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Processor. |
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Memory. |
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Frame buffer. |
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Output devices. |
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Input devices. |

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Special-purpose packages |
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General programming packages. |
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Video monitor. |
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Plotters. |
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Film recorder. |
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Printers. |
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Electron gun which produce electron beam. |
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Deflection system (pairs of horizontal and vertical). |
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Focusing system: direct the beam toward specified point on the screen. |
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Phosphor-coated screen. |




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Printers are used to create hard-copy output on paper or overhead transparencies. Products are available in a wide quality/price range. Examples are Inkjet, laser printers, Wax Transfer, and others. |
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Film recorder: in a film recorder, the screen is a strip of photographic film, and the electron beam exposes the film as it sweeps over it in a raster pattern. Film recorders are frequently used to make movies or high-quality 35-mm slides. |
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Inkjet plotters produce hard-copy raster images in color. |
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Each device transmits particular kind of data (e.g., a number, a string of characters, or a position) to the program. |
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The different types of data are called input primitives. |
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The important input primitives are as follows: |
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String: it is the most familiar input primitive, producing a string of characters and thus modeling the action of a keyboard. When an application requests a string, the program pauses while the user types in the string, followed by a terminator character. | |
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Choice: a choice reports a selection from a fixed number of items. The programmer's model is a bank of buttons, or a set of buttons on a mouse. | |
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Valuator: a valuator produces a real value between 0.0 and 0.1, which can be used to fix the length of a line, the speed of an action, or the size of a picture. |
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Locator: a basic requirement in interactive graphics is to allow the user to point to a position on the display. The locator input primitiveperforms this function, because it produces a coordinate pair (x,y). | |
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Pick: the pick input primitive is used to identify a portion of a picture for further processing. |
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Keyboard: An alphanumeric keyboard on a graphics system is used primarily as a device for entering text string, issuing certain commands, and selecting menu options. The keyboard is an efficient device for inputting such nongraphic data as picture labels associated with a graphics display. |
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Mouse: Mouse is the most familiar input device of all, because it is easy and comfortable to operate. Douglas Engelbart invented the mouse in 1968. |
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Joystick and Trackball: Figure 1.20 shows two similar input devices that control the position of a cursor on nthedisplay. The joystick in part (a) consists of a small, vertical lever (called the stick) mounted on a base. We use the joystick to steer the screen cursor around. The trackball in part (b) is a ball device that can be rotated with the fingers or palm of the hand to produce screen-cursor movement. |

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Data Gloves: Figure 1.21 shows a data glove that can be used to grasp a "virtual object". The glove is constructed with a series of sensors that detect hand and finger motions. |

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Digitizer: A common device for drawing, painting, or interactively selecting positions is a digitizer. These devices can be designed to input coordinate valuesin either a two-dimensional or a three-dimensional space. One type of digitizer is the graphic tablet (also referred to as a data tablet), which is used to input two-dimensional coordinates by activating a hand cursor or stylus at selected positions on a flat surface (see figure 1.22). |

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Image scanner: Drawings, graphs, photographs, or text can be stored for computer processing with an image scanner by passing an optical scanning mechanism over the information to be stored. |
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Light pens: Such pencil-shaped devices are used to select screen positions by detecting the light coming from points on the CRT. (See figure 1.23). |

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Voice Systems: The voice system input can be used to initiate graphics operations or to enter data. These systems operate by matching an input against a predefined dictionary of words and phrases (See figure 1.24). |

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Touch Panels: As the name implies, touch panels allow displayed objects or screen positions to be selected with the touch of a finger. A typical application of touch panels is for the selection of processing options that are represented as a menu of graphical icons. |