RFC192

From RFC-Wiki




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 RFC was put into machine readable form for entry]
      [into the online RFC archives by Lorrie Shiota, 10/01]