A compact data structure for storing, retrieving and manipulating line drawings

A. V. Dam, David Evans
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引用次数: 21

Abstract

The field of graphical man/machine interaction is customarily split into hardware and software areas. The former can be considered to have come of age: there are over twenty-five brands of off-the-shelf consoles with all the requisite input devices, and new techniques and improvements are constantly being developed. Many consoles are also provided with primitive supporting software which allow one to draw points, lines, arcs, etc., in a symbolic language of some sort. Less well understood and developed, however, is that aspect of display software concerned with representing and manipulating the problem model from which these primitive point/line/arc pictures are derived. The "data structure" is the machine representation of the often complex and hierarchical problem model. It must be judiciously derived from the model on the one hand and, on the other, lead readily to the reduced console display file of points, lines and arcs which cause the actual visual display. Furthermore, the data structure must be efficiently stored and processed (usually contradictory requirements).
用于存储、检索和操作线条图的紧凑数据结构
图形人机交互领域通常分为硬件和软件两个领域。前者可以被认为已经成熟:市面上有超过25个品牌的现成游戏机,它们都配备了所有必要的输入设备,而且新技术和改进也在不断地被开发出来。许多控制台还提供了原始的支持软件,允许用户用某种符号语言绘制点、线、弧等。然而,较少被理解和开发的是与表示和操作问题模型有关的显示软件方面,这些原始的点/线/弧图像是从这些模型中衍生出来的。“数据结构”是通常复杂的分层问题模型的机器表示。一方面,它必须明智地从模型中推导出来,另一方面,它很容易导致减少控制台显示文件的点、线和弧,从而导致实际的视觉显示。此外,必须有效地存储和处理数据结构(通常是相互矛盾的需求)。
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