Image noise: Difference between revisions
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Revision as of 13:49, 11 June 2013
You are encouraged to solve this task according to the task description, using any language you may know.
Generate a random black and white 320x240 image continuously, showing FPS (frames per second).
Sample image:
Ada
noise.ads: <lang Ada>with Lumen.Image;
package Noise is
function Create_Image (Width, Height : Natural) return Lumen.Image.Descriptor;
end Noise;</lang>
noise.adb: <lang Ada>with Ada.Numerics.Discrete_Random;
package body Noise is
type Color is (Black, White); package Color_Random is new Ada.Numerics.Discrete_Random (Color); Color_Gen : Color_Random.Generator;
function Create_Image (Width, Height : Natural) return Lumen.Image.Descriptor is Result : Lumen.Image.Descriptor; begin Color_Random.Reset (Color_Gen); Result.Width := Width; Result.Height := Height; Result.Complete := True; Result.Values := new Lumen.Image.Pixel_Matrix (1 .. Width, 1 .. Height); for X in 1 .. Width loop for Y in 1 .. Height loop if Color_Random.Random (Color_Gen) = Black then Result.Values (X, Y) := (R => 0, G => 0, B => 0, A => 0); else Result.Values (X, Y) := (R => 255, G => 255, B => 255, A => 0); end if; end loop; end loop; return Result; end Create_Image;
end Noise;</lang>
test_noise.adb: <lang Ada>with Ada.Calendar; with Ada.Text_IO; with System.Address_To_Access_Conversions; with Lumen.Window; with Lumen.Image; with Lumen.Events.Animate; with GL; with Noise;
procedure Test_Noise is
package Float_IO is new Ada.Text_IO.Float_IO (Float);
Program_End : exception;
Win : Lumen.Window.Handle; Image : Lumen.Image.Descriptor; Tx_Name : aliased GL.GLuint; Wide : Natural := 320; High : Natural := 240; First_Frame : Ada.Calendar.Time; Frame_Count : Natural := 0;
-- Create a texture and bind a 2D image to it procedure Create_Texture is use GL;
package GLB is new System.Address_To_Access_Conversions (GLubyte);
IP : GLpointer; begin -- Create_Texture -- Allocate a texture name glGenTextures (1, Tx_Name'Unchecked_Access);
-- Bind texture operations to the newly-created texture name glBindTexture (GL_TEXTURE_2D, Tx_Name);
-- Select modulate to mix texture with color for shading glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-- Wrap textures at both edges glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-- How the texture behaves when minified and magnified glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-- Create a pointer to the image. This sort of horror show is going to -- be disappearing once Lumen includes its own OpenGL bindings. IP := GLB.To_Pointer (Image.Values.all'Address).all'Unchecked_Access;
-- Build our texture from the image we loaded earlier glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, GLsizei (Image.Width), GLsizei (Image.Height), 0, GL_RGBA, GL_UNSIGNED_BYTE, IP); end Create_Texture;
-- Set or reset the window view parameters procedure Set_View (W, H : in Natural) is use GL; begin -- Set_View GL.glEnable (GL.GL_TEXTURE_2D); glClearColor (0.8, 0.8, 0.8, 1.0);
glMatrixMode (GL_PROJECTION); glLoadIdentity; glViewport (0, 0, GLsizei (W), GLsizei (H)); glOrtho (0.0, GLdouble (W), GLdouble (H), 0.0, -1.0, 1.0);
glMatrixMode (GL_MODELVIEW); glLoadIdentity; end Set_View;
-- Draw our scene procedure Draw is use GL; begin -- Draw -- clear the screen glClear (GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); GL.glBindTexture (GL.GL_TEXTURE_2D, Tx_Name);
-- fill with a single textured quad glBegin (GL_QUADS); begin glTexCoord2f (1.0, 0.0); glVertex2i (GLint (Wide), 0);
glTexCoord2f (0.0, 0.0); glVertex2i (0, 0);
glTexCoord2f (0.0, 1.0); glVertex2i (0, GLint (High));
glTexCoord2f (1.0, 1.0); glVertex2i (GLint (Wide), GLint (High)); end; glEnd;
-- flush rendering pipeline glFlush;
-- Now show it Lumen.Window.Swap (Win); end Draw;
-- Simple event handler routine for keypresses and close-window events procedure Quit_Handler (Event : in Lumen.Events.Event_Data) is begin -- Quit_Handler raise Program_End; end Quit_Handler;
-- Simple event handler routine for Exposed events procedure Expose_Handler (Event : in Lumen.Events.Event_Data) is pragma Unreferenced (Event); begin -- Expose_Handler Draw; end Expose_Handler;
-- Simple event handler routine for Resized events procedure Resize_Handler (Event : in Lumen.Events.Event_Data) is begin -- Resize_Handler Wide := Event.Resize_Data.Width; High := Event.Resize_Data.Height; Set_View (Wide, High); Draw; end Resize_Handler;
procedure Next_Frame (Frame_Delta : in Duration) is pragma Unreferenced (Frame_Delta); use type Ada.Calendar.Time; begin Frame_Count := Frame_Count + 1; if Ada.Calendar.Clock >= First_Frame + 1.0 then Ada.Text_IO.Put ("FPS: "); Float_IO.Put (Float (Frame_Count), 5, 1, 0); Ada.Text_IO.New_Line; First_Frame := Ada.Calendar.Clock; Frame_Count := 0; end if; Image := Noise.Create_Image (Width => Wide, Height => High); Create_Texture; Draw; end Next_Frame;
begin
-- Create Lumen window, accepting most defaults; turn double buffering off -- for simplicity Lumen.Window.Create (Win => Win, Name => "Noise fractal", Width => Wide, Height => High, Events => (Lumen.Window.Want_Exposure => True, Lumen.Window.Want_Key_Press => True, others => False));
-- Set up the viewport and scene parameters Set_View (Wide, High);
-- Now create the texture and set up to use it Image := Noise.Create_Image (Width => Wide, Height => High); Create_Texture;
First_Frame := Ada.Calendar.Clock;
-- Enter the event loop declare use Lumen.Events; begin Animate.Select_Events (Win => Win, Calls => (Key_Press => Quit_Handler'Unrestricted_Access, Exposed => Expose_Handler'Unrestricted_Access, Resized => Resize_Handler'Unrestricted_Access, Close_Window => Quit_Handler'Unrestricted_Access, others => No_Callback), FPS => Animate.Flat_Out, Frame => Next_Frame'Unrestricted_Access); end;
exception
when Program_End => null;
end Test_Noise;</lang>
BBC BASIC
<lang bbcbasic> dx% = 320
dy% = 240 images% = 100000 VDU 23,22,dx%;dy%;8,8,16,0 REM Create a block of random data in memory: DIM random% dx%*dy%+images% FOR R% = random% TO random%+dx%*dy%+images% ?R% = RND(256)-1 NEXT REM Create a BMP file structure: DIM bmpfile{bfType{l&,h&}, bfSize%, bfReserved%, bfOffBits%, \ \ biSize%, biWidth%, biHeight%, biPlanes{l&,h&}, biBitCount{l&,h&}, \ \ biCompression%, biSizeImage%, biXPelsPerMeter%, biYPelsPerMeter%, \ \ biClrUsed%, biClrImportant%, biPalette%(255)} bmpfile.biSize% = 40 bmpfile.biWidth% = dx% bmpfile.biHeight% = dy% bmpfile.biPlanes.l& = 1 bmpfile.biBitCount.l& = 8 FOR C% = 0 TO 255 bmpfile.biPalette%(C%) = C% OR C%<<8 OR C%<<16 NEXT REM Display image at a random offset into the data: frame% = 0 TIME = 0 REPEAT bmpfile.bfOffBits% = random% - bmpfile{} + RND(images%) OSCLI "MDISPLAY " + STR$~bmpfile{} frame% += 1 IF TIME>10 THEN SYS "SetWindowText", @hwnd%, "BBC BASIC: " + STR$(frame%*100 DIV TIME) + " fps" ENDIF UNTIL FALSE</lang>
C
<lang c>#include <stdlib.h>
- include <stdio.h>
- include <time.h>
- include <SDL/SDL.h>
unsigned int frames = 0; unsigned int t_acc = 0;
void print_fps () {
static Uint32 last_t = 0; Uint32 t = SDL_GetTicks(); Uint32 dt = t - last_t; t_acc += dt; if (t_acc > 1000) { unsigned int el_time = t_acc / 1000; printf("- fps: %g\n", (float) frames / (float) el_time); t_acc = 0; frames = 0; } last_t = t;
}
void blit_noise(SDL_Surface *surf) {
unsigned int i; long dim = surf->w * surf->h; while (1) { SDL_LockSurface(surf); for (i=0; i < dim; ++i) { ((unsigned char *)surf->pixels)[i] = ((rand() & 1) ? 255 : 0); } SDL_UnlockSurface(surf); SDL_Flip(surf); ++frames; print_fps(); }
}
int main(void) {
SDL_Surface *surf = NULL; srand((unsigned int)time(NULL)); SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO); surf = SDL_SetVideoMode(320, 240, 8, SDL_DOUBLEBUF | SDL_HWSURFACE); blit_noise(surf);
}</lang>
Fast OpenGL method
Depending on your hardware, you might be able to get thousands of frames per second. Compiled with gcc -lglut -lGL -g -Wall -O2
.
<lang c>#include <GL/glut.h>
- include <GL/gl.h>
- include <stdio.h>
- include <time.h>
- define W 320
- define H 240
- define slen W * H / sizeof(int)
time_t start, last;
void render() { static int frame = 0, bits[slen]; register int i = slen, r; time_t t;
r = bits[0] + 1; while (i--) r *= 1103515245, bits[i] = r ^ (bits[i] >> 16);
glClear(GL_COLOR_BUFFER_BIT); glBitmap(W, H, 0, 0, 0, 0, (void*)bits); glFlush();
if (!(++frame & 15)) { if ((t = time(0)) > last) { last = t; printf("\rfps: %ld ", frame / (t - start)); fflush(stdout); } } }
int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_INDEX); glutInitWindowSize(W, H); glutCreateWindow("noise"); glutDisplayFunc(render); glutIdleFunc(render);
last = start = time(0);
glutMainLoop(); return 0; }</lang>
C++
- include <windows.h>
- include <sstream>
//-------------------------------------------------------------------------------------------------- using namespace std;
//-------------------------------------------------------------------------------------------------- const unsigned int BMP_WID = 320, BMP_HEI = 240, WHITE = 16777215, BLACK = 0;
//-------------------------------------------------------------------------------------------------- class myBitmap { public:
myBitmap() : pen( NULL ), brush( NULL ), clr( 0 ), wid( 1 ) {} ~myBitmap() {
DeleteObject( pen ); DeleteObject( brush ); DeleteDC( hdc ); DeleteObject( bmp );
}
bool create( int w, int h ) {
BITMAPINFO bi; ZeroMemory( &bi, sizeof( bi ) ); bi.bmiHeader.biSize = sizeof( bi.bmiHeader ); bi.bmiHeader.biBitCount = sizeof( DWORD ) * 8; bi.bmiHeader.biCompression = BI_RGB; bi.bmiHeader.biPlanes = 1; bi.bmiHeader.biWidth = w; bi.bmiHeader.biHeight = -h; HDC dc = GetDC( GetConsoleWindow() ); bmp = CreateDIBSection( dc, &bi, DIB_RGB_COLORS, &pBits, NULL, 0 ); if( !bmp ) return false; hdc = CreateCompatibleDC( dc ); SelectObject( hdc, bmp ); ReleaseDC( GetConsoleWindow(), dc ); width = w; height = h; return true;
}
void clear( BYTE clr = 0 ) {
memset( pBits, clr, width * height * sizeof( DWORD ) );
}
void setBrushColor( DWORD bClr ) {
if( brush ) DeleteObject( brush ); brush = CreateSolidBrush( bClr ); SelectObject( hdc, brush );
}
void setPenColor( DWORD c ) { clr = c; createPen(); } void setPenWidth( int w ) { wid = w; createPen(); } void saveBitmap( string path ) {
BITMAPFILEHEADER fileheader; BITMAPINFO infoheader; BITMAP bitmap; DWORD wb;
GetObject( bmp, sizeof( bitmap ), &bitmap ); DWORD* dwpBits = new DWORD[bitmap.bmWidth * bitmap.bmHeight]; ZeroMemory( dwpBits, bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD ) ); ZeroMemory( &infoheader, sizeof( BITMAPINFO ) ); ZeroMemory( &fileheader, sizeof( BITMAPFILEHEADER ) ); infoheader.bmiHeader.biBitCount = sizeof( DWORD ) * 8; infoheader.bmiHeader.biCompression = BI_RGB; infoheader.bmiHeader.biPlanes = 1; infoheader.bmiHeader.biSize = sizeof( infoheader.bmiHeader ); infoheader.bmiHeader.biHeight = bitmap.bmHeight; infoheader.bmiHeader.biWidth = bitmap.bmWidth; infoheader.bmiHeader.biSizeImage = bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD ); fileheader.bfType = 0x4D42; fileheader.bfOffBits = sizeof( infoheader.bmiHeader ) + sizeof( BITMAPFILEHEADER ); fileheader.bfSize = fileheader.bfOffBits + infoheader.bmiHeader.biSizeImage; GetDIBits( hdc, bmp, 0, height, ( LPVOID )dwpBits, &infoheader, DIB_RGB_COLORS ); HANDLE file = CreateFile( path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL ); WriteFile( file, &fileheader, sizeof( BITMAPFILEHEADER ), &wb, NULL ); WriteFile( file, &infoheader.bmiHeader, sizeof( infoheader.bmiHeader ), &wb, NULL ); WriteFile( file, dwpBits, bitmap.bmWidth * bitmap.bmHeight * 4, &wb, NULL ); CloseHandle( file );
delete [] dwpBits;
}
void* getBits( void ) const { return pBits; } HDC getDC() const { return hdc; } int getWidth() const { return width; } int getHeight() const { return height; }
private:
void createPen() {
if( pen ) DeleteObject( pen ); pen = CreatePen( PS_SOLID, wid, clr ); SelectObject( hdc, pen );
}
HBITMAP bmp; HDC hdc; HPEN pen; HBRUSH brush; void* pBits; int width, height, wid; DWORD clr;
}; //-------------------------------------------------------------------------------------------------- class bmpNoise { public:
bmpNoise() {
QueryPerformanceFrequency( &_frequency ); _bmp.create( BMP_WID, BMP_HEI ); _frameTime = _fps = 0; _start = getTime(); _frames = 0;
}
void mainLoop() {
float now = getTime(); if( now - _start > 1.0f ) { _fps = static_cast<float>( _frames ) / ( now - _start ); _start = now; _frames = 0; } HDC wdc, dc = _bmp.getDC(); unsigned int* bits = reinterpret_cast<unsigned int*>( _bmp.getBits() );
for( int y = 0; y < BMP_HEI; y++ ) { for( int x = 0; x < BMP_WID; x++ ) { if( rand() % 10 < 5 ) memset( bits, 255, 3 ); else memset( bits, 0, 3 ); bits++; } } ostringstream o; o << _fps; TextOut( dc, 0, 0, o.str().c_str(), o.str().size() );
wdc = GetDC( _hwnd ); BitBlt( wdc, 0, 0, BMP_WID, BMP_HEI, dc, 0, 0, SRCCOPY ); ReleaseDC( _hwnd, wdc ); _frames++; _frameTime = getTime() - now; if( _frameTime > 1.0f ) _frameTime = 1.0f;
}
void setHWND( HWND hwnd ) { _hwnd = hwnd; }
private:
float getTime() {
LARGE_INTEGER liTime; QueryPerformanceCounter( &liTime ); return liTime.QuadPart / ( float )_frequency.QuadPart;
} myBitmap _bmp; HWND _hwnd; float _start, _fps, _frameTime; unsigned int _frames; LARGE_INTEGER _frequency;
}; //-------------------------------------------------------------------------------------------------- class wnd { public:
wnd() { _inst = this; } int wnd::Run( HINSTANCE hInst ) {
_hInst = hInst; _hwnd = InitAll();
_noise.setHWND( _hwnd );
ShowWindow( _hwnd, SW_SHOW ); UpdateWindow( _hwnd );
MSG msg; ZeroMemory( &msg, sizeof( msg ) ); while( msg.message != WM_QUIT ) { if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) != 0 ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { _noise.mainLoop(); } } return UnregisterClass( "_MY_NOISE_", _hInst );
}
private:
static int WINAPI wnd::WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) {
switch( msg ) { case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc( hWnd, msg, wParam, lParam ); } return 0;
}
HWND InitAll() {
WNDCLASSEX wcex; ZeroMemory( &wcex, sizeof( wcex ) ); wcex.cbSize = sizeof( WNDCLASSEX ); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = ( WNDPROC )WndProc; wcex.hInstance = _hInst; wcex.hCursor = LoadCursor( NULL, IDC_ARROW ); wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 ); wcex.lpszClassName = "_MY_NOISE_";
RegisterClassEx( &wcex );
RECT rc = { 0, 0, BMP_WID, BMP_HEI }; AdjustWindowRect( &rc, WS_SYSMENU | WS_CAPTION, FALSE ); int w = rc.right - rc.left, h = rc.bottom - rc.top; return CreateWindow( "_MY_NOISE_", ".: Noise image -- PJorente :.", WS_SYSMENU, CW_USEDEFAULT, 0, w, h, NULL, NULL, _hInst, NULL );
}
static wnd* _inst; HINSTANCE _hInst; HWND _hwnd; bmpNoise _noise;
}; wnd* wnd::_inst = 0; //-------------------------------------------------------------------------------------------------- int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow ) {
srand( GetTickCount() ); wnd myWnd; return myWnd.Run( hInstance );
} //-------------------------------------------------------------------------------------------------- </lang>
C#
Max 185 FPS on .NET 4.0/Windows 7 64-bit on Athlon II X4 620 - ATI Radeon X1200.
<lang csharp>using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Drawing.Imaging; using System.Linq; using System.Runtime.InteropServices; using System.Windows.Forms;
class Program {
static Size size = new Size(320, 240); static Rectangle rectsize = new Rectangle(new Point(0, 0), size); static int numpixels = size.Width * size.Height; static int numbytes = numpixels * 3;
static PictureBox pb; static BackgroundWorker worker;
static double time = 0; static double frames = 0; static Random rand = new Random();
static byte tmp; static byte white = 255; static byte black = 0; static int halfmax = int.MaxValue / 2; // more voodoo! calling Next() is faster than Next(2)!
static IEnumerable<byte> YieldVodoo() { // Yield 3 times same number (i.e 255 255 255) for numpixels times.
for (int i = 0; i < numpixels; i++) { tmp = rand.Next() < halfmax ? black : white; // no more lists!
// no more loops! yield! yield! yield! yield return tmp; yield return tmp; yield return tmp; } }
static Image Randimg() { // Low-level bitmaps var bitmap = new Bitmap(size.Width, size.Height); var data = bitmap.LockBits(rectsize, ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
Marshal.Copy( YieldVodoo().ToArray<byte>(),// source 0, // start data.Scan0, // scan0 is a pointer to low-level bitmap data numbytes); // number of bytes in source
bitmap.UnlockBits(data); return bitmap; }
[STAThread] static void Main() { var form = new Form();
form.AutoSize = true; form.Size = new Size(0, 0); form.Text = "Test";
form.FormClosed += delegate { Application.Exit(); };
worker = new BackgroundWorker();
worker.DoWork += delegate { System.Threading.Thread.Sleep(500); // remove try/catch, just wait a bit before looping
while (true) { var a = DateTime.Now; pb.Image = Randimg(); var b = DateTime.Now;
time += (b - a).TotalSeconds; frames += 1;
if (frames == 30) { Console.WriteLine("{0} frames in {1:0.000} seconds. ({2:0} FPS)", frames, time, frames / time);
time = 0; frames = 0; } } };
worker.RunWorkerAsync();
FlowLayoutPanel flp = new FlowLayoutPanel(); form.Controls.Add(flp);
pb = new PictureBox(); pb.Size = size;
flp.AutoSize = true; flp.Controls.Add(pb);
form.Show(); Application.Run(); }
}</lang>
D
<lang D>import std.stdio, std.random, sdl.SDL;
void main() {
SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO); auto surface = SDL_SetVideoMode(320,240,8, SDL_DOUBLEBUF|SDL_HWSURFACE);
uint frameNumber, totalTime, lastTime; while (true) { SDL_LockSurface(surface); foreach (i; 0 .. surface.w * surface.h) (cast(ubyte*)surface.pixels)[i] = (uniform(0, 2) ? 255 : 0); SDL_UnlockSurface(surface); SDL_Flip(surface); frameNumber++;
uint time = SDL_GetTicks(); totalTime += time - lastTime; if (totalTime > 1000) { writeln("FPS: ", frameNumber / (totalTime / 1000.0)); totalTime = frameNumber = 0; } lastTime = time; }
}</lang> This D version shows about 155 FPS, while on the same PC the C version shows about 180 FPS.
Generating random bits with the C core.stdc.stdlib.rand the performance becomes about the same of the C version.
Euler Math Toolbox
Currently, Euler Math Toolbox does not have optimized routines to plot matrices with color information. The frames per second are consequently not really good.
<lang Euler Math Toolbox> >function noiseimg () ... $aspect(320,240); clg; $count=0; now=time; $repeat $ plotrgb(intrandom(240,420,2)-1,[0,0,1024,1024]); $ wait(0); $ count=count+1; $ until testkey(); $end; $return count/(time-now); $endfunction >noiseimg
2.73544353263
</lang>
F#
This implementation includes two methods to update the pixels values. One uses unsafe methods and can do 350 fps on my machine, the second uses safe code to marshal the new values onto the bitmap data and can do 240 fps on the same machine. <lang fsharp>open System.Windows.Forms open System.Drawing open System.Drawing.Imaging open System.Runtime.InteropServices open System.Diagnostics open Microsoft.FSharp.NativeInterop
- nowarn "9"
let rnd = System.Random()
// Draw pixels using unsafe native pointer accessor. // This updates the bitmap as fast as possible. let drawbits_fast (size:int) (bits:BitmapData) =
let mutable (p:nativeptr<byte>) = NativePtr.ofNativeInt(bits.Scan0) for n = 0 to size-1 do let c = rnd.Next(2) * 255 NativePtr.set p 2 (byte c) NativePtr.set p 1 (byte c) NativePtr.set p 0 (byte c) NativePtr.set p 3 (byte 255) p <- NativePtr.add p 4
// A reasonably efficient updater using marshalling to copy an array of generated // integers onto the managed bitmap pixel data (see the C# example as well). let drawbits_safe (size:int) (bits:BitmapData) =
let data = Array.init size (fun n -> let c = rnd.Next(2) * 255 0xff000000 ||| (c <<< 16) ||| (c <<< 8) ||| c) Marshal.Copy(data, 0, bits.Scan0, size) |> ignore
// Create a new bitmap and update using the specified function let make_image (width:int) (height:int) f =
let size = width * height let bmp = new Bitmap(width, height) let bits = bmp.LockBits(Rectangle(0,0,width,height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb) f size bits bmp.UnlockBits(bits) bmp
// Draw 30 frames and record the time and display the frames per second // This function is run asynchronously to avoid blocking the main GUI thread. let drawImage (box:PictureBox) (label:Label) f = async {
while true do let timer = new Stopwatch() timer.Start() for frames = 0 to 29 do let bmp = make_image 320 240 f box.Image <- bmp timer.Stop() let fps = 30000. / timer.Elapsed.TotalMilliseconds label.Text <- sprintf "%.1f fps" fps }
[<System.STAThread>] [<EntryPoint>] let main args =
let form = new Form(AutoSize=true, Size=new Size(0,0), Text="image noise demo") let panel = new FlowLayoutPanel(AutoSize=true,FlowDirection=FlowDirection.TopDown) let box = new PictureBox(AutoSize=true) let label = new Label(AutoSize=true, Text="Ready") form.FormClosed.Add(fun eventArgs -> Async.CancelDefaultToken() Application.Exit()) form.Controls.Add(panel) panel.Controls.Add(box) panel.Controls.Add(label) if args.Length > 0 && args.[0] = "-safe" then drawImage box label drawbits_safe |> Async.Start else drawImage box label drawbits_fast |> Async.Start form.Show() Application.Run() 0
</lang>
Factor
~50 FPS
<lang factor>USING: accessors calendar images images.viewer kernel math math.parser models models.arrow random sequences threads timers ui.gadgets ui.gadgets.labels ui.gadgets.packs ; IN: bw-noise
CONSTANT: pixels { B{ 0 0 0 } B{ 255 255 255 } }
- <random-images-bytes> ( dim -- bytes )
product [ pixels random ] { } replicate-as concat ;
- <random-bw-image> ( -- image )
<image> { 320 240 } [ >>dim ] [ <random-images-bytes> >>bitmap ] bi RGB >>component-order ubyte-components >>component-type ;
TUPLE: bw-noise-gadget < image-control timers cnt old-cnt fps-model ;
- animate-image ( control -- )
[ 1 + ] change-cnt model>> <random-bw-image> swap set-model ;
- update-cnt ( gadget -- )
[ cnt>> ] [ old-cnt<< ] bi ;
- fps ( gadget -- fps )
[ cnt>> ] [ old-cnt>> ] bi - ;
- fps-monitor ( gadget -- )
[ fps ] [ update-cnt ] [ fps-model>> set-model ] tri ;
- start-animation ( gadget -- )
[ [ animate-image ] curry 1 nanoseconds every ] [ timers>> push ] bi ;
- start-fps ( gadget -- )
[ [ fps-monitor ] curry 1 seconds every ] [ timers>> push ] bi ;
- setup-timers ( gadget -- )
[ start-animation ] [ start-fps ] bi ;
- stop-animation ( gadget -- )
timers>> [ [ stop-timer ] each ] [ 0 swap set-length ] bi ;
M: bw-noise-gadget graft* [ call-next-method ] [ setup-timers ] bi ; M: bw-noise-gadget ungraft* [ stop-animation ] [ call-next-method ] bi ;
- <bw-noise-gadget> ( -- gadget )
<random-bw-image> <model> bw-noise-gadget new-image-gadget* 0 >>cnt 0 >>old-cnt 0 <model> >>fps-model V{ } clone >>timers ;
- fps-gadget ( model -- gadget )
[ number>string ] <arrow> <label-control> "FPS: " <label> <shelf> swap add-gadget swap add-gadget ;
- with-fps ( gadget -- gadget' )
[ fps-model>> fps-gadget ] [ <pile> swap add-gadget swap add-gadget ] bi ;
- open-noise-window ( -- ) [ <bw-noise-gadget> with-fps "Black and White noise" open-window ] with-ui ;</lang>
Go
<lang go>package main
import (
"code.google.com/p/x-go-binding/ui/x11" "fmt" "image" "image/color" "image/draw" "log" "os" "time"
)
var randcol = genrandcol()
func genrandcol() <-chan color.Color {
c := make(chan color.Color)
go func() { for { select { case c <- image.Black: case c <- image.White: } } }()
return c
}
func gennoise(screen draw.Image) {
for y := 0; y < 240; y++ { for x := 0; x < 320; x++ { screen.Set(x, y, <-randcol) } }
}
func fps() chan<- bool {
up := make(chan bool)
go func() { var frames int64 var lasttime time.Time var totaltime time.Duration
for { <-up frames++ now := time.Now() totaltime += now.Sub(lasttime) if totaltime > time.Second { fmt.Printf("FPS: %v\n", float64(frames)/totaltime.Seconds()) frames = 0 totaltime = 0 } lasttime = now } }()
return up
}
func main() {
win, err := x11.NewWindow() if err != nil { fmt.Println(err) os.Exit(1) } defer win.Close()
go func() { upfps := fps() screen := win.Screen()
for { gennoise(screen)
win.FlushImage()
upfps <- true } }()
for _ = range win.EventChan() { }
} </lang>
Optimized example
A second example that is somewhat more optimized but maybe more complicated. (~3000fps on a Thinkpad x220 laptop) <lang go>package main
/* Note, the x-go-binding/ui/x11 lib is under development and has as a temp solution
set the x window to a static hight and with, you have to manualy set these to 240 x 320 in code.google.com/p/x-go-binding/ui/x11/conn.go */
import "code.google.com/p/x-go-binding/ui" import "code.google.com/p/x-go-binding/ui/x11" import "fmt" import "image" import "image/draw" import "log" import "math/rand" import "runtime" import "time"
var bw[65536][64]byte var frameCount = make(chan uint)
func main() {
tc := runtime.NumCPU() runtime.GOMAXPROCS(tc)
// Initiate a new x11 screen to print images onto win, err := x11.NewWindow() if err != nil { log.Fatalln(err) } defer win.Close() screen := win.Screen() _, ok := screen.(*image.RGBA) if !ok { log.Fatalln("screen isn't an RGBA image.") }
//Create lookup table for every combination of 16 black/white pixels var i, j uint for i = 0; i< 65536; i++ { for j = 0; j < 16; j++ { if i & (1 << j) > 0 { bw[i][j*4 + 0] = 0xFF bw[i][j*4 + 1] = 0xFF bw[i][j*4 + 2] = 0xFF } } } // Start fps counter in a new goroutin go fps() // Start goroutines for i := 0; i < tc; i++ { go createNoise(win, screen) } createNoise(win, screen)
}
func createNoise(win ui.Window, screen draw.Image) {
var rnd, rnd2 uint64 var rnd16a, rnd16b, rnd16c, rnd16d uint16 var img [240 * 320 * 4]byte // Populate the image with pixel data for { for i := 0; i < len(img); i += 256 { rnd = uint64(rand.Int63()) if (i % 63) == 0 { rnd2 = uint64(rand.Int63()) } rnd |= rnd2 & 1 << 63 // we have to set the 64'th bit from the rand.Int63() manualy rnd16a = uint16( rnd & 0x000000000000FFFF) rnd16b = uint16((rnd >> 16) & 0x000000000000FFFF) rnd16c = uint16((rnd >> 32) & 0x000000000000FFFF) rnd16d = uint16((rnd >> 48) & 0x000000000000FFFF) copy(img[i :i+ 64], bw[rnd16a][:]) copy(img[i+ 64:i+128], bw[rnd16b][:]) copy(img[i+128:i+192], bw[rnd16c][:]) copy(img[i+192:i+256], bw[rnd16d][:]) rnd2 = rnd2 >> 1 // rotate to next random bit } // Copy pixel data to the screen copy(screen.(*image.RGBA).Pix, img[:]) frameCount <- 1 win.FlushImage() }
}
func fps() {
last := time.Now() var fps uint for { // wait for a frameCount update <-frameCount fps++ if time.Since(last) >= time.Second { fmt.Println("fps:", fps) fps = 0 last = time.Now() } }
Icon and Unicon
Icon/Unicon provide a portable graphics interface that runs on multiple platforms. The frame rates will be lower than many of the other languages. There are several possible approaches to painting this random noise.
- Using DrawPoint(c,r) for each pixel base on essentially a coin flip (speed ~= 1x)
- Using DrawPoint!L on a list L := [c1,r1,c2,r2,...] of foreground pixels to be painted based on a coin flip (speed ~= 2x)
- Using DrawImage to draw a randomly constructed bi-level images(see pg 157 of the graphics book, speed ~= 10x)
<lang Icon>link printf
procedure main()
&window := open("B&W noise 320x240","g","size=320,240","bg=white","fg=black") | stop("Open window failed ") runtime := 10 # seconds to run sec := &now frames := 0 until (&now - sec) >= runtime do { s := "320,#" every 1 to 240 & 1 to 320/4 do s ||:= ?"0123456789ABCDEF" DrawImage(0,0,s) frames +:= 1 } sec := &now - sec printf("frames=%d, elapsed time=%r, fps=%r\n",frames,sec, frames/real(sec)) Event() # wait for any window event close(&window)
end</lang>
printf.icn provides a family of print formatting routines
J
<lang j>coclass'example' (coinsert[require)'jzopengl'
P=: 0 : 0 pc p nosize; xywh 0 0 160 120;cc c isigraph opengl; pas 0 0;pcenter; rem form end;
pshow; timer 1;
)
timestamp=: (6!:8) %~ 6!:9
create=:3 :0
ogl=:conew'jzopengl' frames=:0 start=: timestamp sys_timer_base_=: 1 :('p_c_paint_',(;coname),'_') wd P
)
p_run=: 3 : 0
conew'example'
)
destroy=:3 :0
end=:timestamp smoutput 'frames per second: ',":frames%end-start wd 'timer 0' destroy__ogl wd'pclose' codestroy
)
p_close=: destroy
p_c_paint=: 3 : 0
rc__ogl glClear GL_COLOR_BUFFER_BIT glBegin GL_POINTS glVertex _1+2*53050 2?@$ 0 glEnd show__ogl frames=:frames+1
)
p_run</lang>
The script auto-starts when run (that last line p_run''
is responsible for the auto-start.
Average FPS are displayed when the window is closed.
With this revision, on my laptop, I typically get in the range of 58..59 FPS, with a cpu load from J of about 3% (sometimes as much as 5%, sometimes as low as 0.1%). I am probably limited by v-sync, and (hypothetically speaking) if I tuned my opengl drivers I perhaps could get significantly faster fps. However, since my screen only refreshes approximately 60 times per second, anything over that would be meaningless.
About some of the constants: 160 120 corresponds to a 320 by 240 rendering area (this J version 6 mechanism will be obsolete soon, but I think we should wait for the new code bases stabilize before replacing this code), and the rendering area is not resizable. 53050 was picked because on average half of the pixels will be dark and half of them will be light: We have a black background and 53050 random pixel coordinates (out of 75800 total pixels) being set to being light -- because so many of them will randomly overlap we have on average approximately 50% of each. It would be more efficient to use a pixel shader, pushing the randomizing process into the graphics hardware. But, with this small of a display, efficiency is not really an issue with this approach.
Java
This could be done more concisely, but the version below features the following enhancements:
- Resizable window
- Real-time blurring of noise behind the FPS display
- Cycling through FPS display modes using mouse clicks
- Very fast: 1000+ FPS on a 2.8 GHz Core Duo (with 64-bit JRE). This is capped because the maximum resolution of the timers available is 1 ms <lang java>import java.awt.*; import java.awt.event.*; import java.awt.image.*; import java.util.Arrays; import java.util.Random; import javax.swing.*;
public class ImageNoise {
int framecount = 0; int fps = 0; BufferedImage image; Kernel kernel; ConvolveOp cop; JFrame frame = new JFrame("Java Image Noise");
JPanel panel = new JPanel() { private int show_fps = 0; // 0 = blur + FPS; 1 = FPS only; 2 = neither private MouseAdapter ma = new MouseAdapter() { @Override public void mouseClicked(MouseEvent e) { show_fps = (show_fps + 1) % 3; } }; {addMouseListener(ma);}
@Override public Dimension getPreferredSize() { return new Dimension(320, 240); }
@Override @SuppressWarnings("fallthrough") public void paintComponent(Graphics g1) { Graphics2D g = (Graphics2D) g1; drawNoise(); g.drawImage(image, 0, 0, null);
switch (show_fps) { case 0: // add blur behind FPS int xblur = getWidth() - 130, yblur = getHeight() - 32; BufferedImage bc = image.getSubimage(xblur, yblur, 115, 32); BufferedImage bs = new BufferedImage(bc.getWidth(), bc.getHeight(), BufferedImage.TYPE_BYTE_GRAY); cop.filter(bc, bs); g.drawImage(bs, xblur, yblur , null); case 1: // add FPS text; case fallthough is deliberate g.setColor(Color.RED); g.setFont(new Font("Monospaced", Font.BOLD, 20)); g.drawString("FPS: " + fps, getWidth() - 120, getHeight() - 10); } framecount++; } }; // Timer to trigger update display, with 1 ms delay Timer repainter = new Timer(1, new ActionListener() { @Override public void actionPerformed(ActionEvent e) { panel.repaint(); } }); // Timer to check FPS, once per second Timer framerateChecker = new Timer(1000, new ActionListener() { @Override public void actionPerformed(ActionEvent e) { fps = framecount; framecount = 0; } }); public ImageNoise() { // Intitalize kernel describing blur, and convolve operation based on this float[] vals = new float[121]; Arrays.fill(vals, 1/121f); kernel = new Kernel(11, 11, vals); cop = new ConvolveOp(kernel, ConvolveOp.EDGE_NO_OP, null); // Initialize frame and timers frame.add(panel); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.pack(); frame.setVisible(true); repainter.start(); framerateChecker.start(); }
void drawNoise() { int w = panel.getWidth(), h = panel.getHeight(); // Check if our image is null or window has been resized, requiring new image if (null == image || image.getWidth() != w || image.getHeight() != h) { image = new BufferedImage(w, h, BufferedImage.TYPE_BYTE_GRAY); } Random rand = new Random(); int[] data = new int[w * h]; // Each int has 32 bits so we can use each bit for a different pixel - much faster for (int x = 0; x < w * h / 32; x++) { int r = rand.nextInt(); for (int i = 0; i < 32; i++) { data[x * 32 + i] = (r & 1) * Integer.MAX_VALUE; r >>>= 1; } } // Copy raw data to the image's raster image.getRaster().setPixels(0, 0, w, h, data); } public static void main(String[] args) { // Invoke GUI on the Event Dispatching Thread SwingUtilities.invokeLater(new Runnable() { @Override public void run() { ImageNoise i = new ImageNoise(); } }); }
JavaScript
<lang javascript><body> <canvas id='c'></canvas>
<script> var canvas = document.getElementById('c'); var ctx = canvas.getContext('2d');
var w = canvas.width = 320; var h = canvas.height = 240; var t1 = new Date().getTime(); var frame_count = 0; ctx.font = 'normal 400 24px/2 Unknown Font, sans-serif'; var img = ctx.createImageData(w, h);
var index_init = 0; for (var x = 0; x < w; x++) {
for (var y = 0; y < h; y++) { img.data[index_init + 3] = 255; // alpha index_init += 4; }
}
function animate() {
var index = 0; for (var x = 0; x < w; x++) { for (var y = 0; y < h; y++) { var value = (Math.random() > 0.5) ? 255 : 0; img.data[index ] = value; img.data[index + 1] = value; img.data[index + 2] = value; // alpha channel is constant index += 4; } }
ctx.putImageData(img, 0, 0);
frame_count++; if (frame_count % 50 == 0) { var fps = frame_count / (new Date().getTime() - t1) * 1000; window.status = fps.toFixed(2) + " fps"; }
setTimeout(animate, 0);
}
animate(); </script> </body></lang> About 59 frames/second on Firefox 4.
Liberty BASIC
Generates the random bitmap programmatically, then chops it each time in a different way. <lang lb> WindowWidth =411 w =320 WindowHeight =356 h =240
open "Noise" for graphics_nsb as #w
- w "trapclose [quit]"
- w "down"
print "Creating BMP header"
'bitmap header, 320x240 pixels 256 colors data 66,77,54,48,1,0,0,0,0,0,54,4,0,0,40,0,0,0,64,1 data 0,0,240,0,0,0,1,0,8,0,0,0,0,0,0,44,1,0,0,0 data 0,0,0,0,0,0,0,1,0,0,0,1,0,0
head$="" for i = 1 to 54
read c head$=head$+chr$(c)
next
print "Creating BMP grayscale palette" pal$="" for i = 0 to 255
pal$ = pal$ _ + chr$(i) _ + chr$(i) _ + chr$(i) _ + chr$(0)
next
print "Creating BMP random body"
'create bitmap body body$="" for x =1 To w l$="" for y =1 To h l$=l$+chr$((rnd(1)>0.5)*255) next body$=body$+l$ next
[main]
scan ts =time$( "ms") 'randomly "splice" the body: 1111222222-> 2222221111 splice=int(len(body$)*rnd(1))+1 body$= mid$(body$,splice+1)+left$(body$,splice) 'write BMP open "noise.bmp" for output as #1 #1 head$;pal$; #1 body$; close #1 'load bmp loadbmp "noise", "noise.bmp" #w "cls" 'drawbmp #w "drawbmp noise 0 0"
tf =time$( "ms") dt =tf -ts if dt = 0 then dt = 1 print "Framerate per second ="; using( "#.###", 1/(dt/1000)), "Ms per frame =";dt goto [main]
[quit]
unloadbmp "noise" close #w
end </lang>
Mathematica
<lang Mathematica> time = AbsoluteTime[]; Animate[
Column[{Row[{"FPS: ", Round[n/(AbsoluteTime[] - time)]}], RandomImage[1, {320, 240}]}], {n, 1, Infinity, 1}]
</lang>
OCaml
with the ocaml-sdl bindings: <lang ocaml>let frames =
{ contents = 0 }
let t_acc =
{ contents = 0 }
let last_t =
{ contents = Sdltimer.get_ticks () }
let print_fps () =
let t = Sdltimer.get_ticks () in let dt = t - !last_t in t_acc := !t_acc + dt; if !t_acc > 1000 then begin let el_time = !t_acc / 1000 in Printf.printf "- fps: %g\n%!" (float !frames /. float el_time); t_acc := 0; frames := 0; end; last_t := t
let blit_noise surf =
let ba = Sdlvideo.pixel_data_8 surf in let dim = Bigarray.Array1.dim ba in while true do for i = 0 to pred dim do ba.{i} <- if Random.bool () then max_int else 0 done; Sdlvideo.flip surf; incr frames; print_fps () done
let blit_noise surf =
try blit_noise surf with _ -> Sdl.quit ()
let () =
Sdl.init [`VIDEO; `TIMER]; Random.self_init(); let surf = Sdlvideo.set_video_mode ~w:320 ~h:240 ~bpp:8 [(*`HWSURFACE;*) `DOUBLEBUF] in Sys.catch_break true; blit_noise surf</lang>
compile to native-code with:
ocamlopt bigarray.cmxa -I +sdl sdl.cmxa noise_fps_sdl.ml -o noise_fps_sdl.opt
or using findlib:
ocamlfind opt -linkpkg -package sdl noise_fps_sdl.ml ./a.out
compile to bytecode with:
ocamlc bigarray.cma -I +sdl sdl.cma noise_fps_sdl.ml -o noise_fps_sdl.byte
In script mode, run with:
ocaml bigarray.cma -I +sdl sdl.cma noise_fps_sdl.ml
In a more idiomatic way, using the modules Graphics and Unix from the standard OCaml library: <lang ocaml>open Graphics
let white = (rgb 255 255 255) let black = (rgb 0 0 0)
let t_last = ref (Unix.gettimeofday())
let () =
open_graph ""; let width = 320 and height = 240 in resize_window width height; try while true do for y = 0 to pred height do for x = 0 to pred width do set_color (if Random.bool() then white else black); plot x y done; done; let t = Unix.gettimeofday() in Printf.printf "- fps: %f\n" (1.0 /. (t -. !t_last)); t_last := t done with _ -> flush stdout; close_graph ()</lang>
run this script with:
ocaml unix.cma graphics.cma g.ml
And using an OCaml-Xlib bindings, or an OCaml-Allegro binding.
Equivalent of the C-OpenGL method.
Pascal
It is SDL-internally limited to 200 fps. <lang pascal>Program ImageNoise;
uses
SDL;
var
surface: PSDL_Surface; pixel: ^byte; frameNumber, totalTime, lastTime, time, i: longint;
begin
frameNumber := 0; totalTime := 0; lastTime := 0; randomize; SDL_Init(SDL_INIT_TIMER or SDL_INIT_VIDEO); surface := SDL_SetVideoMode(320, 240, 8, SDL_DOUBLEBUF or SDL_HWSURFACE); while (true) do begin pixel := surface^.pixels; SDL_LockSurface(surface); for i := 1 to (surface^.w * surface^.h) do begin pixel^ := random(2)*255; inc(pixel); end; SDL_UnlockSurface(surface); SDL_Flip(surface); inc (frameNumber); time := SDL_GetTicks(); totalTime := totalTime + time - lastTime; if (totalTime > 1000) then begin writeln('FPS: ', frameNumber / (totalTime / 1000.0):5:1); frameNumber := 0; totalTime := 0; end; lastTime := time; end;
end.</lang>
PicoLisp
This solution works on ErsatzLisp, the Java version of PicoLisp. It creates a 'JFrame' window, and calls inlined Java code to handle the image. <lang PicoLisp>(javac "ImageNoise" "JPanel" NIL
"java.util.*" "java.awt.*" "java.awt.image.*" "javax.swing.*" )
int DX, DY; int[] Pixels; MemoryImageSource Source; Image Img; Random Rnd;
public ImageNoise(int dx, int dy) { DX = dx; DY = dy; Pixels = new int[DX * DY]; Source = new MemoryImageSource(DX, DY, Pixels, 0, DX); Source.setAnimated(true); Img = createImage(Source); Rnd = new Random(); }
public void paint(Graphics g) {update(g);} public void update(Graphics g) {g.drawImage(Img, 0, 0, this);}
public void draw() { for (int i = 0; i < Pixels.length; ++i) { int c = Rnd.nextInt(255); Pixels[i] = 0xFF000000 | c<<16 | c<<8 | c; } Source.newPixels(); paint(getGraphics()); }
/**/
(de imageNoise (DX DY Fps)
(let (Frame (java "javax.swing.JFrame" T "Image Noise") Noise (java "ImageNoise" T DX DY) Button (java "javax.swing.JButton" T "OK") ) (java Frame "add" Noise) (java Frame "add" "South" Button) (java Button "addActionListener" (interface "java.awt.event.ActionListener" 'actionPerformed '((Ev) (bye)) ) ) (java Frame "setSize" DX DY) (java Frame "setVisible" T) (task (/ -1000 Fps) 0 Image Noise (java Image "draw") ) ) )
- Start with 25 frames per second
(imageNoise 320 240 25)</lang>
PureBasic
<lang PureBasic>#filter=0.2 ; Filter parameter for the FPS-calculation
- UpdateFreq=100 ; How often to update the FPS-display
OpenWindow(0,400,300,320,240,"PureBasic") Define w=WindowWidth(0), h=WindowHeight(0) Define x, y, T, TOld, FloatingMedium.f, cnt InitSprite() OpenWindowedScreen(WindowID(0),0,0,w,h,1,0,0,#PB_Screen_NoSynchronization) Repeat
StartDrawing(ScreenOutput()) For y=0 To h-1 For x=0 To w-1 If Random(1) Plot(x,y,#Black) Else Plot(x,y,#White) EndIf Next Next StopDrawing() FlipBuffers() cnt+1 If cnt>=#UpdateFreq cnt =0 TOld=T T =ElapsedMilliseconds() FloatingMedium*(1-#filter)+1000*#filter/(T-TOld) SetWindowTitle(0,"PureBasic: "+StrF(#UpdateFreq*FloatingMedium,2)+" FPS") Repeat ; Handle all events Event=WindowEvent() If Event=#PB_Event_CloseWindow End EndIf Until Not Event EndIf
Python
<lang python>import time import random import Tkinter import Image, ImageTk # PIL libray
class App(object):
def __init__(self, size, root): self.root = root self.root.title("Image Noise Test")
self.img = Image.new("RGB", size) self.label = Tkinter.Label(root) self.label.pack()
self.time = 0.0 self.frames = 0 self.size = size self.loop()
def loop(self): self.ta = time.time() # 13 FPS boost. half integer idea from C#. rnd = random.random white = (255, 255, 255) black = (0, 0, 0) npixels = self.size[0] * self.size[1] data = [white if rnd() > 0.5 else black for i in xrange(npixels)] self.img.putdata(data) self.pimg = ImageTk.PhotoImage(self.img) self.label["image"] = self.pimg self.tb = time.time()
self.time += (self.tb - self.ta) self.frames += 1
if self.frames == 30: try: self.fps = self.frames / self.time except: self.fps = "INSTANT" print ("%d frames in %3.2f seconds (%s FPS)" % (self.frames, self.time, self.fps)) self.time = 0 self.frames = 0
self.root.after(1, self.loop)
def main():
root = Tkinter.Tk() app = App((320, 240), root) root.mainloop()
main()</lang> About 28 FPS max, Python 2.6.6.
Racket
<lang racket>
- lang racket
(require 2htdp/image 2htdp/universe)
(define black (color 0 0 0 255)) (define white (color 255 255 255 255))
(define-struct world (last fps))
(define (noise w h)
(color-list->bitmap (for*/list ([x (in-range w)] [y (in-range h)]) (if (zero? (random 2)) black white)) w h ))
(define (draw w)
(underlay/xy (noise 320 240) 0 0 (text (number->string (world-fps w)) 64 "Red")))
(define (handle-tick w)
(define cm (current-inexact-milliseconds)) (make-world cm (exact-floor (/ 1000.0 (- cm (world-last w))))))
(big-bang (make-world 1 0)
[on-draw draw] [on-tick handle-tick (/ 1. 120)])
</lang>
Ruby
<lang ruby>require 'rubygems' require 'gl' require 'glut'
W, H = 320, 240 SIZE = W * H
Glut.glutInit ARGV Glut.glutInitWindowSize W, H
Glut.glutIdleFunc lambda {
i = Time.now noise = (1..SIZE).map { rand > 0.5 ? 0xFFFFFFFF : 0xFF000000 }.pack("I*")
Gl.glClear Gl::GL_COLOR_BUFFER_BIT Gl.glDrawPixels W, H, Gl::GL_RGBA, Gl::GL_UNSIGNED_BYTE, noise Gl.glFlush
puts 1.0 / (Time.now - i)
}
Glut.glutCreateWindow "noise" Glut.glutMainLoop</lang>
Run BASIC
<lang runbasic>begSec = time$("seconds") graphic #g, 320,240 tics = 320 * 240 for i = 1 to tics
x = int((rnd(1) * 320) + 1) y = int((rnd(1) * 240) + 1) if int(x mod 2) then #g "color black ; set "; x; " "; y else #g "color white ; set "; x; " "; y
next i endSec = time$("seconds") totSec = endSec - begSec print "Seconds;";totSec;" Count:";tics;" Tics / sec:";tics/totSec;" fps:";1/totSec render #g
- g "flush"</lang>
Scala
This is basically the same as the Java version, except without using BufferedImage. <lang scala> import java.awt.event.{ActionEvent, ActionListener} import swing.{Panel, MainFrame, SimpleSwingApplication} import javax.swing.Timer import java.awt.{Font, Color, Graphics2D, Dimension}
object ImageNoise extends SimpleSwingApplication {
var delay_ms = 2 var framecount = 0 var fps = 0
def top = new MainFrame { contents = panel }
val panel = new Panel { preferredSize = new Dimension(320, 240)
override def paintComponent(g: Graphics2D) { for (x <- 0 to size.width; y <- 0 to size.height) { val c = if (math.random > 0.5) Color.BLACK else Color.WHITE g.setColor(c) g.fillRect(x, y, 1, 1) } g.setColor(Color.RED) g.setFont(new Font("Monospaced", Font.BOLD, 20)) g.drawString("FPS: " + fps, size.width - 100, size.height - 10) framecount += 1 } }
val repainter = new Timer(delay_ms, new ActionListener { def actionPerformed(e: ActionEvent) { panel.repaint } })
val framerateChecker = new Timer(1000, new ActionListener { def actionPerformed(e: ActionEvent) { fps = framecount framecount = 0 } })
repainter.start() framerateChecker.start()
}</lang>
Tcl
<lang tcl>package require Tk
proc generate {img width height} {
set data {} for {set i 0} {$i<$height} {incr i} {
set line {} for {set j 0} {$j<$width} {incr j} { lappend line [lindex "#000000 #FFFFFF" [expr {rand() < 0.5}]] } lappend data $line
} $img put $data
}
set time 0.0 set count 0
proc looper {} {
global time count set t [lindex [time {generate noise 320 240}] 0] set time [expr {$time + $t}] if {[incr count] >= 30} {
set time [expr {$time / 1000000.0}] set fps [expr {$count / $time}] puts [format "%d frames in %3.2f seconds (%f FPS)" $count $time $fps] set time 0.0 set count 0
} after 1 looper
}
image create photo noise -width 320 -height 240 pack [label .l -image noise] update looper</lang>
Visual Basic .NET
Windows Forms Application.
<lang vbnet>Imports System.Drawing.Imaging
Public Class frmSnowExercise
Dim bRunning As Boolean = True
Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
' Tell windows we want to handle all the painting and that we want it to double buffer ' the form's rectangle (Double Buffering removes/reduces flickering). SetStyle(ControlStyles.AllPaintingInWmPaint Or ControlStyles.UserPaint Or ControlStyles.OptimizedDoubleBuffer, True) UpdateStyles()
' Prevent the user from resizing the window. Our draw code is not ' setup to recalculate on the fly. FormBorderStyle = Windows.Forms.FormBorderStyle.FixedSingle MaximizeBox = False
' The window size and the client rectangle aren't the same. ' To get the proper dimensions for our exercise we need to ' figure out the difference and add it to our 320x240 ' requirement. Width = 320 + Size.Width - ClientSize.Width Height = 240 + Size.Height - ClientSize.Height
' Pop the window, bring it to the front and give windows time to ' reflect the changes. Show() Activate() Application.DoEvents()
' Hit the loop and keep going until we receive a close request. RenderLoop()
' We're done. Exit the application. Close()
End Sub
Private Sub Form1_KeyPress(ByVal sender As Object, ByVal e As System.Windows.Forms.KeyPressEventArgs) Handles Me.KeyPress ' Close the application when the user hits escape. If e.KeyChar = ChrW(Keys.Escape) Then bRunning = False End Sub
Private Sub Form1_FormClosing(ByVal sender As Object, ByVal e As System.Windows.Forms.FormClosingEventArgs) Handles Me.FormClosing ' We'll cancel the form close request if we're still running so we don't get an error during runtime and set the close request flag. e.Cancel = bRunning bRunning = False End Sub
Private Sub RenderLoop()
Const cfPadding As Single = 5.0F
Dim b As New Bitmap(ClientSize.Width, ClientSize.Width, PixelFormat.Format32bppArgb) Dim g As Graphics = Graphics.FromImage(b) Dim r As New Random(Now.Millisecond) Dim oBMPData As BitmapData = Nothing Dim oPixels() As Integer = Nothing Dim oBlackWhite() As Integer = {Color.White.ToArgb, Color.Black.ToArgb} Dim oStopwatch As New Stopwatch Dim fElapsed As Single = 0.0F Dim iLoops As Integer = 0 Dim sFPS As String = "0.0 FPS" Dim oFPSSize As SizeF = g.MeasureString(sFPS, Font) Dim oFPSBG As RectangleF = New RectangleF(ClientSize.Width - cfPadding - oFPSSize.Width, cfPadding, oFPSSize.Width, oFPSSize.Height)
' Get ourselves a nice, clean, black canvas to work with. g.Clear(Color.Black)
' Prep our bitmap for a read. oBMPData = b.LockBits(New Rectangle(0, 0, b.Width, b.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb)
' Allocate sufficient space for the pixel data and ' flash copy it to our array. ' We want an integer to hold the color for each pixel in the canvas. Array.Resize(oPixels, b.Width * b.Height) Runtime.InteropServices.Marshal.Copy(oBMPData.Scan0, oPixels, 0, oPixels.Length) b.UnlockBits(oBMPData)
' Start looping. Do ' Find our frame time and add it to the total amount of time ' elapsed since our last FPS update (once per second). fElapsed += oStopwatch.ElapsedMilliseconds / 1000.0F oStopwatch.Reset() oStopwatch.Start()
' Adjust the number of loops since the last whole second has elapsed. iLoops += 1
If fElapsed >= 1.0F Then ' Since we've now had a whole second elapse ' figure the Frames Per Second, ' measure our string, ' setup our backing rectangle for the FPS string (so it's clearly visible over the snow) ' reset our loop counter ' and our elapsed counter. sFPS = (iLoops / fElapsed).ToString("0.0") & " FPS" oFPSSize = g.MeasureString(sFPS, Font) oFPSBG = New RectangleF(ClientSize.Width - cfPadding - oFPSSize.Width, cfPadding, oFPSSize.Width, oFPSSize.Height) fElapsed -= 1.0F ' We don't set this to 0 incase our frame time has gone a bit over 1 second since last update. iLoops = 0 End If
' Generate our snow. For i As Integer = 0 To oPixels.GetUpperBound(0) oPixels(i) = oBlackWhite(r.Next(oBlackWhite.Length)) Next
' Prep the bitmap for an update. oBMPData = b.LockBits(New Rectangle(0, 0, b.Width, b.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb) ' Flash copy the new data into our bitmap. Runtime.InteropServices.Marshal.Copy(oPixels, 0, oBMPData.Scan0, oPixels.Length) b.UnlockBits(oBMPData)
' Draw the backing for our FPS display. g.FillRectangle(Brushes.Black, oFPSBG) ' Draw our FPS. g.DrawString(sFPS, Font, Brushes.Yellow, oFPSBG.Left, oFPSBG.Top)
' Update the form's background and draw. BackgroundImage = b Invalidate(ClientRectangle)
' Let windows handle some queued events. Application.DoEvents() Loop While bRunning
End Sub
XPL0
Measured 102 FPS on a Presario 2100 Notebook Athlon 2500. (The Paint intrinsic could display this image at 327 FPS if Ran(2) was faster.)
<lang XPL0>include c:\cxpl\codes; \intrinsic 'code' declarations int CpuReg, \address of CPU register array (from GetReg)
FPS, \frames per second, the display's update rate Sec, \current second of time (from real-time clock) SecOld, \previous second of time X, Y;
[SetVid($101); \set 640x480 graphics CpuReg:= GetReg; \get address of array to access CPU registers FPS:= 0; repeat CpuReg(0):= $0200; \get current time in seconds from BIOS
SoftInt($1A); \software interrupt Sec:= CpuReg(3)>>8 & $FF; \register DH contains seconds if Sec = SecOld then \if same as before then FPS:= FPS+1 \ bump FPS counter else [SecOld:= Sec; \otherwise save old seconds and CrLf(6); IntOut(6, FPS); \ display FPS counter (once per second) Text(6, " FPS"); FPS:= 0; \ reset FPS counter ]; for Y:= 0, 240-1 do \fill image with random black and white pixels for X:= 0, 320-1 do Point(X, Y, if Ran(2) then $F\white\ else 0\black\);
until KeyHit; SetVid(3); \restore normal text mode ]</lang>
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