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authorThomas Voss <mail@thomasvoss.com> 2024-11-27 20:54:24 +0100
committerThomas Voss <mail@thomasvoss.com> 2024-11-27 20:54:24 +0100
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+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:
+
+
+
+
+
+Watson [Page 1]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+
+
+
+
+
+Watson [Page 2]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+Watson [Page 3]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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
+
+
+
+
+
+
+
+
+
+Watson [Page 4]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+
+Watson [Page 5]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+
+
+
+
+Watson [Page 6]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+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.
+
+
+
+
+
+
+
+
+
+
+Watson [Page 7]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+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
+
+
+
+Watson [Page 8]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+Watson [Page 9]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+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.
+
+
+
+
+
+
+
+Watson [Page 10]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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
+
+
+
+Watson [Page 11]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+Watson [Page 12]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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
+
+
+
+Watson [Page 13]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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
+
+
+
+Watson [Page 14]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+
+
+Watson [Page 15]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+
+Watson [Page 16]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
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+ 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.
+
+
+
+
+
+Watson [Page 17]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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.
+
+
+
+Watson [Page 18]
+
+RFC 192 Some Factors which a Network Graphics 12 July 1971
+
+
+ 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]
+
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+Watson [Page 19]
+