langs a-z
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11389 changed files with 98361 additions and 1020 deletions
49
Task/Image-noise/OCaml/image-noise-1.ocaml
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49
Task/Image-noise/OCaml/image-noise-1.ocaml
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let frames =
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{ contents = 0 }
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let t_acc =
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{ contents = 0 }
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let last_t =
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{ contents = Sdltimer.get_ticks () }
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let print_fps () =
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let t = Sdltimer.get_ticks () in
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let dt = t - !last_t in
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t_acc := !t_acc + dt;
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if !t_acc > 1000 then begin
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let el_time = !t_acc / 1000 in
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Printf.printf
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"- fps: %g\n%!"
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(float !frames /. float el_time);
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t_acc := 0;
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frames := 0;
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end;
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last_t := t
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let blit_noise surf =
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let ba = Sdlvideo.pixel_data_8 surf in
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let dim = Bigarray.Array1.dim ba in
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while true do
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for i = 0 to pred dim do
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ba.{i} <- if Random.bool () then max_int else 0
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done;
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Sdlvideo.flip surf;
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incr frames;
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print_fps ()
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done
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let blit_noise surf =
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try blit_noise surf
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with _ -> Sdl.quit ()
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let () =
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Sdl.init [`VIDEO; `TIMER];
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Random.self_init();
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let surf =
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Sdlvideo.set_video_mode
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~w:320 ~h:240 ~bpp:8
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[(*`HWSURFACE;*) `DOUBLEBUF]
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in
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Sys.catch_break true;
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blit_noise surf
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27
Task/Image-noise/OCaml/image-noise-2.ocaml
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27
Task/Image-noise/OCaml/image-noise-2.ocaml
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@ -0,0 +1,27 @@
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open Graphics
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let white = (rgb 255 255 255)
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let black = (rgb 0 0 0)
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let t_last = ref (Unix.gettimeofday())
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let () =
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open_graph "";
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let width = 320
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and height = 240 in
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resize_window width height;
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try
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while true do
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for y = 0 to pred height do
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for x = 0 to pred width do
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set_color (if Random.bool() then white else black);
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plot x y
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done;
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done;
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let t = Unix.gettimeofday() in
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Printf.printf "- fps: %f\n" (1.0 /. (t -. !t_last));
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t_last := t
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done
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with _ ->
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flush stdout;
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close_graph ()
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42
Task/Image-noise/Pascal/image-noise.pascal
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42
Task/Image-noise/Pascal/image-noise.pascal
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Program ImageNoise;
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uses
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SDL;
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var
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surface: PSDL_Surface;
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pixel: ^byte;
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frameNumber, totalTime, lastTime, time, i: longint;
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begin
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frameNumber := 0;
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totalTime := 0;
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lastTime := 0;
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randomize;
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SDL_Init(SDL_INIT_TIMER or SDL_INIT_VIDEO);
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surface := SDL_SetVideoMode(320, 240, 8, SDL_DOUBLEBUF or SDL_HWSURFACE);
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while (true) do
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begin
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pixel := surface^.pixels;
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SDL_LockSurface(surface);
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for i := 1 to (surface^.w * surface^.h) do
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begin
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pixel^ := random(2)*255;
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inc(pixel);
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end;
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SDL_UnlockSurface(surface);
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SDL_Flip(surface);
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inc (frameNumber);
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time := SDL_GetTicks();
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totalTime := totalTime + time - lastTime;
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if (totalTime > 1000) then
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begin
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writeln('FPS: ', frameNumber / (totalTime / 1000.0):5:1);
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frameNumber := 0;
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totalTime := 0;
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end;
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lastTime := time;
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end;
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end.
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36
Task/Image-noise/PureBasic/image-noise.purebasic
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Task/Image-noise/PureBasic/image-noise.purebasic
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#filter=0.2 ; Filter parameter for the FPS-calculation
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#UpdateFreq=100 ; How often to update the FPS-display
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OpenWindow(0,400,300,320,240,"PureBasic")
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Define w=WindowWidth(0), h=WindowHeight(0)
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Define x, y, T, TOld, FloatingMedium.f, cnt
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InitSprite()
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OpenWindowedScreen(WindowID(0),0,0,w,h,1,0,0,#PB_Screen_NoSynchronization)
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Repeat
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StartDrawing(ScreenOutput())
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For y=0 To h-1
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For x=0 To w-1
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If Random(1)
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Plot(x,y,#Black)
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Else
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Plot(x,y,#White)
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EndIf
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Next
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Next
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StopDrawing()
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FlipBuffers()
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cnt+1
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If cnt>=#UpdateFreq
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cnt =0
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TOld=T
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T =ElapsedMilliseconds()
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FloatingMedium*(1-#filter)+1000*#filter/(T-TOld)
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SetWindowTitle(0,"PureBasic: "+StrF(#UpdateFreq*FloatingMedium,2)+" FPS")
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Repeat ; Handle all events
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Event=WindowEvent()
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If Event=#PB_Event_CloseWindow
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End
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EndIf
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Until Not Event
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EndIf
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ForEver
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13
Task/Image-noise/Run-BASIC/image-noise.run
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13
Task/Image-noise/Run-BASIC/image-noise.run
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begSec = time$("seconds")
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graphic #g, 320,240
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tics = 320 * 240
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for i = 1 to tics
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x = int((rnd(1) * 320) + 1)
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y = int((rnd(1) * 240) + 1)
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if int(x mod 2) then #g "color black ; set "; x; " "; y else #g "color white ; set "; x; " "; y
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next i
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endSec = time$("seconds")
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totSec = endSec - begSec
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print "Seconds;";totSec;" Count:";tics;" Tics / sec:";tics/totSec;" fps:";1/totSec
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render #g
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#g "flush"
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131
Task/Image-noise/Visual-Basic-.NET/image-noise.visual
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131
Task/Image-noise/Visual-Basic-.NET/image-noise.visual
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Imports System.Drawing.Imaging
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Public Class frmSnowExercise
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Dim bRunning As Boolean = True
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Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
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' Tell windows we want to handle all the painting and that we want it to double buffer
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' the form's rectangle (Double Buffering removes/reduces flickering).
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SetStyle(ControlStyles.AllPaintingInWmPaint Or ControlStyles.UserPaint Or ControlStyles.OptimizedDoubleBuffer, True)
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UpdateStyles()
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' Prevent the user from resizing the window. Our draw code is not
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' setup to recalculate on the fly.
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FormBorderStyle = Windows.Forms.FormBorderStyle.FixedSingle
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MaximizeBox = False
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' The window size and the client rectangle aren't the same.
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' To get the proper dimensions for our exercise we need to
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' figure out the difference and add it to our 320x240
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' requirement.
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Width = 320 + Size.Width - ClientSize.Width
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Height = 240 + Size.Height - ClientSize.Height
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' Pop the window, bring it to the front and give windows time to
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' reflect the changes.
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Show()
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Activate()
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Application.DoEvents()
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' Hit the loop and keep going until we receive a close request.
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RenderLoop()
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' We're done. Exit the application.
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Close()
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End Sub
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Private Sub Form1_KeyPress(ByVal sender As Object, ByVal e As System.Windows.Forms.KeyPressEventArgs) Handles Me.KeyPress
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' Close the application when the user hits escape.
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If e.KeyChar = ChrW(Keys.Escape) Then bRunning = False
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End Sub
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Private Sub Form1_FormClosing(ByVal sender As Object, ByVal e As System.Windows.Forms.FormClosingEventArgs) Handles Me.FormClosing
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' 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.
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e.Cancel = bRunning
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bRunning = False
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End Sub
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Private Sub RenderLoop()
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Const cfPadding As Single = 5.0F
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Dim b As New Bitmap(ClientSize.Width, ClientSize.Width, PixelFormat.Format32bppArgb)
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Dim g As Graphics = Graphics.FromImage(b)
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Dim r As New Random(Now.Millisecond)
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Dim oBMPData As BitmapData = Nothing
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Dim oPixels() As Integer = Nothing
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Dim oBlackWhite() As Integer = {Color.White.ToArgb, Color.Black.ToArgb}
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Dim oStopwatch As New Stopwatch
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Dim fElapsed As Single = 0.0F
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Dim iLoops As Integer = 0
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Dim sFPS As String = "0.0 FPS"
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Dim oFPSSize As SizeF = g.MeasureString(sFPS, Font)
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Dim oFPSBG As RectangleF = New RectangleF(ClientSize.Width - cfPadding - oFPSSize.Width, cfPadding, oFPSSize.Width, oFPSSize.Height)
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' Get ourselves a nice, clean, black canvas to work with.
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g.Clear(Color.Black)
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' Prep our bitmap for a read.
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oBMPData = b.LockBits(New Rectangle(0, 0, b.Width, b.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb)
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' Allocate sufficient space for the pixel data and
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' flash copy it to our array.
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' We want an integer to hold the color for each pixel in the canvas.
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Array.Resize(oPixels, b.Width * b.Height)
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Runtime.InteropServices.Marshal.Copy(oBMPData.Scan0, oPixels, 0, oPixels.Length)
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b.UnlockBits(oBMPData)
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' Start looping.
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Do
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' Find our frame time and add it to the total amount of time
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' elapsed since our last FPS update (once per second).
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fElapsed += oStopwatch.ElapsedMilliseconds / 1000.0F
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oStopwatch.Reset()
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oStopwatch.Start()
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' Adjust the number of loops since the last whole second has elapsed.
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iLoops += 1
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If fElapsed >= 1.0F Then
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' Since we've now had a whole second elapse
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' figure the Frames Per Second,
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' measure our string,
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' setup our backing rectangle for the FPS string (so it's clearly visible over the snow)
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' reset our loop counter
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' and our elapsed counter.
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sFPS = (iLoops / fElapsed).ToString("0.0") & " FPS"
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oFPSSize = g.MeasureString(sFPS, Font)
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oFPSBG = New RectangleF(ClientSize.Width - cfPadding - oFPSSize.Width, cfPadding, oFPSSize.Width, oFPSSize.Height)
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fElapsed -= 1.0F ' We don't set this to 0 incase our frame time has gone a bit over 1 second since last update.
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iLoops = 0
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End If
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' Generate our snow.
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For i As Integer = 0 To oPixels.GetUpperBound(0)
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oPixels(i) = oBlackWhite(r.Next(oBlackWhite.Length))
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Next
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' Prep the bitmap for an update.
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oBMPData = b.LockBits(New Rectangle(0, 0, b.Width, b.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb)
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' Flash copy the new data into our bitmap.
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Runtime.InteropServices.Marshal.Copy(oPixels, 0, oBMPData.Scan0, oPixels.Length)
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b.UnlockBits(oBMPData)
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' Draw the backing for our FPS display.
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g.FillRectangle(Brushes.Black, oFPSBG)
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' Draw our FPS.
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g.DrawString(sFPS, Font, Brushes.Yellow, oFPSBG.Left, oFPSBG.Top)
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' Update the form's background and draw.
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BackgroundImage = b
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Invalidate(ClientRectangle)
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' Let windows handle some queued events.
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Application.DoEvents()
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Loop While bRunning
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End Sub
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End Class
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26
Task/Image-noise/XPL0/image-noise.xpl0
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26
Task/Image-noise/XPL0/image-noise.xpl0
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include c:\cxpl\codes; \intrinsic 'code' declarations
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int CpuReg, \address of CPU register array (from GetReg)
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FPS, \frames per second, the display's update rate
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Sec, \current second of time (from real-time clock)
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SecOld, \previous second of time
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X, Y;
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[SetVid($101); \set 640x480 graphics
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CpuReg:= GetReg; \get address of array to access CPU registers
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FPS:= 0;
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repeat CpuReg(0):= $0200; \get current time in seconds from BIOS
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SoftInt($1A); \software interrupt
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Sec:= CpuReg(3)>>8 & $FF; \register DH contains seconds
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if Sec = SecOld then \if same as before then
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FPS:= FPS+1 \ bump FPS counter
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else [SecOld:= Sec; \otherwise save old seconds and
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CrLf(6);
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IntOut(6, FPS); \ display FPS counter (once per second)
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Text(6, " FPS");
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FPS:= 0; \ reset FPS counter
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];
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for Y:= 0, 240-1 do \fill image with random black and white pixels
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for X:= 0, 320-1 do
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Point(X, Y, if Ran(2) then $F\white\ else 0\black\);
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until KeyHit;
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SetVid(3); \restore normal text mode
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]
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