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Graphical Input Data: Locator Devices

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24 views5 pages

Graphical Input Data: Locator Devices

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shk7676246389
Copyright
© © All Rights Reserved
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Graphical Input Data

Graphics programs use several kinds of input data, such as coordinate positions,
attribute values, character-string specifications, geometric-transformation values,
viewing conditions, and illumination parameters. Many graphics packages,
including the International Standards Organization (ISO) and American National
Standards Institute (ANSI) standards, provide an extensive set of input functions
for processing such data. But input procedures require interaction with display-
window managers and specific hardware devices. Therefore, some graphics
systems, particularly those that provide mainly device-independent functions,
often include relatively few interactive procedures for dealing with input data. A
standard organization for input procedures in a graphics package is to classify the
functions according to the type of data that is to be processed by each function.
This scheme allows any physical device, such as a keyboard or a mouse, to input
any data class, although most input devices can handle some data types better
than others

Logical Classification of input devices


When input functions are classified according to data type, any device that is used
to provide the specified data is referred to as a logical input device for that data
type. The standard logical input-data classifications are
LOCATOR A device for specifying one coordinate position
STROKE A device for specifying a set of coordinate positions.
STRING A device for specifying text input.
VALUATOR A device for specifying a scalar value
CHOICE A device for selecting a menu option
PICK A device for selecting a component of a picture.

Locator Devices
 Interactive selection of a coordinate point is typically done by positioning
a screen cursor in a displayed scene. This can be achieved using devices
like a mouse, touchpad, joystick, trackball, spaceball, thumbwheel, dial,
hand cursor, or digitizer stylus. Buttons, keys, or switches may also be used
to select processing options for the chosen location.

 Keyboards:
 General-purpose keyboards have cursor-control keys to move the
cursor up, down, left, and right.
 Additional keys can move the cursor diagonally.
 Holding down a key allows rapid cursor movement.
 Some keyboards include a touchpad, joystick, or trackball for
cursor positioning.
 Keyboards can also input numerical values or codes for coordinate
positions.

 Other Devices:
 Light pens: Detect screen positions by sensing light from screen
phosphors, requiring special implementation.

 These various devices and methods provide flexibility for users to


interactively select and input coordinate positions in graphics
applications.

Stroke Devices
Stroke devices input a sequence of coordinate positions. Devices like a mouse,
trackball, joystick, or hand cursor generate continuous coordinate values as they
move. A graphics tablet is a common stroke device. When in "continuous" mode,
moving the cursor across the tablet produces a stream of coordinates. This is used
in paintbrush systems for drawing and in engineering systems for tracing and
digitizing layouts.

String Devices
In computer graphics, keyboards are the main input devices for string input.
Strings, or sequences of characters, are commonly used to label pictures or
graphs. For special applications, devices like stroke or locator-type tools can
sketch individual characters on-screen. These characters are then interpreted by
pattern recognition programs using predefined patterns stored in a dictionary.

Valuator Devices
Valuator devices in graphics programs are used to set numerical values for tasks
like geometric transformations, viewing angles, and lighting parameters. They're
also handy for adjusting physical factors such as temperature or voltage. These
devices include control panels with dials or slide potentiometers calibrated to
specific ranges. Dials convert rotations into voltages, which translate into
numeric values like -10.5 to 25.5. Slide potentiometers work similarly but with
linear movements.
Keyboards with numeric keys can also serve as valuator devices, though dials and
slide potentiometers offer quicker input. Joysticks, trackballs, and tablets can be
adapted for valuator input by interpreting pressure or movement, translating it
into scalar values. Graphical representations like sliders and menus on a monitor
can also be used for input, with selected values displayed for user verification
elsewhere on the screen.

Choice Devices

In graphics programs, menus are essential for selecting processing options,


parameter values, and shapes for constructing images. To choose menu options,
users typically employ cursor-positioning devices like mice, trackballs,
keyboards, touch panels, or button boxes. Function keys or dedicated buttons on
keyboards or separate boxes can also be programmed for specific selections.
For selecting options on-screen, the cursor's position (x, y) is compared to each
menu item's boundaries (xmin, xmax, ymin, ymax) to determine the selection.
Touch panels are often used for larger menus with fewer displayed options.
Alternatively, keyboards allow users to type commands or menu selections, often
using numbered or abbreviated listings. Voice input systems are another option,
particularly useful for smaller menus (20 or fewer options).
Pick Devices
We use pick devices to select parts of a scene for editing or transformation.
Typically, this involves positioning the screen cursor using devices like a mouse,
joystick, or keyboard. Pressing a button or key records the pixel coordinates of
the cursor position. These coordinates can then be used to select entire objects,
surfaces, edges, or vertices within the scene.
Using cursor positioning, the selected screen position is mapped to a world-
coordinate location using inverse viewing and geometric transformations specific
to the scene. The world-coordinate position is then compared to the extents of
objects. If the pick position falls within a single object's coordinates, that object
is identified. Information such as object name and coordinates can then be used
for transformations or editing.
When a pick position overlaps with multiple objects, further testing is needed.
Depending on the scene's complexity, several levels of search may be required to
uniquely identify the desired object. For instance, comparing the pick position to
surface facets or individual line segments can help resolve ambiguity.
Overall, pick devices streamline the selection process in graphics applications,
enabling precise editing and transformation of scene components.
d2 = [x(y − y1) − y(x − x1)] 2 x2 + y2

where x = x2−x1 and y = y2−y1. Other methods, such as comparing distances to


endpoint positions, have been proposed to simplify the line-picking operation.
Pick procedures can be simplified by returning a list of candidate objects when
multiple objects overlap the pick position. Another method involves using a small
pick window centered on the cursor, employing clipping to identify intersecting
objects. Highlighting objects overlapping the pick position helps users select the
desired object interactively. Alternatively, objects can be picked by name using
keyboard input, although this method is less interactive. These methods
streamline object selection in graphics applications, accommodating different
user preferences and scene complexities.

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