinner support. Following the steps above for RetroArch mouse support, it is even possible to adjust the mouse index to get multiple mouse devices working for different players. Index settings may be necessary even for single player functionality, depending on the mouse devices detected on your system. Once configured, the Player 1 DIAL control (spinner, steering, etc.) receives input from the X-axis of the mouse device, and TRACKBALL inputs come from both X and Y. For two-player spinner control where the spinners share a single mouse device (together comprising both X and Y axes), an additional core option allows you to split the player 1 mouse device into two players.

If your spinner rotates in the wrong direction (e.g. happens with Spintrak with own dedicated USB interface) you need to enter the Mame menu (thru TAB on your keyboard) and reverse the direction in the Analog input options.

If you enable a core option (described here), it is possible to share the mouse input to effectively copy the Y axis to the Player 2 DIAL control. This makes sense, as most interfaces are for either trackballs or two spinners.

This flexibility is sufficient for most games, but there are exceptions on complex control panels. If you need to map multiple trackballs, or your Player 1 and Player 2 spinners are on different mouse inputs, you will need to assign the indices accordingly following the details above or use AdvanceMAME to map your devices to the proper controls.

AdvanceMAME offers the most versatility when it comes to trackball and spinner controls. Using the configuration file, You can exert very granular control to override the setup for specific games, or just configure your default settings for all games. This section describes important configuration steps necessary to enable mouse inputs in AdvanceMAME. Unfortunately AdvanceMAME does not support absolute pointing devices such as used in many light guns (e.g. the mayflash dolphin bar).

AdvanceMAME Mouse Input Testing

If you were successful with the Linux tests above, you might be able to skip this step, as the configuration below is flexible enough for most situations. However, if you plan to configure multiple input devices, it can be helpful to know how AdvanceMAME will see them. Like the Linux test above, AdvanceMAME has its own mouse testing command that allows you to see which mouse is controlling which axis. At a command prompt, type this: /opt/retropie/emulators/advmame-1.4/bin/advm and press ENTER. You will see output like this:

In this example AdvanceMAME is detecting two mice, (mouse 0 and mouse 1) each with three axes (x,y,z) and three buttons. As you move your mouse controls you will see rows appear:

You can press CONTROL-C to exit the test. In this example, moving the second spinner is being picked up as mouse 1, y-axis. No movement is registered as 0 input, while movement in one direction or another will show up as positive and negative numbers. This type of feedback can be very handy, as it tells you the index number and the axis of a specific controller from MAME's perspective. Just keep in mind, if you attach another external mouse later, it might change which mouse is detected as mouse 0, etc., and your configurations below may need to be adjusted.

Configuring RAW, PS2 for all possible mouse inputs

Beware: The index of a specific device may change depending on what device you have attached to which port. For example, if you boot with an external mouse, it might be detected by udev as event0 and your spinner as event1, but if you boot the same system without the external mouse attached, everything might ratchet down (spinner becomes event0). As long as you aren't changing your hardware configuration everything should stay where it is, but if you routinely connect an external mouse to troubleshoot or launch the desktop, this can be frustrating. We can overcome it by mapping multiple inputs together in AdvanceMAME or by using a persistent device path, both methods shown below.

To overcome the problem with an inconsistent device index, you can use the /dev/input/by-id/ device symlinks set for each /dev/input/mouse<X> device file. For instance, given the mouse device /dev/input/mouse1, find out the correspoding symlink by running:

Look for the line containing the /dev/input/by-id symlink:

You can then can substitute /dev/input/mouse1 with /dev/input/by-id/usb-1241_1111-mouse in AdvanceMAME's configuration file wherever you need to set the mouse device path.
Depending on the device type and vendor/model, the will be different than in the example above.

For starters, we need to enable all possible mouse inputs in the configuration file (we will edit the configuration for AdvanceMAME 1.4, but if you use multiple versions of AdvanceMAME, you need to make edits in each respective config).

Find these lines in /opt/retropie/configs/mame-advancemame/advmame-1.4.rc and update them as shown:

This establishes 4 different mouse inputs which is probably more than most people will need.

Mapping Specific Controls

The following configurations can depend on your hardware setup. You can make adjustments as needed, especially if you have multiple inputs you are trying to configure. Note that you cannot make the mapping selections inside the MAME GUI. Even a properly configured mouse input may not look correct inside the MAME menus even though it works. To setup the proper mapping, you need to edit the configuration again in /opt/retropie/configs/mame-advancemame/advmame-1.4.rc.

Trackball

Since most trackball games will be emulated in AdvanceMAME using Player1, configure these lines as follows:

This tells MAME to map the Player 1 Trackball to the X and Y inputs for all four of our possible mouse inputs. We are covering all possibilities here so if the mouse indexes change (maybe you boot up with an external mouse attached and next time you don't) it won't affect the gameplay. Basicially, all attached mouse inputs will map to the game input.

Spinner

One spinner will send input on either X or Y for a given mouse. Assuming you have yours connected to the X axis of your interface, configure this line:

Here again, we are covering the possibilities. No matter how Linux and MAME are indexing your mouse devices, the x-axis of all four should map to the game.

If it doesn't work, and you know you have functioning inputs (see tests above) you might have your spinner on the y-axis. You could switch the hardware connection or change the input map toinput_map[p1_dialx] mouse[0,y] mouse[1,y] mouse[2,y] mouse[3,y]

You might also find that your spinner rotates in the wrong direction. You can fix that too with a minus sign as follows:input_map[p1_trackballx] -mouse[0,x] -mouse[1,x] -mouse[2,x] -mouse[3,x]

There are many possibile combinations if you have more than one input device. Here's an example for two spinners, both connected to the same USB interface, but the Player 2 spins backwards. So. . .

Notice that from MAME's perspective, both DIAL inputs use the x-axis, but we are using two spinners on the same USB interface, so player 1 of our 'mouse0' is x and player 2 is on y. As you can see, AdvanceMAME can handle this easily. Also note that we are not mapping mouse1, 2, 3. On this arcade cabinet we have a dedicated trackball on mouse1 and we don't want people to be able to interfere with our game if they touch the trackball while the spinners are in use.

Other Considerations

Sometimes, a game doesn't use the DIAL input. It uses Paddle. It can be convenient map inputs for the paddle device just in case:

input_map[p1_paddlex] mouse[0,x] mouse[1,x] mouse[2,x] mouse[3,x]

It is also possible to configure controls for certain games only. While this is not generally necessary, you do have the option to override defaults you might have configured above by specifying a ROM/ at the beginning of an input line. For example, if Tempest worked just like every other game but for some reason, just that game has the spinner working backwards, you could specify an additional input for that game only:

tempest/input_map[p1_trackballx] -mouse[0,x] -mouse[1,x] -mouse[2,x] -mouse[3,x]

Sensitivity

Each game may require adjustments to the sensitivity. This too can be configured in the .rc file, but it is easier to adjust this within the MAME GUI. Bring up the menu in AdvanceMAME and adjust the analog inputs and test as needed. The results will be saved into the .rc file when you exit.

Poll Rate

Some spinner hardware is designed with high precision. The encoder + optical sensors are capable of extreme sensitivity. However, this can work against you if Linux is not observing the mouse interface fast enough. It can cause a strange negative effect called 'backspin'. If you have ever watched an old western movie and noticed how a fast turning wagon wheel can appear to spin backwards--that's the same effect caused by a low frame rate during filming. It can be very frustrating to give a quick spin in Tempest only to watch it move backwards in the game until it slows down. One way to overcome this is to tell Linux to increase the poll rate of the mouse interface. You need to edit your /boot/cmdline.txt by appending usbhid.mousepoll=2 to increase the mouse poll rate.

Driving Games

Don't just limit your spinners to traditional titles. You might not have considered the fact that steering wheels are just big spinners. Driving games like Pole Position are perfectly suited for spinners.

Unmapping Joysticks

Once you have your spinners working, you might want to remove the joystick controls for some games. MAME pre-configures joystick inputs in lieu of analog controls for some games to make them playable by users without a spinner/trackball. You could ignore this, but it can be annoying if you bump the joystick or if an observer accidentally touches it and affects your game. Simply go into the MAME GUI menu and edit controls for 'this game' and remove the joystick inputs.

  • Monitor Basics in Plain English

A close look at the video input interfaces used in LCD monitors. With the emergence of a new generation of interfaces, growing numbers of LCD monitors feature multiple and different interfaces. Image quality and ease of use are likely to depend on how well the user knows and uses the unique characteristics of each interface when connecting the appropriate devices.

Note: Below is the translation from the Japanese of the 'IT Media LCD Display Course II, Part 2,' published on December 16, 2008. Copyright 2011 ITmedia Inc. Information about Mini DisplayPort was added to the English translation.

LCD monitors feature a wide range of video input interfaces

Driven by demand for higher-resolution monitor environments and the proliferation of high-definition devices, the types of video input interfaces ('interfaces' hereinafter) found in LCD monitors continue to proliferate. More than likely, significant numbers of users encountering LCD monitors incorporating multiple input systems have wondered what to connect to which terminal. In this article, we'll discuss, one by one, the main interfaces used today. But first, let's give an overview of the types of interfaces available.

Input terminals of the FlexScan EV3237 monitor

The interfaces for LCD monitors designed for use with PCs can be grouped into two categories: analog interfaces, carryovers from the days of CRT monitors, and the digital interfaces developed more recently. An analog interface involves the additional steps of conversion of digital signals within the PC to analog signals for output and the conversion of these analog signals back into digital form by the LCD monitor receiving the signal. This series of actions can degrade image quality. (Image quality also depends on the quality of the route used in converting from analog to digital.) A digital interface offers superior image quality, since it transmits digital signals without conversion or modification.

LCD-monitor interfaces also can be grouped by differences in the devices connected. Major categories here are inputs from PCs and inputs from audio-video (AV) devices. PC input generally involves one of the following five interface types: D-Sub for analog connections; DVI-D for digital connections; DVI-I, which is compatible with both analog and digital connections; and HDMI and DisplayPort, representing the new generation of interfaces for digital connections. Other more recent adapters input and output PC RGB signals and LCD monitors using USB as a video input interface.

The main AV input interfaces are composite video, S-Video, component video, D1 – 5, and HDMI. All of these other than the new HDMI standard use analog connections. As with PC input, a digital HDMI connection generally provides better image quality for AV input than the various analog connection interfaces.

It's worth noting that while HDMI was designed for use with AV input and output, the standard also supports PC input and output. LCD monitors incorporating HDMI ports include some that support PC input officially and others that—whether or not they can display PC input—do not support PC input officially.

D-Sub and DVI: standard interfaces for PC use

D-Sub and DVI are the current standard interfaces in PC environments.

Known officially as D-Sub miniature, D-Sub is not exclusive to display use. It's also used for serial-port, parallel-port, SCSI, and other connectors, with the number of connector pins depending on the purpose of use. However, these connector standards are rarely if ever found in PCs now for general-purpose personal use, most such applications having migrated to USB.

When used as a monitor interface, a D-Sub port is also known as a VGA port, an analog connection standard that's been around for some time. The connector is a DE-15 connector with 15 pins in three rows, often referred to as a 'mini-D-Sub 15-pin' or 'D-Sub 15-pin' connector. (Some connectors omit unused pins.) D-Sub is currently the most widely used monitor interface, compatible with very large numbers of PCs and LCD monitors.

A D-Sub female connector (photo at left) installed on the monitor side and a D-Sub male connector (center photo) on the cable side. A D-Sub cable features a screw on each end of the connector that can be turned by hand to prevent unintended disconnection (photo at right).

The Digital Visual Interface (DVI) standard uses one of three types of connectors: DVI-D for digital connection; DVI-A for analog connection; and DVI-I, compatible with both digital and analog connections. The DVI-A connector for analog use is not in general use and can be disregarded when choosing monitor products.

Keep in mind that there are two types of mainstream DVI-D digital connections: single link and dual link. For a single-link DVI-D connection, the maximum resolution that can be displayed is 1920 × 1200 pixels (WUXGA). Higher resolutions (such as 2560 × 1600 pixels) require a dual-link DVI-D connection providing double the bandwidth of a single-link DVI-D (7.4 Gb/second or higher). To use a dual-link DVI-D connection, the DVI-D input on the LCD monitor side, the DVI-D output on the PC side, and the DVI-D cable must all be compatible with the dual-link DVI-D standard.

DVI-I, the other DVI standard, can be used with both digital and analog connections, depending on the monitor cable used. Since a DVI-I analog signal is compatible with the D-Sub standard, an analog connection can be formed by using a monitor cable with a D-Sub connector on one end and a DVI-I connector on the other. Depending on the cable and the connectors on the PC side and on the LCD-monitor side, it may also be possible to use an adapter for connecting a DVI-I connector with a D-Sub connector.

A DVI-D female connector installed on the monitor side (photo at left) and a DVI-D single-link (18-pin) male connector installed on the cable (center photo). As with D-Sub cables, a DVI-D cable can be secured into place by turning the screws on either end of the connector (photo at right).
Pin layouts identify the DVI connector type. At left is a DVI-D dual-link (24-pin) connector; at right is a DVI-A (17-pin) connector.
At left is a DVI-I single-link (23-pin) connector; at right is a DVI-I dual-link (29-pin) connector.

Monitor cables with DVI-I connectors on both ends were available at one time. These are rare today, since this configuration made it difficult to determine whether the connection was digital or analog and generated frequent connection issues. Having DVI-I connectors on both the PC side and the LCD monitor side can lead to confusion. In such cases, the ideal configuration is a digital connection made with a DVI-D cable.

Devices

Three examples of a new generation of digital interfaces

As the latest digital interfaces, the High-Definition Multimedia Interface (HDMI), DisplayPort, and Mini DisplayPort have attracted considerable attention. All standards offer the capacity to transfer both audio and video signals digitally using a single cable; all offer easy cable attachment and removal.

The shapes of HDMI, DisplayPort, and Mini DisplayPort connectors resemble that of a USB series-A connector (on the side of the USB host, such as a PC). The connectors lack screws, allowing the cables to be readily inserted and removed. (The disadvantage: This makes it easier to dislodge a cable connection if a hand or foot catches on the cable.)

At left is an HDMI (type A) female connector; in the middle is a DisplayPort female connector; at right is a Mini DisplayPort female connector. The HDMI connector has 19 pins. The DisplayPort and Mini DisplayPort connectors have 20 pins and an asymmetrical (left to right) connector. (The HDMI standard also defines a 29-pin type-B connector compatible with resolutions exceeding 1080p.)

The HDMI, DisplayPort, and Mini DisplayPort standards also are compatible with the High-Bandwidth Digital Content Protection System (HDCP). A technology intended to protect copyright on digital content, HDCP allows authorization of both output and input devices before video is displayed.

Another feature is that HDMI, DisplayPort, and Mini DisplayPort video signals can be converted back and forth with the DVI-D standard, a PC digital interface. Using the appropriate conversion adapter or cable, we can output video from a DVI-D, HDMI, DisplayPort, and Mini DisplayPort connector and input to any of these options. Currently, however, this implementation appears to be imperfect: In certain cases, input and output devices are not completely compatible (i.e., video does not display).

While HDMI, DisplayPort, and Mini DisplayPort each can transmit both audio and video using a single cable, DVI-D can transmit only video and requires separate input/output ports and cables for audio. For this reason, when converting between the DVI-D and HDMI, DisplayPort or Mini DisplayPort standards, only video can be transmitted over a single cable. (Some products can transmit audio from the DVI side via a conversion adapter.)

Let's look at a more detailed look at HDMI and DisplayPort technologies.

HDMI, a new standard in digital interfaces compatible with high-definition video

Now a standard interface for devices (primarily televisions and recorders), HDMI was established in December 2002 by Sony, Toshiba, Thomson Multimedia, Panasonic (formerly Matsushita), Hitachi, and Philips, led by Silicon Image. HDMI video signals are based on the DVI-D standard, a digital RGB interface used in PCs, to which audio transmission and digital rights management (DRM) functions were added. HDMI was intended mainly for use as a digital video and audio interface for home electronics and AV equipment.

An HDMI (type-A) female connector (photo at left) and male connector (center photo). The compact HDMI cable is easily connected and disconnected, just like a USB cable (photo at right). HDMI cables come in two types: Standard (category 1), denoting those that have passed 74.25 MHz in transmission-speed tests, and High Speed (category 2), denoting those certified for 340 MHz. A High Speed cable is recommended when using high-definition signals such as 1440p.

In discussions about HDMI, the subject of functional differences between versions of the HDMI standard is unavoidable. The table below summarizes the major differences. There are significant differences in functions implemented between HDMI versions through version 1.2a and HDMI versions 1.3 and above.

Since HDMI versions are backward compatible, we can still input and output video and audio if the output side is compatible with version 1.3 or above and the input side with version 1.2a or below. However, if the output device uses functions implemented in version 1.3 or higher, these functions will be canceled on input devices that comply with version 1.2a or earlier.

Incidentally, while HDMI 1.3 incorporates standards such as the wide color-gamut standard xvYCC and Deep Color, which can handle color data at greater than 24 bits, these specifications are elective. A version number such as 1.3 is merely the number of the applicable technical specifications; manufacturers can choose what functions to include, depending on the specific product. For this reason, even a product advertised as HDMI 1.3a compliant may not feature all of the functions supported by HDMI 1.3a.

Click to enlarge
  1. 1 Consumer Electronics Control (CEC): A signal used for control functions between devices connected by HDMI; used in technologies such as Sharp's Aquos Familink , Toshiba's Regzalink, and Panasonic's Viera Link.
  2. 2 Lip Sync: A function that automatically synchronizes audio and video signals.

DisplayPort, the newest interface and a competitor for HDMI as a successor to DVI

Formally approved in May 2006, the DisplayPort standard is a new standard released in May 2005 by the Video Electronics Standards Association (VESA) of the United States, an industry organization that establishes standards for PC-related interfaces. As a video interface promoted by VESA, a constituency composed mainly of PC and monitor makers, it is designed to succeed the DVI and D-Sub standards as a PC interface. However, there's no reason it can't also be used in AV equipment.

DisplayPort female (photo at left) and male (center photo) connectors. Although a DisplayPort cable resembles an HDMI cable, it has two hooks at the top of the connector to make it harder to disconnect accidentally (photo at right).

With a maximum transmission speed of 10.8 Gbps, compatibility with resolutions of up to 2560 × 2048 pixels or higher, color depth of 48 bits (16 bits per RGB color), and a maximum refresh rate of 120 Hz (120 fps), its basic video interface specs are close to those of HDMI. However, unlike HDMI, which transmits data for RGB video signals and clock signals separately, it sends all video and audio to the destination device through a serial connection, split into micro-packets called transfer units.

Since DisplayPort is a serial interface like PCI Express that generates a clock from the data instead of using external clock signals, data transmission speeds and functionality are easily improved. In addition, since DisplayPort employs a configuration wherein the LCD monitor is operated directly, it makes it possible to reduce the numbers of components. Another benefit is its ability to transmit signals over distances of up to 15 meters.

In the DisplayPort standard, the output side is defined as the source device and the input side as the sync device. V-gear talkcam pro driver download. Under this configuration, the source and sync devices communicate with each other, making it possible to automatically adjust transmission to the optimal resolution, color depth, and refresh rate. Audio and video data can be transmitted through a combination of single, double, or quadruple channels called lanes, and two data rates (1.62 Gbps and 2.7 Gbps). The minimum configuration is a single lane at 1.62 Gbps; the maximum is four lanes at 2.7 Gbps each for a total of 10.8 Gbps.

The audio formats supported and other attributes are important elements of sync devices. For audio, compatibility with 16-bit linear PCM (32/44.1/48 kHz) is required. Other formats are optional. Still, the standard is compatible with formats up to high-definition audio such as Dolby TrueHD and DTS HD. For color information, compatibility with RGB, YCbCr (4:2:2), and YCbCr (4:4:4) is a requirement.

Eizo's 31.1-inch wide-screen LCD monitor ColorEdge CG3184-K, with built-in DisplayPorts
Column: Licensing fees: One more difference between HDMI and DisplayPort

One major difference apparent when we compare HDMI and DisplayPort is the presence or absence of licensing fees. Implementing HDMI in a product requires manufacturers to pay a licensing fee of $10,000/year, while HDCP implementation requires a separate licensing fee of $15,000/year. Wm320 wireless data device port devices driver windows 10. These licensing fees entail significant costs for manufacturers. When product pricing reflects these costs, they can impact ordinary users to a greater or lesser degree. A more familiar example is the HDMI cable, which is also subject to a licensing fee, making it more expensive than other AV cables. (Note that the licensing fee is not the sole cause of higher prices; quality requirements and other factors also drive up prices.)

DisplayPort requires no licensing fees other than that for HDCP, making it more attractive and easier for manufacturers to adopt. Progress in mass production will likely lead to price advantages for ordinary users as well. Still, HDMI is clearly the current mainstream digital interface for products like AV equipment and videogame consoles. DisplayPort, even if standardized under the leadership of PC makers, is unlikely to take its place. With growing support for DisplayPort among vendors of graphics chips for use in PC environments and growing numbers of compatible products, including the MacBook, use of DisplayPort is projected to expand.

D-Terminal and component video, analog video interfaces compatible with high-definition video

Let's discuss video input interfaces, starting with the D-Terminal and component video standards. The video signals themselves are identical for both of these. The video signal is composed of the following three signal types: the Y brightness/synchronization signal; the Pb (Cb) signal for the difference between blue and Y; and the Pr (Cr) signal carrying the difference between red and Y. Altogether, these are referred to as a component video signal. A characteristic of this technology is its ability to input and output high-quality analog video signals by omitting the process of video-signal separation and combination.

Component video inputs video signals using three cables

A component video port has separate connectors for each of the three video-signal types: A green connector for the Y signal, a blue connector for the Pb (Cb) signal, and a red connector for the Pr (Cr) signal. In most cases, the compatible video formats are 480i, 480p, 720p, and 1080i, with connectors labeled Y, Cb, and Cr compatible with 480i video and connectors labeled Y, Pb, and Pr with higher-quality video formats.

While component video ports offer higher quality and greater benefits than most other types of analog video input, they also entail inconveniences, including more troublesome connections (since they use three connectors) and greater space requirements on devices equipped with such ports. Additionally, they are incapable of transmitting control signals. In Japan, the D-Terminal standard, formulated by the Japan Electronics and Information Technology Industries Association (JEITA, known at the time as the Electronic Industry Association of Japan, or EIAJ), which features its own improvements on these points, has entered widespread use.

A D-Terminal connector combines the three types of component video signals into a single cable and is easier to connect. It also embeds a control signal to identify scanning lines, scanning method, and aspect ratio. (In passing, it's called a D-Terminal only because its connector is shaped like the letter 'D'; the 'D' does not mean 'digital.' Signals flowing through the D-Terminal and the connecting cable are analog.) The table below gives the types of D-Terminals (D1 – 5) and corresponding video formats. While many products feature D5 terminals, which are compatible with 1080p video, this is not specified in the official JEITA standard.

D-Terminal female (photo at left) and male (center photo) connectors. Each connector end of a D-Terminal cable features a hook to prevent accidental disconnection (photo at right). The connector has 14 pins.
Click to enlarge

Comparisons of picture quality between component video and D-Terminal standards show that component video, with its three separate connectors, offers higher picture quality, due to structural characteristics of the cable and connector. Many believe this difference becomes even more marked with longer cables.

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Sharp Input Devices Driver Updater

S-Video and composite video, standard-definition analog video interfaces

Let's consider S-Video and composite video ports. Video consists of a brightness signal and a color signal, combined to create a composite video signal. A composite video port transmits the composite video signal as is; an S-Video port transmits the composite signal separated into a brightness signal and a color signal. Since less processing is needed to combine and separate the brightness and color signals, an S-Video port provides higher picture quality than a composite video port.

On an RCA connector with three single pins in a row, the yellow pin is the composite female connector (photo at left). Most composite cables assume the form of a single cable that splits into three connectors, with the yellow connector used for video and the red and white for stereo audio (center photo). An S-Video female connector (photo at right), which has four pins.

Additionally, there are two types of S-Video ports: S1, which can identify video with aspect ratios of 4:3 and 16:9; and S2, which can identify 'letterbox' video with black bands above and below, to display 16:9 aspect-ratio video on 4:3 aspect-ratio monitors. A display device receiving video with a 16:9 aspect ratio or letterbox video performs the appropriate scaling to display the correct aspect ratio.

Sharp Input Devices Driver Touchpad

S-Video and composite ports are capable of handling video up to standard-definition NTSC (480i). They are likely to be phased out gradually in the future, except for applications requiring the connection of older video equipment such as VHS video decks or DV cameras.

Analog video interfaces, including D-Terminal and component video, can be summarized as follows, in descending order of general perception of picture quality: component video, D-Terminal, S-Video, and composite video.

Some products even use USB as a video input/output interface

Let's conclude by returning to the subject of PC environments. Some recent products use USB ports for PC display output. While USB was not originally intended as a display interface, demand has emerged for an easier way (easier than using a D-Sub cable) to set up multi-monitor environments, particularly for laptops and low-priced netbooks.

Most such products are adapters, which connect to the PC using USB and feature DVI-D or DVI-I connectors on the output side. These are then connected to LCD monitors. After the user installs a device driver, the PC recognizes the adapter as a monitor adapter. Users can create a multi-monitor environment in Windows by activating the secondary monitor connected to the adapter in Display Properties. In terms of display performance, these adapters are not well suited to uses that require high-speed response; they are associated with slight delays in reflecting mouse or keyboard operations.

A small number of LCD monitors on the market use USB as a video input interface, making it possible to output and display a PC screen through a USB connection between the PC and the LCD display. These, too, are ideal for laptops and netbooks, since they allow users to use laptops connected to large-screen LCD monitors at their office desks or at home, then use the laptops for mobile use when out and about simply by unplugging a single USB cable.