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:





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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.








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     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.



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  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









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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.




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     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.







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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.










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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



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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.



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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.







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     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



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        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.



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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



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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


  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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