How to resolve the algorithm Bitmap step by step in the Racket programming language
Published on 12 May 2024 09:40 PM
How to resolve the algorithm Bitmap step by step in the Racket programming language
Table of Contents
Problem Statement
Show a basic storage type to handle a simple RGB raster graphics image, and some primitive associated functions. If possible provide a function to allocate an uninitialised image, given its width and height, and provide 3 additional functions:
(If there are specificities about the storage or the allocation, explain those.) These functions are used as a base for the articles in the category raster graphics operations, and a basic output function to check the results is available in the article write ppm file.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Bitmap step by step in the Racket programming language
Source code in the racket programming language
#lang racket
;; The racket/draw libraries provide imperative drawing functions.
;; http://docs.racket-lang.org/draw/index.html
(require racket/draw)
;; To create an image with width and height, use the make-bitmap
;; function.
;; For example, let's make a small image here:
(define bm (make-bitmap 640 480))
;; We use a drawing context handle, a "dc", to operate on the bitmap.
(define dc (send bm make-dc))
;; We can fill the bitmap with a color by using a combination of
;; setting the background, and clearing.
(send dc set-background (make-object color% 0 0 0)) ;; Color it black.
(send dc clear)
;; Let's set a few pixels to a greenish color with set-pixel:
(define aquamarine (send the-color-database find-color "aquamarine"))
(for ([i 480])
(send dc set-pixel i i aquamarine))
;; We can get at the color of a bitmap pixel by using the get-pixel
;; method. However, it may be faster to use get-argb-pixels if we
;; need a block of the pixels. Let's use get-argb-pixels and look
;; at a row starting at (0, 42)
(define buffer (make-bytes (* 480 4))) ;; alpha, red, green, blue
(send dc get-argb-pixels 0 42 480 1 buffer)
;; We can inspect the buffer
(bytes-ref buffer 0) ;; and see that the first pixel's alpha is 255,
(bytes-ref buffer 1) ;; and the red, green, and blue components are 0.
(bytes-ref buffer 2)
(bytes-ref buffer 3)
;; If we are using DrRacket, we can just print the bm as a toplevel expression
;; to view the final image:
bm
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