⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 rfc192.txt

📁 著名的RFC文档,其中有一些文档是已经翻译成中文的的.
💻 TXT
📖 第 1 页 / 共 4 页
字号:
         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 1971Nodes 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 1971Identification 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 theWatson                                                          [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 1971THE 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.

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -