Dataflow processing with events

Data processing: software development – installation – and managem – Software program development tool – Translation of code

Reexamination Certificate

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Reexamination Certificate

active

06272672

ABSTRACT:

BACKGROUND OF THE INVENTION
The invention relates to programs with graphical user interfaces.
Graphical user interfaces typically employ graphical displays for output to the user and one or more devices for input from the user, possibly including a keyboard and a pointing device like a “mouse” with one or more buttons for signalling the application program. The term “display-out event-in” is used here to describe such user interfaces. The emphasis of the present discussion is on reducing the complexity with which the designers and builders of these systems must deal.
The display-out event-in user interface was largely pioneered at Xerox Palo Alto Research Center (PARC). Many of the ideas developed at PARC were embodied in the Smalltalk and Alto systems developed there. The PARC group used the term “modeless user interface” to mean, among other ideas, that the interpretation of input events depends on the position of the mouse pointer with respect to the possibly several figures being displayed, and also on the relative positions of these several figures with respect to each other. Thus, in more recent systems descended from Smalltalk and Alto, particularly in the Apple Macintosh and the Microsoft Windows operating systems, characters typed on the keyboard are interpreted as input to the “window” figure which is the “top” of several possibly “overlapping” windows, and a mouse-button depression is interpreted as being “directed to” the visible figure, such as a “button,” which is “under” (i.e., whose graphical region encloses the position of) the mouse pointer. We assume that this context-dependent character of event interpretation is present in the display-out event-in user interfaces being discussed here.
Implementation of a data processing system employing a display-out event-in user interface is complex and difficult, being centered about a low-level “event loop” which is continually sampling the input devices for input events. Once an event is detected, a possibly quite complex decision sequence is undertaken to discover the display figure with respect to which this input event is to be interpreted. Once this display figure is isolated, some form of signal is sent to an entity, usually a software object or function, associated with this display figure. This entity then interprets the event in the context of the application program in whose service all this machinery exists.
The design of a “user-interface management system” (UIMS) consists, in part, of deciding what desirably maximum set of functions (such as the event-identification function described above) can be isolated from the application program and packaged as a general set of services available to all application programs, thus reducing the total complexity of multiple application programs which use the UIMS. Even with such UIMSs, the construction of application programs with display-out event-in user interfaces remains complex and difficult.
Many designers have employed two common strategies for simplifying the structure and construction of application programs. The first strategy is based on the observation that the sequential aspects of programming contribute substantially to the difficulty of the task. This first strategy consists of finding a way to divide the structure of the program into a sequential part and a static part in such a way that the builder of the application program needs to pay minimal attention to the sequential part. The second strategy consists of finding a way to partition the remaining sequential part so its subparts are typically simple and have minimal interaction with each other.
The first simplification strategy is facilitated by dividing the universe of applications into similarity-groups, such that all the members of each similarity-group share a common design for the sequential part. Then a “sequence engine” common to all members of the similarity-group can be built and used by all application program builders as the implementation of the common sequential part. The task of a builder of an application from one of these similarity-groups is ideally reduced to a static parameterization of the sequence engine; the builder can largely ignore the internal details of the sequence engine.
An historically important application of the first simplification strategy has been with respect to the similarity-group of report-generation programs based on sequential files. The strategy was employed in the design of the wiring panels of nonstored-program punched-card tabulating machines such as the IBM 407 (whose underlying sequential “card cycle” is largely implicit in the wiring panel) and then subsequently to the successors of the IBM 407, including the RPG programming system for the IBM 1401 computer and a long line of report-generator program successors to RPG. All of these instances of the first simplification strategy insulated the application program builder from the sequential details of the underlying record-processing cycle and focused on the static formats of data in files and reports, with the choice of alternative report formats based on data values.
Applications with display-out event-in user interfaces form a similarity-group in the sense described above, because they have in common the underlying event-loop processing cycle. Attempts to exploit the first simplification strategy with respect to the similarity-group of display-out event-in programs (and thus to make construction of application programs from this group a simpler, more static process) have had some success.
The earliest well developed application of the first simplification strategy to display-out event-in systems is the Model-View-Controller (MVC) design paradigm developed at PARC as part of the Smalltalk programming system. In the MVC paradigm the application is divided into three parts: the View part expresses display appearance, the Controller part expresses event-identification behavior, and the Model part expresses everything else, namely the “internal” (i.e., non-user-interface) application logic, which communicates with the user via the View and Controller parts. All three parts are built using the Smalltalk language. Importantly, the application program developer can largely limit his/her attention to the Model part, since the View and Controller parts are incorporated into the Smalltalk system. (The sequence engine is hidden in the Controller part.)
Microsoft Visual Basic (VB) is a representative and widely-used contemporary example of both simplification strategies. In VB the structure of an application program is organized into two major portions, which we can call Forms and Procedures. Forms express the visual aspects of the user interface and contain collections of “controls,” which are specific visual features with specific behaviors, for example, buttons. (It is an additional benefit of major practical importance, although that benefit is not immediately relevant to the present discussion, that the specification of Forms in VB is entirely pictorial.)
VB is an application of the second simplification strategy in that Procedures consist of many (typically) small modules of code and, furthermore, that these modules are grouped by, and logically associated with, the controls appearing in the Forms. Each code module is dedicated to the handling of one event which “originates” from its associated control. Thus the design of VB assigns each code module uniquely to a point in the space of ordered pairs (control, event). This partitioning is an effective application of the second simplification strategy because there is typically little interaction between these ordered pairs.
In the current art as widely practiced, sequential procedure code has been largely removed from the specification of the appearance of the display but remains in the specification of the handling of events and in the specification of application logic, namely those aspects of the design which, in the MVC paradigm, are collectively called the Model. A program constructed according to contemporary practice consists of two quite distinct spe

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