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UNIT II 
Graphical User Interface 
1
Graphical User interface 
• Program interface which takes the 
advantage of computer graphics to make 
program easier 
• Text-keyboard oriented interface 
• Command line interface 
• Non graphical menu based interface 
• Graphical user interface 
2
GUI-Introduction 
• Elements of GUI- windows, pull down 
menu, buttons, scroll bar, iconic images, 
wizards, mouse etc. 
• A systems GUI with its input devices is 
also said as ‘look and feel’ 
3
GUI as class widget 
• A class widget can create object instances 
for any application 
• A widget (or control) is a graphical user 
component that a computer user interacts 
with such as a window, 
• Widgets are the virtual buttons which can 
be clicked from mouse 
4
GUI basic components 
• Pointer- small angled arrow on screen or I 
beam in text application 
• Pointing device- Mouse or trackball to 
select the objects 
• Icons-Pictures that represent commands, 
files or windows. They can be moved 
• Desktop-Area on the display screen where 
icons represent real objects on real desk 
5
• Windows-Screen is divided into different 
areas, different programs or files can run 
in different windows, their size and shape 
can be changed. 
• Menus-choice to select the commands are 
placed on screen in menus 
6
GUIs vs CLIs 
• Command line interface is the text only 
interface which requires text strings to 
cause the computer to take some action. 
• CLIs makes all options accessible but 
invisible and not easily remembered 
• Users with vision or motion disabilities 
prefer CLIs over GUIs. 
7
Interactive input methods 
• Request mode- program sends the request to 
the device and waits for its response. 
• Sample mode- program and device work 
independently. 
When program requires any value it takes the 
value from that device as per its status at that 
instant. Ex –numeric pad. 
 Event mode- device drives the program. Any 
action by the mouse is identified and action is 
taken. 
8
Design of GUI 
To fulfill a given requirement designing an 
interface is 
• Part discipline (following platform 
conventions and good design principle) 
• Part science (usability testing) 
• Part art (creating screen layouts that are 
informative, intuitive and visually pleasing) 
9
• Tax returns can be filed without reading 
manuals 
• Car can be driven without knowing the 
Working of automobile 
10
• Effective GUI requires functionality and 
interface 
• Functionality is what program actually 
does 
• Interface is how user interacts with 
program 
11
Application development 
• Visual basic, Delphi and visual C++ are 
the commonly used tools for GUI 
application development. 
• They simplify the process of writing an 
application while creating its visual 
interface. 
• The factors that work against creating a 
successful GUI are: user centered design, 
event driven programming 
12
Programming 
Event driven Programming 
• Tasks are performed in ordered fashion. 
The user can enter data only when 
directed 
User driven programming 
• User controls the program execution via 
GUI events like entries using keystroke, 
mouse click, light pen, voice command 
etc. 
13
GUI examples (Dialog box) 
14
Good program vs great program 
Early days 
• Good program: one that works 
• Great program: one that worked with 
fewest resources 
Today 
Good program: one that works and is easy 
to learn 
Great program: one that works, user friendly 
and need not be learnt 
15
Principles for good GUI design 
1. User must be able to anticipate a 
widget’s behaviour from its visual 
properties- 
Principle of consistency at widget level. 
Widgets are visual controls like menus 
checkbox, scroll bars etc. 
Delphi software helps in creating widgets 
16
17
Anticipate the behavior 
2. User must be able to anticipate the 
behavior of program using knowledge 
gained from other program- 
Principle of consistency at performance 
level. 
Consistency of cross platform with host 
platform 
Placement of menus icons and toolbars. 
18
19
Warnings and error dialog 
3. User should view warnings and error dialog so 
as to improve the program interface- 
Good GUI rarely uses or needs warnings and error 
dialogs. 
Signal hardware problem like loose connection or 
disk failure 
Warnings that asks user consent to perform 
irreversible or erroneous step. 
Design your program for user to enter appropriate 
data and disable the dependent steps. 
20
Error window 
21
Warning messages 
22
Feedback 
4. Provide adequate user feedback- 
Principle of user feedback applies to widgets and 
program activity. 
Ex. Click a button it suggests it is depressed. 
Ex. Appearance of check box suggests that it is 
selected. 
Ex. User should know that a program is in 
progress by hourglass or progress bar 
Novice user should tell what steps are already 
performed. 
23
24
Multimedia clips 
5. Use sound, colour, animation and 
multimedia clips sparingly- 
Appropriate for education or entertainment. 
Platforms have written convention that 
describes the usage. 
Include them only if user’s ability is 
improved. 
Colour and sound should not be the sole 
means of communication. 25
Customize 
6. Help user customize and preserve their 
preferred work environment- 
Depends whether the program is single user or 
multi user. 
Issues like size, location of a window. 
Video issues like screen size, video resolution, 
contrast. 
Ex. Full screen interface looks good on 14 inch 
VGA display but not in 17 inch display. 
User should be permitted to customize and set 
defaults 26
27
28
Interface 
7. Design an interface so that user can 
accomplish their task without being aware 
of interface- 
Principle of transparency 
Interface transparency occurs when user’s 
attention is drawn away from interface and 
directed at the task. 
29
Program window 
30
GUI programming examples 
• A program that represents an application of 
object windows. It creates a main window with 
caption TEST that can be resized, moved, 
minimized and closed 
#include<ow1applicat.h> 
Int OwlMain(int/*argc*/,char*/*argv*/[ ]) 
{ 
Return TApplication (“TEST”).Run( ); 
} 
31
_ X 
TEST 
32
GUI programming examples 
• Program to display a window with the title TEST; 
message HELLO and an OK button 
#include<window.h> 
Int_stdcall WinMain(HINSTANCE hIstance, 
HINSTANCE HPrevInstance, LPSTR) 
Lpsz(Cmdline, intnCmdShow) 
{ 
Messagebox (0, “Hello!”, “TEST”, 0); 
Return(0); 
} 
33
GUI programming examples 
34
Integration of graphics standard 
Three essential system interfaces are: 
• Application interface 
• Device interface 
• User interface 
35
36
37
Computer Graphics software 
• The application programmer interface is 
represented by four standard efforts: 
1. GKS (Graphics Kernel system) 
2. GKS 3D 
3. PHIGS (Programmers Hierarchical 
Interactive Graphics System) 
4. PHIGS + 
38
GKS 
• It is an international standard 
• Portability of software among different 
hardware is possible. 
• It has ability to write device independent 
graphics program. 
• Program can fully exploit all the facilities 
offered by the hardware. 
• Initially developed for 2D but came up with 
3D support as well. 
39
PHIGS 
• Extension of GKS. 
• Defines a set of functions and data structures 
to manipulate 3D objects 
• Increased capability of modeling, rendering 
and manipulation. 
• Provides the programmer with complete 
environment containing hierarchical buffers; 
• To store scene description 
• And to modify interactively 
40
Device interface 
• Software concerned with storage and 
transmission of data 
• Between graphics system and CAD/CAM 
are 
• IGES,DXF,STEP,PDES etc. 
• IGES and DXF are widely used standards 
41
DXF 
• Drawing interchange format developed by 
AutoCAD developers. 
• CAD/CAM software can import or export 
this file format. 
• DXF file is normally an ASCII readable 
text file. 
• Easy to read, to understand and to 
manually manipulate. 
42
IGES 
• Initial Graphics Exchange Specification is 
designed to exchange engineering 
characteristics. 
• Exchange between CAD software, Reverse 
Engineering, RP machines, CAM systems 
etc. 
• Fundamental unit of data in this file is entity. 
• Entities can be geometric or non geometric 
43
• Geometric entities represent physical 
shapes like points, curves, surfaces, solids 
etc. 
• Non geometric entities serve to enrich the 
model by providing viewing perspective. 
• The file format treats the product definition 
as a file of entities. 
44
Thank you 
45

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Unit 2

  • 1. UNIT II Graphical User Interface 1
  • 2. Graphical User interface • Program interface which takes the advantage of computer graphics to make program easier • Text-keyboard oriented interface • Command line interface • Non graphical menu based interface • Graphical user interface 2
  • 3. GUI-Introduction • Elements of GUI- windows, pull down menu, buttons, scroll bar, iconic images, wizards, mouse etc. • A systems GUI with its input devices is also said as ‘look and feel’ 3
  • 4. GUI as class widget • A class widget can create object instances for any application • A widget (or control) is a graphical user component that a computer user interacts with such as a window, • Widgets are the virtual buttons which can be clicked from mouse 4
  • 5. GUI basic components • Pointer- small angled arrow on screen or I beam in text application • Pointing device- Mouse or trackball to select the objects • Icons-Pictures that represent commands, files or windows. They can be moved • Desktop-Area on the display screen where icons represent real objects on real desk 5
  • 6. • Windows-Screen is divided into different areas, different programs or files can run in different windows, their size and shape can be changed. • Menus-choice to select the commands are placed on screen in menus 6
  • 7. GUIs vs CLIs • Command line interface is the text only interface which requires text strings to cause the computer to take some action. • CLIs makes all options accessible but invisible and not easily remembered • Users with vision or motion disabilities prefer CLIs over GUIs. 7
  • 8. Interactive input methods • Request mode- program sends the request to the device and waits for its response. • Sample mode- program and device work independently. When program requires any value it takes the value from that device as per its status at that instant. Ex –numeric pad.  Event mode- device drives the program. Any action by the mouse is identified and action is taken. 8
  • 9. Design of GUI To fulfill a given requirement designing an interface is • Part discipline (following platform conventions and good design principle) • Part science (usability testing) • Part art (creating screen layouts that are informative, intuitive and visually pleasing) 9
  • 10. • Tax returns can be filed without reading manuals • Car can be driven without knowing the Working of automobile 10
  • 11. • Effective GUI requires functionality and interface • Functionality is what program actually does • Interface is how user interacts with program 11
  • 12. Application development • Visual basic, Delphi and visual C++ are the commonly used tools for GUI application development. • They simplify the process of writing an application while creating its visual interface. • The factors that work against creating a successful GUI are: user centered design, event driven programming 12
  • 13. Programming Event driven Programming • Tasks are performed in ordered fashion. The user can enter data only when directed User driven programming • User controls the program execution via GUI events like entries using keystroke, mouse click, light pen, voice command etc. 13
  • 15. Good program vs great program Early days • Good program: one that works • Great program: one that worked with fewest resources Today Good program: one that works and is easy to learn Great program: one that works, user friendly and need not be learnt 15
  • 16. Principles for good GUI design 1. User must be able to anticipate a widget’s behaviour from its visual properties- Principle of consistency at widget level. Widgets are visual controls like menus checkbox, scroll bars etc. Delphi software helps in creating widgets 16
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  • 18. Anticipate the behavior 2. User must be able to anticipate the behavior of program using knowledge gained from other program- Principle of consistency at performance level. Consistency of cross platform with host platform Placement of menus icons and toolbars. 18
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  • 20. Warnings and error dialog 3. User should view warnings and error dialog so as to improve the program interface- Good GUI rarely uses or needs warnings and error dialogs. Signal hardware problem like loose connection or disk failure Warnings that asks user consent to perform irreversible or erroneous step. Design your program for user to enter appropriate data and disable the dependent steps. 20
  • 23. Feedback 4. Provide adequate user feedback- Principle of user feedback applies to widgets and program activity. Ex. Click a button it suggests it is depressed. Ex. Appearance of check box suggests that it is selected. Ex. User should know that a program is in progress by hourglass or progress bar Novice user should tell what steps are already performed. 23
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  • 25. Multimedia clips 5. Use sound, colour, animation and multimedia clips sparingly- Appropriate for education or entertainment. Platforms have written convention that describes the usage. Include them only if user’s ability is improved. Colour and sound should not be the sole means of communication. 25
  • 26. Customize 6. Help user customize and preserve their preferred work environment- Depends whether the program is single user or multi user. Issues like size, location of a window. Video issues like screen size, video resolution, contrast. Ex. Full screen interface looks good on 14 inch VGA display but not in 17 inch display. User should be permitted to customize and set defaults 26
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  • 29. Interface 7. Design an interface so that user can accomplish their task without being aware of interface- Principle of transparency Interface transparency occurs when user’s attention is drawn away from interface and directed at the task. 29
  • 31. GUI programming examples • A program that represents an application of object windows. It creates a main window with caption TEST that can be resized, moved, minimized and closed #include<ow1applicat.h> Int OwlMain(int/*argc*/,char*/*argv*/[ ]) { Return TApplication (“TEST”).Run( ); } 31
  • 32. _ X TEST 32
  • 33. GUI programming examples • Program to display a window with the title TEST; message HELLO and an OK button #include<window.h> Int_stdcall WinMain(HINSTANCE hIstance, HINSTANCE HPrevInstance, LPSTR) Lpsz(Cmdline, intnCmdShow) { Messagebox (0, “Hello!”, “TEST”, 0); Return(0); } 33
  • 35. Integration of graphics standard Three essential system interfaces are: • Application interface • Device interface • User interface 35
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  • 38. Computer Graphics software • The application programmer interface is represented by four standard efforts: 1. GKS (Graphics Kernel system) 2. GKS 3D 3. PHIGS (Programmers Hierarchical Interactive Graphics System) 4. PHIGS + 38
  • 39. GKS • It is an international standard • Portability of software among different hardware is possible. • It has ability to write device independent graphics program. • Program can fully exploit all the facilities offered by the hardware. • Initially developed for 2D but came up with 3D support as well. 39
  • 40. PHIGS • Extension of GKS. • Defines a set of functions and data structures to manipulate 3D objects • Increased capability of modeling, rendering and manipulation. • Provides the programmer with complete environment containing hierarchical buffers; • To store scene description • And to modify interactively 40
  • 41. Device interface • Software concerned with storage and transmission of data • Between graphics system and CAD/CAM are • IGES,DXF,STEP,PDES etc. • IGES and DXF are widely used standards 41
  • 42. DXF • Drawing interchange format developed by AutoCAD developers. • CAD/CAM software can import or export this file format. • DXF file is normally an ASCII readable text file. • Easy to read, to understand and to manually manipulate. 42
  • 43. IGES • Initial Graphics Exchange Specification is designed to exchange engineering characteristics. • Exchange between CAD software, Reverse Engineering, RP machines, CAM systems etc. • Fundamental unit of data in this file is entity. • Entities can be geometric or non geometric 43
  • 44. • Geometric entities represent physical shapes like points, curves, surfaces, solids etc. • Non geometric entities serve to enrich the model by providing viewing perspective. • The file format treats the product definition as a file of entities. 44