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Network Working Group                                          R. WatsonRequest for Comments: 192                                        SRI-ARCNIC: 7137                                                   12 July 1971Some 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 lightWatson                                                          [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 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.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 withWatson                                                         [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 isWatson                                                         [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 toWatson                                                         [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   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 DRIVENDISPLAY   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]Watson                                                         [Page 19]

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