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RFC192 - Some factors which a Network Graphics Protocol must consider

王朝other·作者佚名  2008-05-31
窄屏简体版  字體: |||超大  

Network Working Group R. Watson

Request for Comments: 192 SRI-ARC

NIC: 7137 12 July 1971

Some Factors which a Network Graphics Protocol must Consider

After reading some of the RFC's on a network graphics protocol it

seems that many are not providing general enough mechanisms to handle

attention handling, picture strUCture, and other higher level

processes involved in interactive graphics.

Therefore for what it is worth I am sending out these rough

introductory notes which contain ideas that I think any network

graphics protocol must come to grips with.

The network graphics protocol should allow one to operate the most

sophisticated system with more general data structures and concepts

than those described in these notes and allow very simple systems to

function also.

Introduction

It is our contention that, if computer graphics is to be widely

useful, the graphics terminals must be just another type of terminal

on a timesharing system with minimal special privileges. In these

brief notes we outline the basic features which we feel must be

available in a graphics support package to allow easy interactive

graphics application programming.

If one examines the types of tasks in industry, government and

universities which can avail themselves of timesharing support from

graphics consoles, one can estimate that the large majority can

effectively utilize quite simple terminals such as those employing

storage tubes. I would estimate 75% of the required terminals to

fall in this class. Another 15-20% of terminals may require higher

response and some simple realtime picture movement, thus requiring

simple refresh displays. The remainder of terminals are needed for

high payout tasks requiring all the picture processing power one can

make available. In this talk we are not considering support for this

latter class of applications.

MAIN ASSUMPTIONS AND REQUIREMENTS FOR SYSTEM DESIGN

The main assumptions and requirements underlying the interactive

graphics are the following:

1) The user of the graphics terminal should be just another

timesharing system user.

2) The graphics software support should interface to existing

timesharing programs.

3) The software support should allow technicians, engineers,

scientist, and business analysts as well as professional

programmers to easily create applications using a graphic

terminal.

4) The software support should easily allow use of new terminals

and types of terminals as they come on the market.

5) The software support should be eXPandable as experience

indicates new facilities are required.

6) The software support should be portable from one timesharing

service to another.

7) Some form of hardcopy should be available.

MULTILEVEL MODULAR APPROACH TO SYSTEM DESIGN

If one wants to create as system which is easy to use by

inexperienced programmers and ultimately non-programmers, one needs

to provide powerful problem-oriented aids to program writing. One

has to start with the primitive machine language used to command the

graphics system hardware and build upward. The philosophy of design

chosen is the one becoming more common in the computer industry,

which is to design increasingly more powerful levels of programming

support, each of which interfaces to its surrounding levels and

builds on the lower levels. It is important to try to design these

levels more or less at the same time so that the experience with each

will feed back on the designs of the others before they are frozen

and difficult to change.

One can recognize five basic levels:

1) The basic system level:

This level provides facilities for use of the terminal by the

assembly language programmers.

2) The problem programming language level:

This level of support provides powerful facilities for

interactive graphics programming from the commonly used higher

level programming languages.

3) The picture editor or drawing system:

This level of support allows pictures to be drawn and linkage

to these pictures and application programs.

Data management support for interactive programming:

This level of support is to provide facilities to aid creation

and manipulation of data structures relating data associated

with the pictures and the application.

5) The application program level:

A REVIEW OF TERMINAL HARDWARE CHARACTERISTICS OF CONCERN TO THE USERS

There are two basic kinds of general purpose cathode ray tube display

systems available on the present market. Within each class there are

alternate forms and techniques of implementation which we do not

discuss here. One type is called a "refresh display". The other

type is called a "storage tube display". The refresh display must

keep repainting the picture on the screen at rates of from 20-60

times per second. Commands which instruct the system how to draw the

picture are stored in a memory. The storage tube display on the

other hand, through its internal method of construction can maintain

on the face of the display a picture for practical purposes,

indefinitely once drawn.

REFRESHED DISPLAYS

There are limits to how much information can be drawn on the face of

refreshed display before the time required to paint it forces the

refresh rate below a critical value and the picture appears to

flicker. This quantity of information is a function of the type of

phosphor on the tube face, the speed of display system in drawing

lines and characters, and the ambient light level in the room.

Refresh display systems range in cost upwards from $10,000 to several

hundred thousand dollars. Refresh displays, because the picture can

be changed every few milliseconds by simply altering its command list

(often called a display file or display buffer), allow the picture

parts to be moved on the face of the screen either under operator

control or computer control. Objects on the screen can be

selectively erased without affecting other objects on the screen.

These characteristics make refreshed displays suitable for a wide

range of applications.

STORAGE TUBE DISPLAYS

Storage tube based displays can display a large amount of information

without a flicker, and generally cost under $20,000. Present systems

suffer from some limitations, however. They cannot be selectively

erased. If an object is to be moved or deleted from the screen, the

entire screen must be erased and then the new picture can be redrawn.

Because this type of display generally operates over a communication

line, the speed of the line may seriously restrict the amount of

interaction if much erasing and redrawing is required. The graphics

software concepts to be described can be used with both a storage

tube and refreshed display, although some features are only

appropriate to the refreshed type of display. The important point is

that new storage tube technologies insure that this class of terminal

will be with us a long time.

INPUT DEVICES

It is necessary to allow a console user to communicate with the

graphics system. This is done through a keyboard and through

specialized graphic input devices, the Light Pen, the Tablet, the SRI

"Mouse", and the "Joy Stick". These latter devices enable a console

user to point to vectors and characters displayed on the CRT and to

input position information to the graphics system.

Comparison of the Graphics Input Devices -- Analog Comparitors

The Joy Stick, Mouse, and Tablet are similar in that they both

generate a two dimensional position address without the aid of the

display processor, but cannot be directly used to identify

displayed objects. The light pen-display processor hardware

combination and its associated software, on the other hand, can

easily sense and identify displayed vectors and characters but

does not generate directly any position data. A "tracking cross"

program is used to oBTain the position data for the light pen. To

obtain the pointing capability for the Joy Stick, Mouse, and

Tablet, we can use a pair of analog comparitors which generate

interrupts when the beam is drawn on the CRT lies within a

rectangular "viewing window" in much the same way that the light

pen generates interrupts when a beam is drawn under its circular

viewing area. These comparitors sense the x and y axis drive

voltages of the display analog bus.

A comparator will generate an output signal when the drive voltage

is between two limits which may be set using special display

processor commands. When both comparitors generate a signal

simultaneously, the output voltages on the analog buss correspond

to a beam position within the rectangular viewing window. The

position of viewing window is set based on the position of the

pen, Mouse, or Joy Stick.

We can also use software to simulate the effect of hardware

comparators. Hardware comparators cannot be use with storage tube

displays and, therefore, a software simulation is required. This

simulation is discussed later in these notes.

The light pen can be used only with a refreshed display. The

other types of devices can be used with present storage tube

displays and refreshed displays. They are used with storage tube

displays which have hardware which produces on the screen a dot,

cross or other cursor, indicating the x, y position of the device.

The reason one can move this cursor around it that the cursor is

created using special techniques to avoid its storing on the

screen.

USER SOFTWARE REQUIREMENTS

The user requirements on a timesharing system based interactive

graphics system are the following:

1) The user should have available a language for creating a

computer representation of the picture to be displayed. This

language should allow more complex pictures to be built up from

simpler structures.

2) The computer representation of the picture must allow easy

identification of picture parts when pointed at or "picked" or

"hit" with graphical input devices such as light pen,

electronic pen-tablet, Joy Stick, SRI mouse, or other supplying

x, y information.

3) The computer representation of the picture must allow linking

of picture parts with data about these parts appropriate to the

application using the terminal. There should be an appropriate

data management system for use with interactive application

programming.

4) There must be some way of communicating events taking place at

the terminal in real-time, such as picking objects with the

light pen, with the application program running in the

timesharing system.

5) The user should be able to save and restore pictures from one

console session to the next.

6) If possible, the user should be able to use the display as a

stand-alone terminal or in conjunction with a teletype or other

typewriter terminal.

7) The user should be able to do some graphic programming by

drawing directly at the console.

The choice of an appropriate data structure for picture

representation simplifies the handling of requirements one to five.

It is this data structure that we consider now in more detail.

Picture-Related Structures

If a picture displayed on the console had meaning only in the

physical position of its lines and characters, the system would be

little more effective than an easily erased piece of paper. To

significantly enhance the capabilities of the system, we must be able

to express relations between displayed entities. A line is much more

than just a line when it represents a boundary or a part of some more

complex unit. Such units in turn may be related in a similar way to

higher level units. Furthermore, we may wish to create picture

elements that may be used repeatedly so that a change in the one

master copy will be reflected in every use of that copy.

To illustrate the usefulness of this picture-subpicture relationship,

we shall consider the three houses of Figure 1. While the two types

of houses differ in appearance, it is obvious that they have picture

elements that could be drawn by a designer of prefabricated houses

and that the designer wished to incorporate a new standard window

unit into all houses. The use of conventional pencil and paper

techniques would require that he redraw or overlay each window on his

diagram to reflect the changed component. If the window were,

instead, drawn by the graphics system within a common subroutine,

only that one master copy would have to be modified in order to

change the appearance of every reference to that kind of window on

the diagram.

Nodes and Branches

To facilitate the discussion we will introduce the terms "node" and

"branch". A node is a form of picture subroutine that may cause the

display of lines and characters and may also call other nodes. The

subroutine call is called a "branch". Nodes may also be thought of

as representing PICTURES or SUBPICTURES and the branches to these

nodes as uses or instances of these subpictures.

Directed Graph Structure

The nodes and branches form a directed graph. The branches contain

positioning information indicating the beam location to be used by

the called node. This location is relative to the position of the

node in which the branch is made. This use of relative beam

positions allows the user of the system to create subroutine

structures that make multiple branches to common nodes. Branches may

also set other display parameters such as intensity and character

size. A subroutine calling structure appropriate to the requirements

of our hypothetical designer is shown schematically in Figure 2.

Nodes are shown as circles and branches are shown as connecting

lines. The picture of the house is composed of wall unit and roof

SUBPICTURES. The wall unit is in turn composed of subpictures.

Node and Branch Display Parameters

Branches may contain the setting of parameters which will be in

effect when the called node is executed. The parameters which may be

set are the beam position to be used (relative to the current beam

position, i.e., a displacement value), intensity, character size,

line type, visibility, (the display of vectors and characters may be

suppressed), "hitablility" (whether or not vectors and text may be

"viewed" by devices such as the light pen), and blinking.

Coding within nodes may modify only the parameters controlling

position, intensity, character size, and line type to be used by

subsequent display coding or branches. It is not necessary that a

node or branch specify every parameter. For those parameters other

than position, the system allows a "don't care" option; the parameter

setting in effect when the node or branch is executed will be

retained and used in this case.

Identification of Graphic Entities with Graphic Input Devices

Structural Hits

A console operator or application program may modify, add, or

delete branches to any of the nodes as well as add new nodes.

To allow a console operator to manipulate any branch in such a

structure, we have implemented a "structural hit

identification" scheme. To illustrate the following

discussion, we refer the reader to Figures 1 and 2.

A viewing device, such as a light pen, can respond only to the

individual vectors or characters displayed on the screen. At

the time a vector is drawn under the viewing area of the light

pen, an interrupt is generated and, if enabled, will be sent to

the central computer. Even though the same node is used to

display the eight windows in the diagram of Figure 1, we can

tell which window and house is being pointed to by examining

the sequence of branches taken to arrive at the window

displayed at the time of interrupt. If the console user points

to the right hand window of the middle house of Figure 1

(marked with an asterisk *) an examination of the subroutine

return addresses in the push down stack would show that the

current "window" node had been arrived at via the dotted line

path shown on the network of Figure 2.

There remains the question "Are we pointing at a window, at a

wall, at the house, or at all three houses?" The location of

this structural hit depends on how many branches are counted in

examination of the return addresses before one stops to

consider to which branch that return jump points. This is

analogous to counting a fixed number of levels from the ends of

the graph structure. This number of jumps is set using

reserved keys on the keyboard, one incrementing and the other

decrementing the limit. By manipulating these keys and

pointing to various displayed objects with the light pen, it is

possible to point to any branch in the network of subroutine

calls.

All information concerning the path in the node-branch network

taken to arrive at any displayable coding is contained in a

push down stack. Return jumps are stored in the stack by the

subroutine calls to nodes. These jumps when executed will

return the processor to the next instruction after the call.

A greatly simplified version of the display coding used to

generate the picture and tree of Figures 1 and 2 is shown in

Figure 3. The labels a through d on the diagram represent the

address of the subroutine calls which cause the display of the

subpicture hit by the viewing device -- in this case the right

hand window of the second house. The returns from the called

subroutines are stored in the push down stack as jumps to the

location following the calls. The routine RETURN would merely

execute POP instructions which ultimately will cause the

execution of a jump instruction previously placed in the stack

by the calling branch, thus returning control to the calling

routine. The stack is shown in the condition at the time of

the hit on the right hand window of the middle house. Note

that by counting 3 jumps upward (downward in the diagram) in

the memory containing the stack, we will arrive at the jump

pointing to a structural hit at (b) in Figure 3, the call to

model 120.

Console Operator Feedback

The console operator must be informed of where he is pointing

in the network of nodes and branches. This is accomplished by

flashing all displayable coding below the structurally hit

branch when a vector or character is viewed. This flashing is

a doubling of the intensity at 2 to 8 cycles per second. In

addition, a list of the names of all nodes and branches taken

to arrive at the vector or character viewed is displayed in a

corner of the screen. The name of the branch selected is

intensified somewhat brighter than the other names.

Generating an Attention

After the operator has confirmed the correctness of his choice,

he need only terminate the view in order to generate an

attention on the desired branch. This is done by releasing the

button on the light pen or lifting the pen from the Tablet. A

button on the mouse will perform the same function. If the

structural hit is not correct then the operator could move the

viewing device to a new area.

A termination of the view on a blank area of the screen will

result in the generation of a "null" attention. This attention

returns only position data; no structural data is generated.

The significance of this attention is determined by the

application program.

The above discussion assumed a refreshed display and use of a

light pen, but it greatly simplifies interactive graphics

programming if the above concepts can be implemented no matter

what type of display or graphical input device is being used.

This in fact can be accomplished as discussed later.

THE GRAPHICS LANGUAGE

For the purpose of discussion we assume that the graphics language

statements are a set of subroutine calls, although a more

sophisticated syntax could be imbedded in the host programming

language. The statements required are:

1) Subroutine calls for creation and manipulation of the picture-

subpicture data structure.

2) Subroutine calls to generate displayed pictures and picture

parts such as lines and characters.

3) Subroutine calls to input information about events or

"attentions" occurring in real time at the console.

4) Subroutine calls to manipulate picture parameters such as line

type, (solid, dashed, dotted, etc.), brightness, character

size, and so forth.

5) Subroutine calls to perform utility functions such as saving

and restoring pictures from disk files, initiating the display

and so forth.

NAMING

A number of different naming conventions are required to meet system

and application programmer needs.

The Display Pointer

Nodes and branches in the system are named by assigning an

integer or array location as an argument in the call used to

create them. The system places in these variables a number

which points to the physical location of the branch or node

position in the picture-subpicture data structure. We call

this name the DISPLAY POINTER. As long as the user does not

change the contents of these variables he can refer to

particular nodes or branches in various subroutines by use of

these integer variables as arguments. In other Words, to the

user, the name of a picture or subpicture can be thought of as

the variable used at the time of its creation. Such a naming

scheme is clearly required if pictures or subpictures are to be

manipulated by the programmer.

The Light Button Code

Additional identification is useful to the application

programmer in order to simplify his programming task. A user

has no control over the number assigned by the system to a

Display Pointer. There are situations in which the user would

like to associate a particular known number with a branch. One

common example is in the use of "light buttons". A light

button is a displayed object that the user wants to be able to

point at in order to command the controlling application

program to do something. A light button is commonly a string

of characters forming an English word or words, but could be

any picture. When the user picks or hits the light button,

information identifying the object must be transmitted to the

timesharing application program. The program must then branch

to an appropriate statement or subroutine to perform the

operations required to execute the command. The Display

Pointer uniquely identifies the object hit, but because its

value is not under the programmers control, writing the code

necessary to test it against the various Display Pointers

considered legitimate to be hit at this point in the program is

tedious. If, however, the application programmer knew that at

this point only objects with identification numbers 20-28 were

legitimate to be hit, then testing to see that one was in this

range and branching by use of a computed GOTO simplifies the

programming of flow of control. Often one does not need unique

identification of an object, but wants to perform a certain

action if any object in a class of objects is hit.

The above need for identification is satisfied by allowing the

application programmer the ability to assign a number, not

necessarily unique, to a branch. This number is called the

Light Button Code. This code can be used in any way the

programmer desires, but is most commonly used, as its name

implies, as a code identifying light buttons. This number is

sent to the application program along with the Display pointer

of the object hit on the screen with a graphical input device.

The Back Pointer

We indicated earlier that it is required in interactive graphic

programming to be able to associate application oriented data

with picture and subpicture objects on the screen. The data

may be stored in many kinds of data structures depending on the

nature of the application, examples being arrays, lists, trees,

etc. We meet the need by associating with each branch one word

which could contain a pointer to the appropriate spot in the

application data structure containing the data associated with

the branch. We call this word the Back Pointer. The

application programmer can in fact store any code he desires in

this word and use it in any way desired, but its common use as

a pointer back into a data base in the application program

dictated its name.

For example, consider an application which would allow a

chemical engineer to draw a chemical flow sheet on the screen

and then input this flow sheet into a process calculation

system. There will be various symbol-pictures on the screen

representing basic process units such as heat exchangers,

mixers, columns, and so forth that can be copied and positioned

on the screen. These units will have to be connected together

by streams. The units and the streams will have names and data

associated with them describing their contents and properties.

Further, the node-branch structure. while visually indicating

to the user what units are connected together and how, does not

necessarily have the connecting information in a form easily

handled by the application program.

The continuity is best represented by a data structure using

simple list processing in which each unit and stream has a

block of cells associated with it containing data for it and

pointers containing the connectivity information. When a

branch is created to position and display a unit, it will

contain in the Back Pointer a pointer to the block of data

associated with it. The block of data will probably contain

the Display Pointer for the associated branch so that one can

go from the picture to the data block or from the data block to

the picture. For example, one may point at a unit for the

purpose of deleting it. Given the Back Pointer of the unit

hit, one can find its associated block and return that block to

free space. One can then follow the appropriate chain of

pointers to the blocks for the streams connected to the unit.

In these blocks one has the Display Pointers for the branches

displaying the stream and can then delete it from the node-

branch structure, thus making it disappear from the screen.

An additional form of name is to allow the programmer to store

an alphanumeric string with each branch or node. This form of

name is not required for most applications, but can be useful

with the picture editor.

To review, each node and branch has associated with it a unique

identifier named by the user and called the Display Pointer;

its value is assigned by the system. Each branch has two

additional pieces of information which can be assigned to it by

the programmer, called the Light Button Code and Back Pointer.

Given a Display Pointer for a branch, the programmer can obtain

the Light Button Code or the Back Pointer for the branch.

Given a Light Button Code or the Back Pointer, the programmer

can obtain a Display Pointer for a branch with such a code.

This display pointer may not be unique if several branches have

the same Light Button Code or Back Pointer. The above naming

and identification inventions have proven to be easy to

understand and yet completely general and easy to use.

COORDINATE SYSTEMS

We now consider the question of a coordinate system within which to

describe picture position. The actual display generation hardware in

a terminal has a fixed coordinate system (commonly 1024 by 1024 units

on a fixed size screen with the origin 0,0 in the left hand corner or

center on the screen). Ultimately, the user wants to work on a

virtual screen much larger than the hardware screen and wants to

consider the hardware screen as a window that he can move around to

view this virtual screen. Further, pictures are to be capable of

being constructed out of subpictures as in the example of Figures 1

and 2. To be able to accomplish the latter and allow future

expansion to allow the former, the following coordinate system

conventions are used.

Each node has its own coordinate system. When a node A is created,

the picture-drawing CRT beam is assumed by the programmer to be at

the origin of the node's coordinate system. When a node is used

within a node B by use of a branch, the positioning of node A is

relative to the beam position in the coordinate system of node B.

All nodes are positioned relative to each other by x, y positioners

in the corresponding branches. When a picture is actually to be

displayed, one node is indicated to the system as the initial or

Universe Node. This initial node is positioned absolutely on the

screen and all other nodes appear relative to this one as specified

in the branches pointing to them. This scheme is required to give

the flexibility and generality required in the picture-subpicture

tree.

Logical Completeness of Operation Set

Throughout the system design one should try to follow the

philosophy of incorporating a logically complete and consistent

set of operations. In particular, for each call that sets a value

there should be another call to fetch the value. That is, for

each operation there is an inverse operation whenever it is

meaningful to have one. We see a need for a basic system with the

calls as primarily primitives. One can incorporate calls that

could be created by the programmer from other calls, when it is

felt that usage would warrant the expansion. We would expect a

library of higher level routines in the language.

It is beyond the scope of these notes to go into all the calls

required except to indicate a few basic ones. For structure

creation, one needs to be able to create a node or branch, delete

a branch, add a new branch to a node at run time.

One needs to be able to specify beam movements in nodes and place

text in nodes with the normal write-format statements of the host

programming language. This latter point is very important for

easy programming.

One needs to be able to set and test parameters and convert one

form of name into others.

We discuss Attention handling in more detail because of its

importance in making interactive programming easy.

Attention Handling

The user sitting at the console is operating in real time while

the application program is operating in timesharing time. At any

point where the user may perform some operation at the console,

the application program may not be running. A mechanism must be

created to communicate between the user and the application

program. The design of this mechanism is very important and must

be carefully considered. There are many different operations that

one might want to provide the user at the console. A basic

mechanism is discussed which will allow others to be added in the

future. When the application program gets to a point where it is

expecting input from the terminal, it issues a call and passes an

array as an argument. The Attention handling mechanism dismisses

the program until an event is reported from the console. The

information passed back to the application is the type of event

which occurred and other relevant information for that event.

On refreshed displays a common input device is the light pen. The

light pen has a physical field of view of about a 1/8-1/4 inch

circle. The most common use of the light pen is to point at an

object to be hit or picked. The logical field of view seen by the

user is a branch in the node-branch structure. The picture drawn

by the structure below the branch is blinked to give feedback to

the user about what object he is going to hit or operate upon.

The level in the structure at which the logical view is given can

be set under program control or adjusted by the user from the

keyboard. When the user obtains feedback indicating the correct

object is in view, he then presses a button on the light pen to

generate an Attention. He is said to obtain a "structural bit" at

a branch at the level in the node-branch structure set by the

application program or by himself. When the hit occurs,

appropriate information is then entered into the Attention queue

as described below.

The other type of graphical input device commonly in use on both

refreshed and non-refreshed displays, such as electronic pen-

tablets, Joy Sticks, SRI Mouse, etc., produce x, y position

information which is fedback to the screen as some sort of cursor,

such as a dot or a cross. It is difficult, if not impossible,

without special hardware to provide the kind of feedback possible

with the light pen, but structural hits can be generated by the

use of special hardware or software. These devices require the

application programmer to set the appropriate level for an

expected hit.

The level of a structural hit is counted up from the bottom of the

node-branch structure. A hit at level 1 is the lowest branch

presently in view. A hit at level 0 is a hit on an individual

vector or group of characters. Only special programs, such as a

picture editor, are likely to obtain hits at level 0.

The Attention type obtained when one gets a structural hit on a

branch returns the following information: The information

returned in the array is that required by the application program,

the Display Pointer, the Light Button Code, and x, y, information.

The x, y, information returned is not the absolute x,y pen

position because this would not be of use on this type of hit.

The x, y information returned is the physical beam position just

before execution of the branch which was hit. If one wants the

physical location of the node origin to which the hit branch is

connected, one executes another call to obtain the branch

positioner and adds these values to the corresponding values

obtained from the hit. Given the Display Pointer, one can obtain

the Back Pointer or other parameter values associated with the

given branch call.

The attention type obtained when a hit is generated, but no object

is in view, is now discussed. This type of attention is called a

null attention. It is used frequently to position objects on the

screen. The only information returned in the array is the

absolute screen coordinates of the position on the screen of the

graphic input device or cursor. This information can be converted

into relative information for placement in a branch positioner or

for incrementing a branch position when an object is being moved.

Other calls are required to obtain information about other

branches which are related to the one hit, and to perform other

functions.

STRUCTURAL HITS FOR STORAGE TUBE DISPLAYS

The final topic is to consider how to obtain structural hit

information using a storage tube display or device which only gives

absolute x, y screen information.

The problem is to take an x, y coordinate pair and determine if the

user is or is not pointing at an object on the screen, and if he is,

which object. When a hit is generated with the light pen, the

display processor halts and the controlling computer can gain Access

to the return addresses in the push down stack and to the instruction

location which generated the line or character causing the hit. Use

of the Joy Stick, Mouse, or tablet is completely asynchronous with

the display for refresh displays and the hit occurs after the drawing

has taken place for storage tube systems.

The brute force approach to the problem would be to simulate

execution of the Display Buffer and calculate some measure of

distance between every line and the x, y coordinate of the hit. This

approach would be too time consuming and is not feasible. A second

approach and one commonly used is to have the programmer define a

rectangle surrounding each object on the screen. Then one determines

which rectangle the cursor was in and that determines the object hit.

This approach requires extra effort by the programmer, and only works

well if the node-branch structure is one level deep, there are no

diagonal lines as nodes, and no objects have overlapping rectangles.

These severe restrictions eliminates this approach from serious

consideration.

A third approach would be to break the screen into small squares or

rectangles of a size such that it is unlikely a line from more than

one picture object would pass through the square or rectangle. Then

we would record for each square the Display Pointer of the lowest

level object branch passing through it. This approach would require

considerable system space and would take much time to determine what

rectangles each line passed through.

The fourth approach and the one we recommend is to split the screen

into horizontal and vertical strips. When the call to DISPLAY is

given, the system makes one pass through the node-branch structure

and makes a list of the Display Pointers for the lowest branch having

a node with a line or character passing through or in each horizontal

or vertical strip.

This calculation can be made quickly because the system can easily

obtain the start and end points of a line. One then can quickly

determine which strips the end points fall in, as well as the

intermediate strips crossed. When a hit is generated, the x, y

information is converted to horizontal and vertical strip numbers.

The Display Pointers for each of these strips are intersected to see

if a common Display Pointer exists. If yes, this is the Display

Pointer for the object hit. If not, then a null hit is generated.

Choice of strip width decreases the probability of multiple hits

resulting.

The above process yields the Display Pointer of the lowest branch in

the tree in view, but one may want to obtain information about other

higher branches in view. This is accomplished by creating, not only

the strip lists described, but by parsing the node-branch structure

at the same time into a table containing an abbreviated

representation of the tree and the screen x, y coordinates existing

at each branch. The strip lists do not actually contain Display

Pointers, but pointers back into the parsed representations which has

the Display Pointer, x, y coordinates, and the structure level for

each of the branches. The parsed representation is a linear list of

the branches encountered as the program walks through the node-branch

graph. Given the hit at the lowest level one can determine all

branches passed through from the top node to the hit branch by an

upward search of the graph representation.

Every time a branch is deleted or a new branch is added, one needs to

modify the screen, modify the representations and the strip lists.

For refresh displays, the picture can be changed immediately and the

strip lists and representations modified at the time of an attention

call. For a storage display, erasing and redrawing the picture on

each deletion can be slow, if many deletions are going on, and may be

unnecessary.

There are three approaches to performing these functions in storage

tube systems:

1) Erase the screen on each deletion and recompute the picture,

strip lists and graph representations on each deletion and

addition.

2) Keep a list of each Display Buffer change and perform erase if

necessary and redraw or make an addition when an attention call

is encountered. This is a feasible approach because it is only

at this point that the screen and structural hit information

need to be up to date.

3) The third is to allow control of screen changes and other

updating by special subroutine call. The recommended approach

uses a combination of the above. Adding information to the

screen should occur at the time of the new branch call.

Deletions and modifications of the representation and the strip

lists occur only at the time of an attention call. Routines

should also be provided to give the programmer control over

this redraw mechanism.

Experience with the above mechanism has shown it to be quite

fast and not to noticeably degrade response time. One minor

difficulty has been encountered when a horizontal or vertical

line of an object is on the borderline of a strip. Sometimes

this results in a null hit being generated if the cursor is on

the wrong side of the borderline. A check can be made for this

condition and audio feedback can be given to the user with the

bell in the terminal to indicate a correct or erroneous hit.

INTERFACE TO THE TIMESHARING SYSTEM OF A REMOTE MINICOMPUTER DRIVEN

DISPLAY

Although the graphic system is locally controlled by a minicomputer,

the user does not have to worry about the mini. Application programs

are written for the timesharing computer only. The graphic system as

a whole behaves as a terminal of the timesharing computer. This

feature is important because no matter how powerful the graphic

system is, it must be easy to program and use before useful

applications can be implemented.

Because no one wants to operate over a communication line, one needs

to compress the information sent to the remote system. This is

accomplished by compiling a central node-branch structure in the

central computer and only sending minimal character strings to the

remote computer representing those subroutines calls that need to be

compiled into a Display Buffer in the remote computer for display

refresh. In other words, a smaller remote version of the graphics

system resides in the remote minicomputer. Simple schemes for

coordinating the Display Pointer in the remote and central machine

have to be devised.

CONCLUSION

We feel that the above concepts are central to creating an

interactive graphics support system for use with a timesharing

system. The key concepts are those associated with the node-branch

structure and the structured hit. The topics of a picture editor,

data management system, and basic level support are also very

important, but beyond the scope of this lecture.

Figures 1, 2. and 3, are available in both .PS and .PDF versions.

[This RFCwas put into machine readable form for entry]

[into the online RFCarchives by Lorrie Shiota, 10/01]

 
 
 
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