Mar 12, 2010 Hi gang, Without debating the acceptable heat range of a Mac, or the glitches of this or that lol, I have just a simple question that, if you would answer, would make me very happy and thankful. I have one of the new unibody white Macbooks (which I love btw). So, I use the program Temperature. May 15, 2020 What you end up with is a 3-pin PC fan, being driven off the analogue variable voltage from the Mac Pro Control pin 4. This is the exact same type of control you get on motherboards that can vary the speed of 3-pin fans, and is the same as using step down resistors (fixed or adjustable) but it has the added benefit of still letting the SMC do automatic control.
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- Jul 03, 2019 The capability to manually adjust fan speeds and control a Macs fan system has been around for quite a while, and longtime readers may recall SMCFanControl from the original Intel MacBook line from back in 2007, and that tool still works on those older Macs, whereas Macs Fan Control functions on modern Macs.
- SMC Fan Control helped a lot. I had been told the metal mac cabinet on the new iMac's was intended to act as a heat sink. Wondering if you attached some sort of cooling device to the outside of the cabinet (like a water cooler) if you could get a more effective solution rather than just moving around air.
- Jun 19, 2020 Today it has become more important for MacBook users to monitor macs fan speed.The probable reason is more advanced hardware and software technologies in these devices. But most users don’t monitor macs fan speed, as a result, they often deal with MacBook overheating issues. However, there are the best mac fan control utilities which will be discussed in this article with a guide to.
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In rasterized video display generator systems stationary 'stripes' (like boxes) are generally indicative of either memory array (draw buffer[s]) or output array write, read or output addressing-counter failures. In such 2 dimensional flat 'table' arrays, each row and column location (and blocks of the same) is/are formed of data applied at numerical x-y addresses.
Each numerical 'x' or 'y' (row or column) range of addresses represent some vertical or horizontal 'stripe' range, as any specific 'block' represents an intersection of the coincidence of those two ranges of addressing-counter regions. The lowest numbered physical address (start) is in one corner and the highest numbered address (end) is at the diagonally opposite corner of the stored or drawn 'x-y table array'.
In a (more simply described for example) simplified base-10 example, addressing-counter numbers are generally formed/generated by some sort of a serial to parallel decoding array that reuses the 'fine' 0-10 or 0-100 (hottest, fastest, hardest-working 'fine' address-counting) counter by merely occasionally incrementally adding a 'coarse' 10-100, 100-1,000, 1,000-10,000, 10,000-100,000 (etc) 'bit' to the address-count output to get it up to the higher address-count location-range numbers. Repeating 'stripes' are thus indicative of a (repetitive) failure of the underlying 'fine' address-counting numbering decoder.
If the 'fine' (0-100 ex) decoder starts missing it's ability to generate addressing numbers, say for example, from '50-100' during each count-up sequence, then the array will be striped (empty of data) in equal stripes all the way up the range, since those array locations cannot be addressed to be read, rewritten or output.
Stripes don't indicate a failure of the display, they indicate a failure of the display's own controller/driver circuits, the GPU or the graphics card's output or the display's input/output interface.
Otherwise the failure to refresh, redraw, erase or move a moving or movable block of data like a program window or animation graphic element within it (a so-called 'sprite-block' of local image data) or deal with it's overlay-depth-priority or transparency (box-trails) is a problem in the RAM addressing, rewriting or data manipulation/flow handling of the GPU (or data or software instruction) itself.
Since modern low single voltage DRAMs don't heat up like their older progenitors 90% of these sorts of (non-defect) failures are voltage or thermal parallel addressing counter/connection related.
Each numerical 'x' or 'y' (row or column) range of addresses represent some vertical or horizontal 'stripe' range, as any specific 'block' represents an intersection of the coincidence of those two ranges of addressing-counter regions. The lowest numbered physical address (start) is in one corner and the highest numbered address (end) is at the diagonally opposite corner of the stored or drawn 'x-y table array'.
In a (more simply described for example) simplified base-10 example, addressing-counter numbers are generally formed/generated by some sort of a serial to parallel decoding array that reuses the 'fine' 0-10 or 0-100 (hottest, fastest, hardest-working 'fine' address-counting) counter by merely occasionally incrementally adding a 'coarse' 10-100, 100-1,000, 1,000-10,000, 10,000-100,000 (etc) 'bit' to the address-count output to get it up to the higher address-count location-range numbers. Repeating 'stripes' are thus indicative of a (repetitive) failure of the underlying 'fine' address-counting numbering decoder.
If the 'fine' (0-100 ex) decoder starts missing it's ability to generate addressing numbers, say for example, from '50-100' during each count-up sequence, then the array will be striped (empty of data) in equal stripes all the way up the range, since those array locations cannot be addressed to be read, rewritten or output.
Stripes don't indicate a failure of the display, they indicate a failure of the display's own controller/driver circuits, the GPU or the graphics card's output or the display's input/output interface.
Otherwise the failure to refresh, redraw, erase or move a moving or movable block of data like a program window or animation graphic element within it (a so-called 'sprite-block' of local image data) or deal with it's overlay-depth-priority or transparency (box-trails) is a problem in the RAM addressing, rewriting or data manipulation/flow handling of the GPU (or data or software instruction) itself.
Since modern low single voltage DRAMs don't heat up like their older progenitors 90% of these sorts of (non-defect) failures are voltage or thermal parallel addressing counter/connection related.