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Other changes addressed the need for direct interactivity. This included the ability to perform ''incremental updates'' so that PS commands that produced output could be performed immediately.{{sfn|Adobe|1990|p=335}} There were also systems for performing [[hit detection]], so that one could see if a particular ___location hit any of the drawn objects. This was used, for instance, to test which objects in the view were being hit at the ___location of a mouse click.{{sfn|Adobe|1990|p=336}}
Finally, DPS added the concept of a {{code|pswrap}}, a [[C (programming language)|C-language]] function that took DPS commands in the form of strings and sent them to the DPS context to be output. This allowed, for instance, one to write a C-language function that produced a rectangle on the screen.{{sfn|Adobe|1990|p=334}}
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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