![]() Also, radio waves travel at the speed of light, however scientists predict they begin to decay about 4 light years away from the source.It would still be detectable, but not readable. ![]() 815KB per hour based on my original ratio. This about triples the time it takes, making it about. Therefore, it would be necessary to repeat each dash and dot 3 times or more (the current method we earthlings use to transmit binary to satellites, so 11001 would be 111 111 000 000 111). Also take into account the sheer distance we are to a black hole and the massive amount of cosmic interference that would garble the signal. However, You must assume that by the time you re in a black hole, science would have advanced to the point where videos could be compressed even more. if a 68.5KB video took an estimated 28 hours, you can assume with a simple proportion that would leave you with around 2.446KB per hour (or around. Well, if you are transmitting the video via Morse Code, it would of course depend on the size of your video. It did not introduce any noise and “=” symbol was not a problem. After the comment, I decided to give it a try on my new computer. Hex code has space between symbols, base64 does not. Because Base64 is using mostly letters, I thought I’ll go with the HEX code as it would be easier to spot an error. My old computer’s sound card introduced some noise. The reason I did not go with the base64 code, was because of my old computer and the “=” symbol that base64 uses. Somebody on Youtube mentioned that it would have been much more effective to use base64 code instead of the HEX. ![]() From 9 sec video, I only transferred half of it. In an analog monitor (like an old cathode ray tube display), there are signals to specify the timing of horizontal lines and frames on the display, and the color and timing signals direct a scanning movement of an electron beam that excites phosphors.When morse code was decoded, I selected the code between “ WmvWmvWmvWmvWmvWmv” and pasted it back into the Hex editor. ![]() In a digital monitor, there's circuitry to take a stream of data over the video cable and make sure the right data gets to the right pixels. In an older machine, it could be an analog signal like VGA, and the videocard would include a digital-to-analog converter (DAC), which would translate the colors into equivalent analog voltages, and supply synchronization signals for the display. In a modern machine, that's a digital signal like HDMI or DisplayPort. The video card is responsible for transforming that into whatever signal it's designed to output. The program talks to the operating system, the operating system controls the hardware on behalf of the program). (Between the program and the hardware, there's the operating system, and the device drivers that it provides. A different part of the program interprets the data to decode it from the constituent bytes into other data that can be understood as values for red, green, and blue color channels. The program running on the CPU causes the CPU to request data from the hard drive and transfer it into RAM. This kind of question goes through a bunch of layers. Modern monitors are pretty sophisticated, and may do their own buffering/processing as well, which is why LCD monitors have a bit more latency than CRTs. Nowadays, the data is instead sent to a controller inside your LCD or LED monitor, which controls a grid of row and column signals that turn the individual pixels on or off. On older CRT monitors, the analog signal would control the intensity of electron beams that physically scanned across the screen, exactly in sync with the video signal. (This used to be in the form of separate analog signals for red, green and blue, but nowadays it's all digital.) Usually, the framebuffer is stored in your video card's memory, and the CPU can also send drawing commands to the GPU instead of generating the pixels itself.Īt intervals depending on your monitor's refresh rate, a hardware component in the video card reads the data from the framebuffer, and sends it to the monitor as a series of scan lines. The CPU puts each frame of video into a framebuffer, which is just an area of memory that stores a big array of pixel data.
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