GDDM V3R2 Base Application Programming Reference
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Using PS with graphics

GDDM V3R2 Base Application Programming Reference
SC33-0868-02



This section does not apply to 3179-G, 3192-G, or 3472-G color display stations, 3270-PC/G and 3270-PC/GX work stations, IPDS printers, 5550-family work stations, the 5080 graphics system, ASCII graphics displays, and devices supported by GDDM-PCLK or GDDM-OS/2 Link, because PS is not used to construct the graphics for these devices.

When GDDM is constructing a picture, the assumption is made that all PS stores in the device are available for use except those that have either been loaded with symbol sets, or explicitly reserved by the application program. Because the number of PS stores is limited, if an application program uses both additional PS character sets and graphics construction, special attention to PS allocations may be required. This is especially true for printers, because only one PS store can hold a multicolor symbol set.

In general, PS stores should be loaded with any additional symbol sets before graphics picture construction is started, because the PS stores are also used for picture display. An attempt to load a symbol set when graphics are displayed is usually rejected by GDDM. Only when all graphics items are deleted from all pages do the PS stores become released for loading symbol sets.

If the programmer anticipates the need to load a PS store while graphics data is present, the PSRSV call is available to reserve a PS store. This must be done before any graphics calls are issued. The specified PS store is not used for graphics data, and is explicitly referred to in the call statement to load the symbol set. When the symbol set is no longer needed, the symbol set can be released from the reserved PS store, and another symbol set can be loaded, or, the PS store itself can be released.

In a windowing environment, the PS stores are allocated in the following order:

  1. For symbol sets in the active window
    
    
  2. For graphics in the active window
    
    
  3. For graphics for window borders (all windows)
    
    
  4. Any remaining PS slots are allocated for symbol sets and graphics in non-active windows.

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