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* ''Interaction support'': A number of procedures were defined to handle interaction, including [[hit detection]].
* ''Halftone phase'': In order to improve scrolling performance, DPS only drew the small portion of the window that became visible, shifting the rest of the image instead of re-drawing it. However this meant that the [[halftone]]s might not line up, producing visible lines and boxes in the display of graphics. DPS included additional code to properly handle these cases. Modern full-color displays with no halftones have made this idea mostly obsolete.
* ''Incremental updates'': In printing applications the PS code is interpreted until it gets a <code>showpage</code>, at which point it is
* ''Bitmap font support'': DPS added the ability to map PS fonts onto hand-drawn [[bitmap font]]s and change from one to the other on the fly. Adobe PS's ability to display fonts on low
* ''Programming language support'': DPS introduced the concept of a "<code>pswrap</code>", which allowed [[Software developer|developers]] to wrap PostScript code into a [[C (programming language)|C
DPS did not, however, add a windowing system. That was left to the implementation to provide, and DPS was meant to be used in conjunction with an existing windowing engine. This was often the [[X Window System]], and in this form Display PostScript was later adopted by companies such as [[IBM]] and [[Silicon Graphics|SGI]] for their workstations. Often the code needed to get from an X window to a DPS context was much more complicated than the entire rest of the DPS interface.{{citation needed|date=March 2011}} This greatly limited the popularity of DPS when any alternative was available.{{citation needed|date=March 2011}}
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== History ==
The developers of [[NeXT]] wrote a completely new windowing engine to take full advantage of NeXT's [[object-oriented operating system]]. A number of commands were added to DPS to
== Modern derivatives ==
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* [[PostScript Standard Encoding]] (PostScript character set)
* [[NeXT character set]]
==References==
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