Draw pixel 2: Difference between revisions

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syntax highlighting fixup automation
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m (syntax highlighting fixup automation)
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=={{header|Ada}}==
{{libheader|SDLAda}}
<langsyntaxhighlight Adalang="ada">with Ada.Numerics.Discrete_Random;
 
with SDL.Video.Windows.Makers;
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Window.Finalize;
SDL.Finalise;
end Draw_A_Pixel_2;</langsyntaxhighlight>
 
=={{header|C}}==
Same as the [[Draw_a_pixel]] task, uses the random number functions of stdlib.h to plot a random point. Requires the [http://www.cs.colorado.edu/~main/bgi/cs1300/ WinBGIm] library.
<syntaxhighlight lang="c">
<lang C>
#include<graphics.h>
#include<stdlib.h>
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return 0;
}
</syntaxhighlight>
</lang>
=={{header|Delphi}}==
{{libheader| Windows}}
{{libheader| Messages}}
{{libheader| SysUtils}}
<syntaxhighlight lang="delphi">
<lang Delphi>
program Draw_a_pixel2;
 
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CreateWin(WIN_WIDTH, WIN_HEIGHT);
ShowModal();
end.</langsyntaxhighlight>
=={{header|Factor}}==
{{works with|Factor|0.99 development release 2019-07-10}}
<langsyntaxhighlight lang="factor">USING: kernel random raylib.ffi ;
 
640 480 2dup "random yellow pixel" init-window [ random ] bi@
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begin-drawing BLACK clear-background 2dup YELLOW draw-pixel
end-drawing
] until close-window</langsyntaxhighlight>
 
=={{header|FreeBASIC}}==
<langsyntaxhighlight lang="freebasic">' version 04-07-2018
' compile with: fbc -s console
' or: fbc -s gui
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WindowTitle "0, 0 is top left, pixel is at " & x & ", " & y & " hit any key to end program"
Sleep
End</langsyntaxhighlight>
 
=={{header|Go}}==
<langsyntaxhighlight lang="go">package main
 
import (
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}
}
}</langsyntaxhighlight>
 
{{out}}
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=={{header|J}}==
See also [[Draw_a_pixel#J|Draw a pixel]]. Note that this pixel will be nearly invisible on most screens. There's very low contrast between yellow and white, and single pixels may be difficult to see on "modern" hardware. Remedying these visual problems would require going outside the requirements of the task. You might change the color, for example to black with <code>glrgb 0 0 0</code> and/or changing the radius to include more pixels, for example 8 with <code>glpen 8 1</code><langsyntaxhighlight Jlang="j">require 'gl2'
coinsert 'jgl2'
wd{{)n pc Rosetta closeok;cc task isidraw; set task wh 640 480;pshow}}
glpaint glpixel ?640 480 [ glpen 1 1 [ glrgb 255 255 0 [ glclear ''</langsyntaxhighlight>
=={{header|javascript}}==
<langsyntaxhighlight lang="javascript">let w = window.open("", "", "width=640,height=480");
let canvas = document.createElement("canvas");
canvas.width = 640;
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let y = Math.random() * 481;
ctx.fillRect(x, y, 1, 1);
</syntaxhighlight>
</lang>
 
=={{header|Julia}}==
<langsyntaxhighlight lang="julia">using Gtk, Graphics
 
const can = @GtkCanvas()
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signal_connect(endit, win, :destroy)
wait(cond)
</syntaxhighlight>
</lang>
 
=={{header|Kotlin}}==
This is a variation of the [[Draw a pixel]] task and so therefore is the code to accomplish it.
<langsyntaxhighlight lang="scala">// Version 1.2.41
 
import java.awt.Color
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}
}
}</langsyntaxhighlight>
 
{{output}}
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=={{header|Nim}}==
{{libheader|SDL2}}
<langsyntaxhighlight Nimlang="nim">import random
import sdl2
 
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renderer.present()
 
delay(5000)</langsyntaxhighlight>
 
=={{header|Objeck}}==
<langsyntaxhighlight lang="objeck">use Game.SDL2;
use Game.Framework;
 
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};
}
}</langsyntaxhighlight>
 
=={{header|Perl}}==
{{libheader|Gtk3}}
<langsyntaxhighlight lang="perl">use Gtk3 '-init';
 
my $width = 640;
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$cr->rectangle( int rand $width , int rand $height, 1, 1);
$cr->stroke;
}</langsyntaxhighlight>
 
=={{header|Phix}}==
{{libheader|Phix/pGUI}}
Pixel jumps around randomly, twice a second.
<!--<langsyntaxhighlight Phixlang="phix">(phixonline)-->
<span style="color: #000080;font-style:italic;">--
-- demo\rosetta\Draw_pixel_2.exw
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<span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
<!--</langsyntaxhighlight>-->
 
=={{header|Processing}}==
<langsyntaxhighlight lang="java">
//Aamrun, 26th June 2022
 
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ellipse(random(640),random(480),1,1);
</syntaxhighlight>
</lang>
 
=={{header|Python}}==
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{{libheader|Tkinter}}
{{libheader|random}}
<langsyntaxhighlight lang="python">import Tkinter,random
def draw_pixel_2 ( sizex=640,sizey=480 ):
pos = random.randint( 0,sizex-1 ),random.randint( 0,sizey-1 )
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root.mainloop()
 
draw_pixel_2()</langsyntaxhighlight>
 
=={{header|Racket}}==
 
<langsyntaxhighlight lang="racket">#lang racket/gui
 
(define WIDTH 640)
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(send dc draw-point (random WIDTH) (random HEIGHT)))])
 
(send frame show #t)</langsyntaxhighlight>
 
=={{header|Raku}}==
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Coordinates of random pixel displayed in window title. To make the single pixel show up better I filled in the drawing area background with black to get better contrast.
 
<syntaxhighlight lang="raku" perl6line>use GTK::Simple;
use GTK::Simple::DrawingArea;
use Cairo;
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my $ctx = $da.add-draw-handler( &rect-do );
$app.run;</langsyntaxhighlight>
 
=={{header|Ring}}==
<langsyntaxhighlight lang="ring"># Project : Draw pixel 2
 
load "guilib.ring"
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see "green : " + mycolor.green() + nl
see "blue : " + mycolor.blue() + nl
}</langsyntaxhighlight>
Outputimage:
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{{libheader|Scastie qualified}}
{{works with|Scala|2.13}}
<langsyntaxhighlight Scalalang="scala">import java.awt.image.BufferedImage
import java.awt.Color
import scala.language.reflectiveCalls
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println("Tests successfully completed with no errors found.")
 
}</langsyntaxhighlight>
 
=={{header|Wren}}==
{{libheader|DOME}}
<langsyntaxhighlight lang="ecmascript">import "dome" for Window
import "graphics" for Canvas, Color
import "random" for Random
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static getRGB(col) { "{%(col.r), %(col.g), %(col.b)}" }
}</langsyntaxhighlight>
 
=={{header|XPL0}}==
This is all that's required on the Raspberry Pi version of XPL0.
<langsyntaxhighlight XPL0lang="xpl0">[SetFB(640, 480, 24); Point(Ran(640), Ran(480), $FFFF00)]</langsyntaxhighlight>
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