Firm foundation in the main hci principles, the book provides a working
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Human Computer Interaction Fundamentals
Event Queue
Window 1 Window 1 Redraw Handler Event 105 Type: Redraw Value: (100 100) (300 300) Time: 05:12:54 Window 1 – – – – Figure 5.6 Exposing a window and redrawing it by enqueuing a special redraw event with the update area information. The event is matched to a proper redraw handler for the given application. 91 U S E R I N T E R FA C E L AY E R ing on the development toolkits (see Chapter 6), the user may have to explicitly program this part as well. 5.3.3 Output Interactive behavior that is purely computational will simply be car- ried out by executing the event-handler procedure. However, response to an event or application behavior is often manifested by explicit Figure 5.7 Event-driven program structure: UI object creation and event-handler setup followed by the event-processing loop either provided by the underlying programming environment system/ operating system (above) or by explicit user programming (below). 9 2 H U M A N – C O M P U T E R I N T E R A C T I O N visual, aural, and haptic/tactile output as well. In many cases, the event handlers only compute for the response behavior and for needed changes in data or new output in a chosen modality (e.g., visual, aural, haptic, tactile, etc.). A separate step for refreshing the display based on the changed screen data is called as the last part of the event- processing loop. Analogous processes will be called for sending com- mands to output devices of other modalities as well (see the last line in Figure 5.7). Sometimes, with multimodal output, the outputs in different modalities need to be synchronized (e.g., output visual and aural feedback at the same, or nearly the same, time). However, not many interactive programming frameworks or toolkits offer provi- sions for such a situation. While internal computation takes relatively little time (in most cases), processing and sending the new/changed data to the display devices can take a significant amount of time. For instance, a heavy use of 3-D graphic objects can be computationally expensive (e.g., on a mobile device without a graphics subsystem), and this can become a bottleneck in the event-processing loop, thereby reducing interactiv- ity. Thus sometimes rendering and sensing parts can be separated into independent threads and processed at different rates to ensure real- time interactivity. Download 4.23 Mb. Do'stlaringiz bilan baham: |
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