Chaos game: Difference between revisions
MaiconSoft (talk | contribs) Added Delphi example |
Updates for modern Rust and some readability improvements |
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=={{header|Rust}}==
Dependencies: image, rand
<lang rust>
extern crate image;
extern crate rand;
use
use std::f32;
fn main() {
let max_iterations =
let img_side =
let tri_size =
// Create a new ImgBuf
Line 2,637:
// Create triangle vertices
let mut vertices: [[f32; 2]; 3] = [[
for i in 0..vertices.len() {
vertices[i][0] = (img_side as f32 / 2.0)
vertices[i][1] = (img_side as f32 / 2.0)
}
for v in &vertices {
imgbuf.put_pixel(v[0] as u32, v[1] as u32, image::Luma([255u8]));
}
println!("Verticies: {:?}", vertices);
// Iterate chaos game
let mut rng = rand::
let mut x = img_side as f32 / 2.0;
let mut y = img_side as f32 / 2.0;
for _ in 0..max_iterations {
let choice = rng.gen_range(0
x = (x + vertices[choice][0]) / 2.0;
y = (y + vertices[choice][1]) / 2.0;
imgbuf.put_pixel(x as u32, y as u32, image::Luma([255u8]));
Line 2,661 ⟶ 2,662:
// Save image
}
=={{header|Scala}}==
|
Revision as of 00:34, 20 May 2021
You are encouraged to solve this task according to the task description, using any language you may know.
The Chaos Game is a method of generating the attractor of an iterated function system (IFS).
One of the best-known and simplest examples creates a fractal, using a polygon and an initial point selected at random.
- Task
Play the Chaos Game using the corners of an equilateral triangle as the reference points. Add a starting point at random (preferably inside the triangle). Then add the next point halfway between the starting point and one of the reference points. This reference point is chosen at random.
After a sufficient number of iterations, the image of a Sierpinski Triangle should emerge.
- See also
8086 Assembly
This program will run on a PC with CGA-compatible graphics. It will keep running until a key is pressed.
<lang asm> cpu 8086 bits 16 vmode: equ 0Fh ; Get current video mode time: equ 2Ch ; Get current system time CGALO: equ 4 ; Low-res (4-color) CGA mode MDA: equ 7 ; MDA text mode section .text org 100h mov ah,vmode ; Get current video mode int 10h cmp al,MDA ; If MDA mode, no CGA supported, so stop jne gr_ok ret gr_ok: push ax ; Store old video mode on stack mov ax,CGALO ; Switch to low-resolution CGA mode int 10h mov ah,time ; Get system time int 21h mov di,cx ; Store as RNG seed mov bp,dx genX: call random ; Generate random X coordinate cmp al,200 jae genX mov dh,al ; DH = X genY: call random ; Generate random Y coordinate cmp al,173 jae genY mov dl,al ; DL = Y mloop: mov ah,1 ; Is a key pressed? int 16h jz point ; If not, calculate another point pop ax ; But if so, restore the old video mode cbw int 10h ret ; And quit point: call random ; Generate random direction and al,3 cmp al,3 je point mov ah,al ; Keep direction (for color later) dec al ; Select direction jz d2 dec al jz d3 shr dh,1 ; X /= 2 shr dl,1 ; Y /= 2 jmp plot d2: mov cl,ah ; Keep color in CL mov si,100 ; X = 100+(100-X)/2 xor ax,ax ; (doing intermediate math in 16 bits) mov al,dh neg ax add ax,si shr ax,1 add ax,si mov dh,al mov si,173 ; Y = 173-(173-Y)/2 xor ax,ax ; (doing intermediate math in 16 bits) mov al,dl neg ax add ax,si shr ax,1 neg ax add ax,si mov dl,al mov ah,cl ; Restore color jmp plot d3: mov cl,ah ; Keep color mov si,200 ; X = 200-(200-X)/2 xor ax,ax ; (doing intermediate math in 16 bits) mov al,dh neg ax add ax,si shr ax,1 neg ax add ax,si mov dh,al mov ah,cl ; Restore color shr dl,1 ; Y /= 2 plot: mov cl,dl ; There's a plot function in the BIOS, but it's clc ; behind an INT and needs all the registers, rcr cl,1 ; so we'll do it by hand. sbb bh,bh ; The even rows are at B800:NNNN, odd at BA00, xor bl,bl ; CL (Y coord) is divided by two, and if odd and bh,2 ; we add 2(00) to B8(00) to get the right add bh,0B8h ; segment. mov ds,bx ; We can safely stick it in DS since we're not xor bx,bx ; using any RAM otherwise. 80 bytes per line, mov bl,cl ; so BX=Y * 80, xor ch,ch shl bx,1 shl bx,1 add bx,cx mov cl,4 shl bx,cl mov cl,dh ; and 4 pixels per byte, so BX += Y/4 shr cl,1 shr cl,1 add bx,cx inc ah ; Add 1 to direction to get 1 of 3 colors mov ch,dh ; See which pixel within the byte we're and ch,3 ; looking at mov cl,3 ; Leftmost pixel is in highest bits sub cl,ch shl cl,1 ; Pixels are 2 bits wide shl ah,cl ; Shift AH into place or [bx],ah ; Set the pixel in video memory jmp mloop ; Next pixel random: xchg bx,bp ; Load RNG state into byte-addressable xchg cx,di ; registers. inc bl ; X++ xor bh,ch ; A ^= C xor bh,bl ; A ^= X add cl,bh ; B += A mov al,cl ; C' = B shr al,1 ; C' >>= 1 add al,ch ; C' += C xor al,bh ; C' ^= A mov ch,al ; C = C' xchg bx,bp ; Restore the registers xchg cx,di ret</lang>
BASIC
This should require minimal adaptation to work with any of the older Microsoft-style BASICs. Users of other dialects will need to replace lines 10 and 150 with the appropriate statements to select a graphics output mode (if necessary) and to plot a pixel at x,y in colour v; they should also add LET throughout and 170 END if their dialects require those things. <lang basic>10 SCREEN 1 20 X = INT(RND(0) * 200) 30 Y = INT(RND(0) * 173) 40 FOR I=1 TO 20000 50 V = INT(RND(0) * 3) + 1 60 ON V GOTO 70,100,130 70 X = X/2 80 Y = Y/2 90 GOTO 150 100 X = 100 + (100-X)/2 110 Y = 173 - (173-Y)/2 120 GOTO 150 130 X = 200 - (200-X)/2 140 Y = Y/2 150 PSET X,Y,V 160 NEXT I</lang>
Applesoft BASIC
Adapted from the code given above. <lang basic>10 HGR2 20 X = INT(RND(1) * 200) 30 Y = INT(RND(1) * 173) 40 FOR I=1 TO 20000 50 V = INT(RND(1) * 3) + 1 60 ON V GOTO 70,100,130 70 X = X/2 80 Y = Y/2 90 GOTO 150 100 X = 100 + (100-X)/2 110 Y = 173 - (173-Y)/2 120 GOTO 150 130 X = 200 - (200-X)/2 140 Y = Y/2 150 HCOLOR=V+4 160 HPLOT X,Y 170 NEXT I</lang>
BASIC256
<lang BASIC256>
- Chaos game
ancho = 500 : alto = 300 x = Int(Rand * ancho) y = Int(Rand * alto)
Clg FastGraphics Graphsize ancho , alto
For iteracion = 1 To 30000 vertice = Int(Rand * 3) + 1 Begin Case Case vertice = 1 x = x / 2 y = y / 2 Color red Case vertice = 2 x = (ancho/2) + ((ancho/2)-x) / 2 y = alto - (alto-y) / 2 Color green Case vertice = 3 x = ancho - (ancho-x) / 2 y = y / 2 Color blue End Case #Pset (x,y),vertice Plot (x,y) Next iteracion Refresh ImgSave "chaos_game.jpg", "jpg" End </lang>
Locomotive Basic
Adapted from the generic BASIC version. In CPCBasic this program completes in less than a second. But on a real CPC (or equivalent emulator), the same program takes over six minutes to run. So using CPCBasic is strongly advised. On CPCBasic, one can also use "mode 3" instead of mode 1 in line 10 and increase iterations to e.g. 2000000 in line 40, resulting in a higher-resolution image. <lang locobasic>10 mode 1:randomize time:defint a-z 20 x = 640 * rnd 30 y = 400 * rnd 40 for i=1 to 20000 50 v = rnd * 2 + 1 60 on v goto 70,100,130 70 x = x/2 80 y = y/2 90 goto 150 100 x = 320 + (320-x)/2 110 y = 400 - (400-y)/2 120 goto 150 130 x = 640 - (640-x)/2 140 y = y/2 150 plot x,y,v 160 next i</lang>
Sinclair ZX81 BASIC
Adapted from the other BASIC versions. Monochrome and low-resolution, of course. Works with only 1k of RAM. If you like, you can try changing line 30
to go round the loop a different number of times.
Note that ZX81 BASIC does not have an explicit computed GOTO
; we can, however, actually compute the value of an expression and then GOTO
it as a line number.
<lang basic> 10 LET X=RND*46
20 LET Y=RND*40 30 FOR I=1 TO 5000 40 LET VERTEX=INT (RND*3) 50 GOTO 60+VERTEX*30 60 LET X=X/2 70 LET Y=Y/2 80 GOTO 140 90 LET X=23+(23-X)/2
100 LET Y=40-(40-Y)/2 110 GOTO 140 120 LET X=46-(46-X)/2 130 LET Y=Y/2 140 PLOT X,42-Y 150 NEXT I</lang>
- Output:
Screenshot here. As with most ZX81 graphics, you can obtain the very best results by making it quite small and looking at it from a long way away.
ZX Spectrum Basic
The final INK
statement sets the foreground colour back to black.
<lang basic> 10 LET x=RND*200
20 LET y=RND*173 30 FOR i=1 TO 20000 40 LET vertex=INT (RND*3) 50 IF vertex=1 THEN GO TO 100 60 IF vertex=2 THEN GO TO 130 70 LET x=x/2 80 LET y=y/2 90 GO TO 150
100 LET x=100+(100-x)/2 110 LET y=173-(173-y)/2 120 GO TO 150 130 LET x=200-(200-x)/2 140 LET y=y/2 150 INK vertex+1 160 PLOT x,y 170 NEXT i 180 INK 0</lang>
C
Interactive code which asks the side length of the starting triangle and number of iterations as inputs, a larger number of iterations produces a more accurate approximation of the Sierpinski fractal. Requires the WinBGIm library.
<lang C>
- include<graphics.h>
- include<stdlib.h>
- include<stdio.h>
- include<math.h>
- include<time.h>
- define pi M_PI
int main(){
time_t t; double side, vertices[3][3],seedX,seedY,windowSide; int i,iter,choice;
printf("Enter triangle side length : "); scanf("%lf",&side);
printf("Enter number of iterations : "); scanf("%d",&iter);
windowSide = 10 + 2*side;
initwindow(windowSide,windowSide,"Sierpinski Chaos");
for(i=0;i<3;i++){ vertices[i][0] = windowSide/2 + side*cos(i*2*pi/3); vertices[i][1] = windowSide/2 + side*sin(i*2*pi/3); putpixel(vertices[i][0],vertices[i][1],15); }
srand((unsigned)time(&t));
seedX = rand()%(int)(vertices[0][0]/2 + (vertices[1][0] + vertices[2][0])/4); seedY = rand()%(int)(vertices[0][1]/2 + (vertices[1][1] + vertices[2][1])/4);
putpixel(seedX,seedY,15);
for(i=0;i<iter;i++){ choice = rand()%3;
seedX = (seedX + vertices[choice][0])/2; seedY = (seedY + vertices[choice][1])/2;
putpixel(seedX,seedY,15); }
getch();
closegraph();
return 0; }</lang>
C#
<lang csharp>using System.Diagnostics; using System.Drawing;
namespace RosettaChaosGame {
class Program { static void Main(string[] args) { var bm = new Bitmap(600, 600);
var referencePoints = new Point[] { new Point(0, 600), new Point(600, 600), new Point(300, 81) }; var r = new System.Random(); var p = new Point(r.Next(600), r.Next(600)); for (int count = 0; count < 10000; count++) { bm.SetPixel(p.X, p.Y, Color.Magenta); int i = r.Next(3); p.X = (p.X + referencePoints[i].X) / 2; p.Y = (p.Y + referencePoints[i].Y) / 2; } const string filename = "Chaos Game.png"; bm.Save(filename); Process.Start(filename); } }
}</lang>
C++
This program will generate the Sierpinski Triangle and save it to your hard drive. <lang cpp>
- include <windows.h>
- include <ctime>
- include <string>
- include <iostream>
const int BMP_SIZE = 600;
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( std::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; } 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 chaos { public:
void start() { POINT org; fillPts(); initialPoint( org ); initColors(); int cnt = 0, i; bmp.create( BMP_SIZE, BMP_SIZE ); bmp.clear( 255 );
while( cnt++ < 1000000 ) { switch( rand() % 6 ) { case 0: case 3: i = 0; break; case 1: case 5: i = 1; break; case 2: case 4: i = 2; } setPoint( org, myPoints[i], i ); } // --- edit this path --- // bmp.saveBitmap( "F:/st.bmp" ); }
private:
void setPoint( POINT &o, POINT v, int i ) { POINT z; o.x = ( o.x + v.x ) >> 1; o.y = ( o.y + v.y ) >> 1; SetPixel( bmp.getDC(), o.x, o.y, colors[i] ); } void fillPts() { int a = BMP_SIZE - 1; myPoints[0].x = BMP_SIZE >> 1; myPoints[0].y = 0; myPoints[1].x = 0; myPoints[1].y = myPoints[2].x = myPoints[2].y = a; } void initialPoint( POINT& p ) { p.x = ( BMP_SIZE >> 1 ) + rand() % 2 ? rand() % 30 + 10 : -( rand() % 30 + 10 ); p.y = ( BMP_SIZE >> 1 ) + rand() % 2 ? rand() % 30 + 10 : -( rand() % 30 + 10 ); } void initColors() { colors[0] = RGB( 255, 0, 0 ); colors[1] = RGB( 0, 255, 0 ); colors[2] = RGB( 0, 0, 255 ); } myBitmap bmp; POINT myPoints[3]; COLORREF colors[3];
}; int main( int argc, char* argv[] ) {
srand( ( unsigned )time( 0 ) ); chaos c; c.start(); return 0;
} </lang>
Common Lisp
<lang lisp>(defpackage #:chaos
(:use #:cl #:opticl))
(in-package #:chaos)
(defparameter *image-size* 600) (defparameter *margin* 50) (defparameter *edge-size* (- *image-size* *margin* *margin*)) (defparameter *iterations* 1000000)
(defun chaos ()
(let ((image (make-8-bit-rgb-image *image-size* *image-size* :initial-element 255)) (a (list (- *image-size* *margin*) *margin*)) (b (list (- *image-size* *margin*) (- *image-size* *margin*))) (c (list (- *image-size* *margin* (round (* (tan (/ pi 3)) *edge-size*) 2)) (round *image-size* 2))) (point (list (+ (random *edge-size*) *margin*) (+ (random *edge-size*) *margin*)))) (dotimes (i *iterations*) (let ((ref (ecase (random 3) (0 a) (1 b) (2 c)))) (setf point (list (round (+ (first point) (first ref)) 2) (round (+ (second point) (second ref)) 2)))) (setf (pixel image (first point) (second point)) (values 255 0 0))) (write-png-file "chaos.png" image)))</lang>
Delphi
<lang Delphi> unit main;
interface
uses
Winapi.Windows, System.Classes, Vcl.Graphics, Vcl.Forms, Vcl.ExtCtrls, System.Generics.Collections;
type
TColoredPoint = record P: TPoint; Index: Integer; constructor Create(PX, PY: Integer; ColorIndex: Integer); end;
TForm1 = class(TForm) procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); procedure FormPaint(Sender: TObject); private Buffer: TBitmap; Points: array[0..2] of TPoint; Stack: TStack<TColoredPoint>; Tick: TTimer; procedure Run(Sender: TObject); procedure AddPoint; function HalfWayPoint(a: TColoredPoint; b: TPoint; index: Integer): TColoredPoint; { Private declarations } public { Public declarations } end;
const
Colors: array[0..2] of Tcolor = (clRed, clGreen, clBlue);
var
Form1: TForm1;
implementation
{$R *.dfm}
{ TColoredPoint }
constructor TColoredPoint.Create(PX, PY: Integer; ColorIndex: Integer); begin
self.P := Tpoint.Create(PX, PY); self.Index := ColorIndex;
end;
{ TForm1 }
procedure TForm1.FormCreate(Sender: TObject); begin
Buffer := TBitmap.Create; Stack := TStack<TColoredPoint>.Create; Tick := TTimer.Create(nil); Caption := 'Chaos Game';
DoubleBuffered := True;
ClientHeight := 640; ClientWidth := 640; var margin := 60; var size := ClientWidth - 2 * margin;
Points[0] := TPoint.Create(ClientWidth div 2, margin); Points[1] := TPoint.Create(margin, size); Points[2] := TPoint.Create(margin + size, size);
Stack.Push(TColoredPoint.Create(-1, -1, Colors[0]));
Tick.Interval := 10; Tick.OnTimer := Run;
end;
function TForm1.HalfWayPoint(a: TColoredPoint; b: TPoint; index: Integer): TColoredPoint; begin
Result := TColoredPoint.Create((a.p.X + b.x) div 2, (a.p.y + b.y) div 2, index);
end;
procedure TForm1.AddPoint; begin
var colorIndex := Random(3); var p1 := Stack.Peek; var p2 := Points[colorIndex]; Stack.Push(HalfWayPoint(p1, p2, colorIndex));
end;
procedure TForm1.Run(Sender: TObject); begin
if Stack.Count < 50000 then begin for var i := 0 to 999 do AddPoint; Invalidate; end;
end;
procedure TForm1.FormDestroy(Sender: TObject); begin
Tick.Free; Buffer.Free; Stack.Free;
end;
procedure TForm1.FormPaint(Sender: TObject); begin
for var p in Stack do begin with Canvas do begin Pen.Color := Colors[p.Index]; Brush.Color := Colors[p.Index]; Brush.Style := bsSolid; Ellipse(p.p.X - 1, p.p.y - 1, p.p.X + 1, p.p.y + 1); end; end;
end; end.</lang>
EasyLang
<lang>set_color 900 x[] = [ 0 100 50 ] y[] = [ 93 93 7 ] x = randomf * 100 y = randomf * 100 for i range 100000
move_pen x y draw_rect 0.3 0.3 h = random 3 x = (x + x[h]) / 2 y = (y + y[h]) / 2
.</lang>
F#
<lang fsharp> open System.Windows.Forms open System.Drawing open System
let sz = 300 let polygon = [Point(sz/2, int (float sz*(1.0-sin(Math.PI/3.0)))); Point(0, sz-1); Point(sz-1, sz-1)]
let bmp = new Bitmap(sz, sz) let paint (p: Point) = bmp.SetPixel(p.X, p.Y, Color.Black)
let random = Random() let seed = Point(int (random.NextDouble() * float sz), int (random.NextDouble() * float sz)) let midpoint (p1: Point) (p2: Point) = Point((p1.X + p2.X) / 2, (p1.Y + p2.Y) / 2) let randomVertex() = polygon.[random.Next(polygon.Length)] let step p _ =
paint p midpoint p (randomVertex())
Seq.init 100000 id |> Seq.fold step seed
let f = new Form() f.ClientSize <- bmp.Size f.Paint.Add (fun args -> args.Graphics.DrawImage(bmp, Point(0, 0))) f.Show() </lang>
Fortran
This FORTRAN code creates an output file which can be drawn with gnuplot. <lang Fortran> PROGRAM CHAOS
IMPLICIT NONE REAL, DIMENSION(3):: KA, KN ! Koordinates old/new REAL, DIMENSION(3):: DA, DB, DC ! Triangle INTEGER:: I, Z INTEGER, PARAMETER:: UT = 17 ! Define corners of triangle DA = (/ 0., 0., 0. /) DB = (/ 600., 0., 0. /) DC = (/ 500., 0., 400. /) ! Define starting point KA = (/ 500., 0., 100. /) OPEN (UNIT = UT, FILE = 'aus.csv') DO I=1, 1000000 Z = ZAHL() WRITE (UT, '(3(F12.6, ";"))') KA SELECT CASE (Z) CASE (1) CALL MITTELP(KA, DA, KN) CASE (2) CALL MITTELP(KA, DB, KN) CASE (3) CALL MITTELP(KA, DC, KN) END SELECT KA = KN END DO CLOSE (UT) CONTAINS ! Calculates center of two points SUBROUTINE MITTELP(P1, P2, MP) REAL, INTENT(IN), DIMENSION(3):: P1, P2 REAL, INTENT(OUT), DIMENSION(3):: MP MP = (P1 + P2) / 2. END SUBROUTINE MITTELP ! Returns random number INTEGER FUNCTION ZAHL() REAL:: ZZ CALL RANDOM_NUMBER(ZZ) ZZ = ZZ * 3. ZAHL = FLOOR(ZZ) + 1 IF (ZAHL .GT. 3) ZAHL = 3 END FUNCTION ZAHL
END PROGRAM CHAOS </lang> Gnuplot Code to draw file: <lang Gnuplot> set terminal jpeg enhanced size 1600,960 set output 'chaos.jpg' set nokey set style line 1 lc rgb '#0060ad' lt 1 lw 3 pt 7 ps 0.3 plot 'aus.csv' using 1:3 with points ls 1 notitle </lang>
FreeBASIC
<lang freebasic> ' Chaos game Const ancho = 320, alto = 240 Dim As Integer x, y, iteracion, vertice x = Int(Rnd * ancho) y = Int(Rnd * alto)
Screenres ancho, alto, 8 Cls
For iteracion = 1 To 30000 vertice = Int(Rnd * 3) + 1 Select Case vertice
Case 1 x = x / 2 y = y / 2 vertice = 4 'red Case 2 x = (ancho/2) + ((ancho/2)-x) / 2 y = alto - (alto-y) / 2 vertice = 2 'green Case 3 x = ancho - (ancho-x) / 2 y = y / 2 vertice = 1 'blue End Select
Pset (x,y),vertice Next iteracion Sleep End </lang>
GML
Create two new objects and rename them to "Game" and "Point" respectively.
"Game" Object Create Event:
<lang GML>offset = 32; //Distance from triangle vertices to edges of window
//triangle vertex coordinates x1 = room_width / 2; y1 = offset; x2 = room_width - offset; y2 = room_height - offset; x3 = offset; y3 = room_height - offset;
//Coords of randomly chosen vertex (set to 0 to start, will automatically be set in step event) vx = 0; vy = 0;
//Coords of current point px = random(room_width); py = random(room_height);
//Make sure the point is within the triangle while(!point_in_triangle(px, py, x1, y1, x2, y2, x3, y3)) { px = random(room_width); py = random(room_height); }
vertex = 0; //This determines which vertex coords are chosen max_iterations = 8000; step = true; //Used with the interval alarm to change the step speed step_count = 0; interval = 1; //Number of frames between each step. 1 = no delay alarm[0] = interval;</lang>
"Game" Object Step Event:
<lang GML>if(step and step_count < max_iterations) //Wait for alarm to finish, or stop completely
{ // if the desired number of iterations is hit
vertex = choose(1, 2, 3);
step = false;
alarm[0] = interval;
switch(vertex)
{
case 1:
vx = x1;
vy = y1;
break;
case 2: vx = x2; vy = y2; break;
case 3: vx = x3; vy = y3; break; }
var dir = point_direction(px, py, vx, vy); var mid_dist = point_distance(px, py, vx, vy); var midx = px + lengthdir_x(mid_dist / 2, dir); var midy = py + lengthdir_y(mid_dist / 2, dir); instance_create_layer(midx, midy, "Instances", Point);
px = midx; py = midy;
step_count++; }</lang>
"Game" Object Draw Event:
<lang GML>if(step_count < max_iterations)
{
draw_triangle(x1, y1, x2, y2, x3, y3, true);
draw_circle(px, py, 1, false);
draw_line(px, py, vx, vy);
}</lang>
"Game" Object Alarm 0:
<lang GML>step = true;
alarm[0] = interval;</lang>
"Point" Object Draw Event:
<lang GML>draw_circle(x, y, 5, false);</lang>
Gnuplot
<lang gnuplot>
- Chaos Game (Sierpinski triangle) 2/16/17 aev
reset fn="ChGS3Gnu1"; clr='"red"'; ttl="Chaos Game (Sierpinski triangle)" sz=600; sz1=sz/2; sz2=sz1*sqrt(3); x=y=xf=yf=v=0; dfn=fn.".dat"; ofn=fn.".png"; set terminal png font arial 12 size 640,640 set print dfn append set output ofn unset border; unset xtics; unset ytics; unset key; set size square set title ttl font "Arial:Bold,12" lim=30000; max=100; x=y=xw=yw=p=0; randgp(top) = floor(rand(0)*top) x=randgp(sz); y=randgp(sz2); do for [i=1:lim] {
v=randgp(3); if (v==0) {x=x/2; y=y/2} if (v==1) {x=sz1+(sz1-x)/2; y=sz2-(sz2-y)/2} if (v==2) {x=sz-(sz-x)/2; y=y/2} xf=floor(x); yf=floor(y); if(!(xf<1||xf>sz||yf<1||yf>sz)) {print xf," ",yf};
} plot dfn using 1:2 with points pt 7 ps 0.5 lc @clr set output unset print </lang>
- Output:
File: ChGS3Gnu1.png
Go
This writes a simple GIF animation of the method. <lang Go>package main
import ( "fmt" "image" "image/color" "image/draw" "image/gif" "log" "math" "math/rand" "os" "time" )
var bwPalette = color.Palette{ color.Transparent, color.White, color.RGBA{R: 0xff, A: 0xff}, color.RGBA{G: 0xff, A: 0xff}, color.RGBA{B: 0xff, A: 0xff}, }
func main() { const ( width = 160 frames = 100 pointsPerFrame = 50 delay = 100 * time.Millisecond filename = "chaos_anim.gif" )
var tan60 = math.Sin(math.Pi / 3) height := int(math.Round(float64(width) * tan60)) b := image.Rect(0, 0, width, height) vertices := [...]image.Point{ {0, height}, {width, height}, {width / 2, 0}, }
// Make a filled triangle. m := image.NewPaletted(b, bwPalette) for y := b.Min.Y; y < b.Max.Y; y++ { bg := int(math.Round(float64(b.Max.Y-y) / 2 / tan60)) for x := b.Min.X + bg; x < b.Max.X-bg; x++ { m.SetColorIndex(x, y, 1) } }
// Pick starting point var p image.Point rand.Seed(time.Now().UnixNano()) p.Y = rand.Intn(height) + b.Min.Y p.X = rand.Intn(width) + b.Min.X // TODO: make within triangle
anim := newAnim(frames, delay) addFrame(anim, m) for i := 1; i < frames; i++ { for j := 0; j < pointsPerFrame; j++ { // Pick a random vertex vi := rand.Intn(len(vertices)) v := vertices[vi] // Move p halfway there p.X = (p.X + v.X) / 2 p.Y = (p.Y + v.Y) / 2 m.SetColorIndex(p.X, p.Y, uint8(2+vi)) } addFrame(anim, m) } if err := writeAnim(anim, filename); err != nil { log.Fatal(err) } fmt.Printf("wrote to %q\n", filename) }
// Stuff for making a simple GIF animation.
func newAnim(frames int, delay time.Duration) *gif.GIF { const gifDelayScale = 10 * time.Millisecond g := &gif.GIF{ Image: make([]*image.Paletted, 0, frames), Delay: make([]int, 1, frames), } g.Delay[0] = int(delay / gifDelayScale) return g } func addFrame(anim *gif.GIF, m *image.Paletted) { b := m.Bounds() dst := image.NewPaletted(b, m.Palette) draw.Draw(dst, b, m, image.ZP, draw.Src) anim.Image = append(anim.Image, dst) if len(anim.Delay) < len(anim.Image) { anim.Delay = append(anim.Delay, anim.Delay[0]) } } func writeAnim(anim *gif.GIF, filename string) error { f, err := os.Create(filename) if err != nil { return err } err = gif.EncodeAll(f, anim) if cerr := f.Close(); err == nil { err = cerr } return err }</lang>
Haskell
<lang haskell>import Control.Monad (replicateM) import Control.Monad.Random (fromList)
type Point = (Float,Float) type Transformations = [(Point -> Point, Float)] -- weighted transformations
-- realization of the game for given transformations gameOfChaos :: MonadRandom m => Int -> Transformations -> Point -> m [Point] gameOfChaos n transformations x = iterateA (fromList transformations) x
where iterateA f x = scanr ($) x <$> replicateM n f</lang>
Some transformations:
<lang haskell>-- the Sierpinsky`s triangle triangle = [ (mid (0, 0), 1)
, (mid (1, 0), 1) , (mid (0.5, 0.86), 1) ] where mid (a,b) (x,y) = ((a+x)/2, (b+y)/2)
-- the Barnsley's fern fern = [(f1, 1), (f2, 85), (f3, 7), (f4, 7)]
where f1 (x,y) = (0, 0.16*y) f2 (x,y) = (0.85*x + 0.04*y, -0.04*x + 0.85*y + 1.6) f3 (x,y) = (0.2*x - 0.26*y, 0.23*x + 0.22*y + 1.6) f4 (x,y) = (-0.15*x + 0.28*y, 0.26*x + 0.24*y + 0.44)
-- A dragon curve dragon = [(f1, 1), (f2, 1)]
where f1 (x,y) = (0.5*x - 0.5*y, 0.5*x + 0.5*y) f2 (x,y) = (-0.5*x + 0.5*y+1, -0.5*x - 0.5*y)</lang>
Drawing the result: <lang haskell>import Control.Monad.Random (getRandomR) import Graphics.Gloss
main = do x <- getRandomR (0,1)
y <- getRandomR (0,1) pts <- gameOfChaos 500000 triangle (x,y) display window white $ foldMap point pts where window = InWindow "Game of Chaos" (400,400) (0,0) point (x,y) = translate (100*x) (100*y) $ circle 0.02 </lang>
J
<lang j> Note 'plan, Working in complex plane'
Make an equilateral triangle. Make a list of N targets Starting with a random point near the triangle, iteratively generate new points. plot the new points.
j has a particularly rich notation for numbers.
1ad_90 specifies a complex number with radius 1 at an angle of negative 90 degrees.
2p1 is 2 times (pi raised to the first power).
)
N=: 3000
require'plot' TAU=: 2p1 NB. tauday.com mean=: +/ % #
NB. equilateral triangle with vertices on unit circle NB. rotated for fun. TRIANGLE=: *(j./2 1 o.(TAU%6)*?0)*1ad_90 1ad150 1ad30
TARGETS=: (N ?@:# 3) { TRIANGLE
NB. start on unit circle START=: j./2 1 o.TAU*?0
NEW_POINTS=: (mean@:(, {.) , ])/ TARGETS , START
'marker'plot NEW_POINTS </lang>
Java
<lang java>import java.awt.*; import java.awt.event.*; import java.util.*; import javax.swing.*; import javax.swing.Timer;
public class ChaosGame extends JPanel {
class ColoredPoint extends Point { int colorIndex;
ColoredPoint(int x, int y, int idx) { super(x, y); colorIndex = idx; } }
Stack<ColoredPoint> stack = new Stack<>(); Point[] points = new Point[3]; Color[] colors = {Color.red, Color.green, Color.blue}; Random r = new Random();
public ChaosGame() { Dimension dim = new Dimension(640, 640); setPreferredSize(dim); setBackground(Color.white);
int margin = 60; int size = dim.width - 2 * margin;
points[0] = new Point(dim.width / 2, margin); points[1] = new Point(margin, size); points[2] = new Point(margin + size, size);
stack.push(new ColoredPoint(-1, -1, 0));
new Timer(10, (ActionEvent e) -> { if (stack.size() < 50_000) { for (int i = 0; i < 1000; i++) addPoint(); repaint(); } }).start(); }
private void addPoint() { try { int colorIndex = r.nextInt(3); Point p1 = stack.peek(); Point p2 = points[colorIndex]; stack.add(halfwayPoint(p1, p2, colorIndex)); } catch (EmptyStackException e) { System.out.println(e); } }
void drawPoints(Graphics2D g) { for (ColoredPoint p : stack) { g.setColor(colors[p.colorIndex]); g.fillOval(p.x, p.y, 1, 1); } }
ColoredPoint halfwayPoint(Point a, Point b, int idx) { return new ColoredPoint((a.x + b.x) / 2, (a.y + b.y) / 2, idx); }
@Override public void paintComponent(Graphics gg) { super.paintComponent(gg); Graphics2D g = (Graphics2D) gg; g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
drawPoints(g); }
public static void main(String[] args) { SwingUtilities.invokeLater(() -> { JFrame f = new JFrame(); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setTitle("Chaos Game"); f.setResizable(false); f.add(new ChaosGame(), BorderLayout.CENTER); f.pack(); f.setLocationRelativeTo(null); f.setVisible(true); }); }
}</lang>
JavaScript
Plots the fractal on an HTML canvas element. <lang javascript><html>
<head>
<meta charset="UTF-8">
<title>Chaos Game</title>
</head>
<body>
<canvas id="sierpinski" width=400 height=346></canvas>
<button onclick="chaosGame()">Click here to see a Sierpiński triangle</button>
<script>
function chaosGame() {
var canv = document.getElementById('sierpinski').getContext('2d'); var x = Math.random() * 400; var y = Math.random() * 346; for (var i=0; i<30000; i++) { var vertex = Math.floor(Math.random() * 3); switch(vertex) { case 0: x = x / 2; y = y / 2; canv.fillStyle = 'green'; break; case 1: x = 200 + (200 - x) / 2 y = 346 - (346 - y) / 2 canv.fillStyle = 'red'; break; case 2: x = 400 - (400 - x) / 2 y = y / 2; canv.fillStyle = 'blue'; } canv.fillRect(x,y, 1,1); }
}
</script>
</body>
</html></lang>
Julia
Run in REPL. <lang julia> using Luxor width = 1000; height = 1000; Drawing(width, height, "./chaos.png"); t = Turtle(0, 0, true, 0, (0., 0., 0.));
x = rand(1:width); y = rand(1:height);
for l in 1:30_000
v = rand(1:3); if v == 1 x /= 2; y /= 2; elseif v == 2 x = width/2 + (width/2 - x)/2; y = height - (height - y)/2; else x = width - (width - x)/2; y = y / 2; end Reposition(t, x, height-y); Circle(t, 3);
end
finish(); preview() </lang>
Kotlin
<lang scala>//Version 1.1.51
import java.awt.* import java.util.Stack import java.util.Random import javax.swing.JPanel import javax.swing.JFrame import javax.swing.Timer import javax.swing.SwingUtilities
class ChaosGame : JPanel() {
class ColoredPoint(x: Int, y: Int, val colorIndex: Int) : Point(x, y)
val stack = Stack<ColoredPoint>() val points: List<Point> val colors = listOf(Color.red, Color.green, Color.blue) val r = Random()
init { val dim = Dimension(640, 640) preferredSize = dim background = Color.white val margin = 60 val size = dim.width - 2 * margin points = listOf( Point(dim.width / 2, margin), Point(margin, size), Point(margin + size, size) ) stack.push(ColoredPoint(-1, -1, 0))
Timer(10) { if (stack.size < 50_000) { for (i in 0 until 1000) addPoint() repaint() } }.start() }
private fun addPoint() { val colorIndex = r.nextInt(3) val p1 = stack.peek() val p2 = points[colorIndex] stack.add(halfwayPoint(p1, p2, colorIndex)) }
fun drawPoints(g: Graphics2D) { for (cp in stack) { g.color = colors[cp.colorIndex] g.fillOval(cp.x, cp.y, 1, 1) } }
fun halfwayPoint(a: Point, b: Point, idx: Int) = ColoredPoint((a.x + b.x) / 2, (a.y + b.y) / 2, idx)
override fun paintComponent(gg: Graphics) { super.paintComponent(gg) val g = gg as Graphics2D g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON) drawPoints(g) }
}
fun main(args: Array<String>) {
SwingUtilities.invokeLater { val f = JFrame() with (f) { defaultCloseOperation = JFrame.EXIT_ON_CLOSE title = "Chaos Game" isResizable = false add(ChaosGame(), BorderLayout.CENTER) pack() setLocationRelativeTo(null) isVisible = true } }
}</lang>
- Output:
Same as Java entry
Logo
<lang logo>to chaosgame :sidelength :iterations
make "width :sidelength make "height (:sidelength/2 * sqrt 3) make "x (random :width) make "y (random :height) repeat :iterations [ make "vertex (random 3) if :vertex = 0 [ make "x (:x / 2) make "y (:y / 2) setpencolor "green ] if :vertex = 1 [ make "x (:width / 2 + ((:width / 2 - :x) / 2)) make "y (:height - ((:height - :y) / 2)) setpencolor "red ] if :vertex = 2 [ make "x (:width - ((:width - :x) / 2)) make "y (:y / 2) setpencolor "blue ] penup setxy (:x - :width / 2) (:y - :height / 2) pendown forward 1 ] hideturtle
end</lang>
Lua
Needs LÖVE 2d Engine <lang Lua> math.randomseed( os.time() ) colors, orig = { { 255, 0, 0 }, { 0, 255, 0 }, { 0, 0, 255 } }, {}
function love.load()
wid, hei = love.graphics.getWidth(), love.graphics.getHeight() orig[1] = { wid / 2, 3 } orig[2] = { 3, hei - 3 } orig[3] = { wid - 3, hei - 3 } local w, h = math.random( 10, 40 ), math.random( 10, 40 ) if math.random() < .5 then w = -w end if math.random() < .5 then h = -h end orig[4] = { wid / 2 + w, hei / 2 + h } canvas = love.graphics.newCanvas( wid, hei ) love.graphics.setCanvas( canvas ); love.graphics.clear() love.graphics.setColor( 255, 255, 255 ) love.graphics.points( orig ) love.graphics.setCanvas()
end function love.draw()
local iter = 100 --> make this number bigger to speed up rendering for rp = 1, iter do local r, pts = math.random( 6 ), {} if r == 1 or r == 4 then pt = 1 elseif r == 2 or r == 5 then pt = 2 else pt = 3 end local x, y = ( orig[4][1] + orig[pt][1] ) / 2, ( orig[4][2] + orig[pt][2] ) / 2 orig[4][1] = x; orig[4][2] = y pts[1] = { x, y, colors[pt][1], colors[pt][2], colors[pt][3], 255 } love.graphics.setCanvas( canvas ) love.graphics.points( pts ) end love.graphics.setCanvas() love.graphics.draw( canvas )
end </lang>
Maple
<lang maple>chaosGame := proc(numPoints) local points, i; randomize(); use geometry in RegularPolygon(triSideways, 3, point(cent, [0, 0]), 1); rotation(tri, triSideways, Pi/2, counterclockwise); randpoint(currentP, -1/2*sqrt(3)..1/2*sqrt(3), -1/2..1/2); points := [coordinates(currentP)]; for i to numPoints do midpoint(mid, currentP, parse(cat("rotate_triSideways_", rand(1..3)(), "_tri"))); points := [op(points), coordinates(mid)]; point(currentP, coordinates(mid)); end do: end use; use plottools in plots:-display( seq([plots:-display([seq(point(points[i]), i = 1..j)])], j = 1..numelems(points) ), insequence=true); end use; end proc:</lang>
Mathematica
<lang Mathematica>
points = 5000; a = {0, 0}; b = {1, 0}; c = {0.5, 1}; d = {.7, .3}; S = {}; For[i = 1, i < points, i++, t = RandomInteger[2];
If[t == 0, d = Mean[{a, d}], If[t == 1, d = Mean[{b, d}], d = Mean[{c, d}]]]; AppendTo[S, d]]
Graphics[Point[S]] </lang>
Nim
Using a game library
The "rapid" library is no longer maintained and this program fails to compile with last available version. <lang nim>import random
import rapid/gfx
var
window = initRWindow() .title("Rosetta Code - Chaos Game") .open() surface = window.openGfx() sierpinski = window.newRCanvas() points: array[3, Vec2[float]]
for i in 0..<3:
points[i] = vec2(cos(PI * 2 / 3 * i.float), sin(PI * 2 / 3 * i.float)) * 300
var point = vec2(rand(0.0..surface.width), rand(0.0..surface.height))
surface.vsync = false surface.loop:
draw ctx, step: let vertex = sample(points) point = (point + vertex) / 2 ctx.renderTo(sierpinski): ctx.transform(): ctx.translate(surface.width / 2, surface.height / 2) ctx.rotate(-PI / 2) ctx.begin() ctx.point((point.x, point.y)) ctx.draw(prPoints) ctx.clear(gray(0)) ctx.begin() ctx.texture = sierpinski ctx.rect(0, 0, surface.width, surface.height) ctx.draw() ctx.noTexture() update step: discard</lang>
Using SDL
<lang nim>## needs sdl2 ("nimble install sdl2")
import sdl2, random
let
max_it = 50000 size = [800, 600] v = [ [0, 0], [size[0] - 1, 0], [size[0] div 2, size[1] - 1] ]
discard sdl2.init(INIT_EVERYTHING)
var
window: WindowPtr render: RendererPtr
window = createWindow("chaos", 100, 100, cint(size[0]), cint(size[1]), SDL_WINDOW_SHOWN) render = createRenderer(window, -1, Renderer_Accelerated or
Renderer_PresentVsync or Renderer_TargetTexture)
var
evt = sdl2.defaultEvent runGame = true it = 0 r: Point
r.x = cint(rand(size[0] - 1)) r.y = cint(rand(size[1] - 1)) render.setDrawColor(0, 0, 0) render.clear
while it < max_it:
let vn = rand(2) r.x = cint((r.x + v[vn][0]) div 2) r.y = cint((r.y + v[vn][1]) div 2) if vn == 0: render.setDrawColor(255, 0, 0) elif vn == 1: render.setDrawColor(0, 255, 0) else: render.setDrawColor(0, 0, 255) render.drawPoint(r.x, r.y) inc it
while runGame:
render.present delay(100) while pollEvent(evt): if evt.kind == QuitEvent: runGame = false break
destroy render destroy window</lang>
Writing result into an image
<lang Nim>import math import random
import imageman
const
Width = 400 Height = 400 Margin = 20
type Coords = tuple[x, y: float]
- The triangle.
const T = [Coords (0.0, 0.0), (1.0, 0.0), (0.5, 0.5 * tan(PI / 3))]
- ---------------------------------------------------------------------------------------------------
func toPoint(v: Coords): Point =
## Convert [0..1] coordinates to image coordinates. ## We have to change scale, then to change position of y-axis. result = ((Margin + v.x * (Width - 2 * Margin)).toInt, ((Height - Margin) - v.y * (Height - 2 * Margin)).toInt)
- ---------------------------------------------------------------------------------------------------
func side(p, p1, p2: Coords): float =
## Auxiliary function to check if a point is in a triangle. (p2.y - p1.y) * (p.x - p1.x) + (p1.x - p2.x) * (p.y - p1.y)
- ---------------------------------------------------------------------------------------------------
proc firstPoint(): Coords =
## Choose the first point.
while true: result = (x: rand(1.0), y: rand(1.0)) let b1 = side(result, T[0], T[1]) >= 0 let b2 = side(result, T[1], T[2]) >= 0 let b3 = side(result, T[2], T[0]) >= 0 if b1 == b2 and b2 == b3: # The point is in the triangle. Keep it. return
- ———————————————————————————————————————————————————————————————————————————————————————————————————
const
Iterations = 50_000 Black = ColorRGBU [byte 0, 0, 0] White = ColorRGBU [byte 255, 255, 255] PointColor = ColorRGBU [byte 255, 255, 0] # Color for points.
- Points in image coordinates.
const
A = T[0].toPoint B = T[1].toPoint C = T[2].toPoint
randomize()
var image = initImage[ColorRGBU](Width, Height)
image.fill(Black)
- Draw the triangle.
image.drawLine(A, B, White) image.drawLine(B, C, White) image.drawLine(C, A, White)
var p = firstPoint()
for _ in 1..Iterations:
let pt = p.toPoint image[pt.x, pt.y] = PointColor # Find position of next point. let idx = rand(2) p = ((p.x + T[idx].x) / 2, (p.y + T[idx].y) / 2)
image.savePNG("chaos_game.png", compression = 9)</lang>
PARI/GP
Note: Find plotmat() here on RosettaCode Wiki.
<lang parigp> \\ Chaos Game (Sierpinski triangle) 2/15/17 aev pChaosGameS3(size,lim)={ my(sz1=size\2,sz2=sz1*sqrt(3),M=matrix(size,size),x,y,xf,yf,v); x=random(size); y=random(sz2); for(i=1,lim, v=random(3);
if(v==0, x/=2; y/=2;); if(v==1, x=sz1+(sz1-x)/2; y=sz2-(sz2-y)/2;); if(v==2, x=size-(size-x)/2; y/=2;); xf=floor(x); yf=floor(y); if(xf<1||xf>size||yf<1||yf>size, next); M[xf,yf]=1;
);\\fend plotmat(M); } \\ Test: pChaosGameS3(600,30000); \\ SierpTri1.png </lang>
- Output:
> pChaosGameS3(600,30000); \\ SierpTri1.png *** matrix(600x600) 18696 DOTS time = 751 ms.
Pascal
<lang Pascal> program ChaosGame;
// FPC 3.0.2 uses
Graph, windows, math;
// Return a point on a circle defined by angle and the circles radius // Angle 0 = Radius points to the left // Angle 90 = Radius points upwards Function PointOfCircle(Angle: SmallInt; Radius: integer): TPoint; var Ia: Double; begin
Ia:=DegToRad(-Angle); result.x:=round(cos(Ia)*Radius); result.y:=round(sin(Ia)*Radius);
end;
{ Main }
var
GraphDev,GraphMode: smallint; Triangle: array[0..2] of Tpoint; // Corners of the triangle TriPnt: Byte; // Point in ^^^^ Origin: TPoint; // Defines center of triangle Itterations: integer; // Number of Itterations Radius: Integer; View: viewPorttype; CurPnt: TPoint; Rect: TRect; Counter: integer;
begin
Repeat {forever}
// Get the Itteration count 0=exit Write('Itterations: '); ReadLn(Itterations);
if Itterations=0 then halt;
// Set Up Graphics screen (everythings Auto detect) GraphDev:=Detect; GraphMode:=0; InitGraph(GraphDev,GraphMode,); if GraphResult<>grok then begin Writeln('Graphics doesnt work'); Halt; end;
// set Origin to center of the _Triangle_ (Not the creen) GetViewSettings(View); Rect.Create(View.x1,View.y1+10,View.x2,View.y2-10); Origin:=Rect.CenterPoint; Origin.Offset(0,Rect.Height div 6); // Center Triangle on screen
// Define Equilateral triangle, Radius:=Origin.y; // Radius of Circumscribed circle for Counter:=0 to 2 do Triangle[Counter]:=PointOfCircle((Counter*120)+90,Radius)+Origin;
// Choose random starting point, in the incsribed circle of the triangle Radius:=Radius div 2; // Radius of inscribed circle CurPnt:=PointOfCircle(random(360),random(Radius div 2))+Origin;
// Play the Chaos Game for Counter:=0 to Itterations do begin TriPnt:=Random(3); // Select Triangle Point Rect.Create(Triangle[TriPnt],CurPnt);; // Def. rect. between TriPnt and CurPnt CurPnt:=Rect.CenterPoint; // New CurPnt is center of rectangle putPixel(CurPnt.x,CurPnt.y,cyan); // Plot the new CurPnt end;
until False;
end.
</lang>
Perl
<lang perl>use Imager;
my $width = 1000; my $height = 1000;
my @points = (
[ $width/2, 0], [ 0, $height-1], [$height-1, $height-1],
);
my $img = Imager->new(
xsize => $width, ysize => $height, channels => 3, );
my $color = Imager::Color->new('#ff0000'); my $r = [int(rand($width)), int(rand($height))];
foreach my $i (1 .. 100000) {
my $p = $points[rand @points];
my $h = [ int(($p->[0] + $r->[0]) / 2), int(($p->[1] + $r->[1]) / 2), ];
$img->setpixel( x => $h->[0], y => $h->[1], color => $color, );
$r = $h;
}
$img->write(file => 'chaos_game_triangle.png');</lang>
Phix
Implements five of the fractals on the wikipedia page.
<lang Phix>-- demo\rosetta\Chaos_game.exw include pGUI.e
Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas
enum TRI,SQ1,SQ2,SQ3,PENT
sequence descs = {"Sierpinsky Triangle",
"Square 1", "Square 2", "Square 3", "Pentagon"}
integer mode = TRI
function redraw_cb(Ihandle /*ih*/, integer /*posx*/, integer /*posy*/)
atom {w,h} = IupGetIntInt(canvas, "DRAWSIZE") atom {x,y} = {w*0.05,h*0.05} {w,h} = {w*0.9,h*0.9} sequence points = iff(mode<SQ1?{{x,y},{x+w/2,y+h},{x+w,y}}: iff(mode<PENT?{{x,y},{x,y+h},{x+w,y+h},{x+w,y}} :{{x+w/6,y},{x,y+h*2/3},{x+w/2,y+h},{x+w,y+h*2/3},{x+w*5/6,y}})) cdCanvasActivate(cddbuffer) integer last = 0 for i=1 to 1000 do integer r = rand(length(points)) if mode=TRI or r!=last then atom {nx,ny} = points[r] {x,y} = {(x+nx)/2,(y+ny)/2} cdCanvasPixel(cddbuffer, x, y, CD_GREY) if mode=SQ2 or mode=SQ3 then r = mod(r,length(points))+1 if mode=SQ3 then r = mod(r,length(points))+1 end if end if last = r end if end for cdCanvasFlush(cddbuffer) IupSetStrAttribute(dlg, "TITLE", "Chaos Game (%s)", {descs[mode]}) return IUP_DEFAULT
end function
function timer_cb(Ihandle /*ih*/)
IupUpdate(canvas) return IUP_IGNORE
end function
function map_cb(Ihandle ih)
cdcanvas = cdCreateCanvas(CD_IUP, ih) cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas) cdCanvasSetBackground(cddbuffer, CD_WHITE) cdCanvasSetForeground(cddbuffer, CD_GRAY) return IUP_DEFAULT
end function
function esc_close(Ihandle /*ih*/, atom c)
if c=K_ESC then return IUP_CLOSE end if if c=' ' then mode += 1 if mode>PENT then mode = TRI end if cdCanvasClear(cddbuffer) IupRedraw(canvas) end if return IUP_CONTINUE
end function
procedure main()
IupOpen()
canvas = IupCanvas(NULL) IupSetAttribute(canvas, "RASTERSIZE", "640x640") IupSetCallback(canvas, "MAP_CB", Icallback("map_cb")) IupSetCallback(canvas, "ACTION", Icallback("redraw_cb"))
dlg = IupDialog(canvas) IupSetAttribute(dlg, "TITLE", "Chaos Game") IupSetCallback(dlg, "K_ANY", Icallback("esc_close"))
IupShow(dlg) IupSetAttribute(canvas, "RASTERSIZE", NULL) Ihandle timer = IupTimer(Icallback("timer_cb"), 40) IupMainLoop() IupClose()
end procedure
main()</lang>
Plain English
<lang plainenglish>To run: Start up. Initialize our reference points. Clear the screen to the lightest gray color. Play the chaos game. Refresh the screen. Wait for the escape key. Shut down.
To play the chaos game: Pick a spot within 2 inches of the screen's center. Loop. Draw the spot. If a counter is past 20000, exit. Pick a reference spot. Find a middle spot of the spot and the reference spot. Put the middle spot into the spot. Repeat.
To find a middle spot of a spot and another spot: Put the spot's x coord plus the other spot's x coord divided by 2 into the middle spot's x coord. Put the spot's y coord plus the other spot's y coord divided by 2 into the middle spot's y coord.
The top spot is a spot. The left spot is a spot. The right spot is a spot.
To initialize our reference points: Move up 2-1/2 inches. Put the context's spot into the top spot. Turn right. Turn 1/6 of the way around. Move 5 inches. Put the context's spot into the right spot. Turn 1/3 of the way around. Move 5 inches. Put the context's spot into the left spot.
To pick a reference spot: Pick a number between 1 and 3. If the number is 1, put the top spot into the reference spot. If the number is 2, put the right spot into the reference spot. If the number is 3, put the left spot into the reference spot.</lang>
- Output:
Processing
<lang java>size(300, 260);
background(#ffffff); // white
int x = floor(random(width)); int y = floor(random(height));
int colour = #ffffff;
for (int i=0; i<30000; i++) {
int v = floor(random(3)); switch (v) { case 0: x = x / 2; y = y / 2; colour = #00ff00; // green break; case 1: x = width/2 + (width/2 - x)/2; y = height - (height - y)/2; colour = #ff0000; // red break; case 2: x = width - (width - x)/2; y = y / 2; colour = #0000ff; // blue } set(x, height-y, colour);
}</lang>
Processing Python mode
<lang python>from __future__ import division
size(300, 260)
background(255) # white
x = floor(random(width)) y = floor(random(height))
for _ in range(30000):
v = floor(random(3)) if v == 0: x = x / 2 y = y / 2 colour = color(0, 255, 0) # green elif v == 1: x = width / 2 + (width / 2 - x) / 2 y = height - (height - y) / 2 colour = color(255, 0, 0) # red elif v == 2: x = width - (width - x) / 2 y = y / 2 colour = color(0, 0, 255) # blue
set(x, height - y, colour)</lang>
Python
<lang Python> import argparse import random import shapely.geometry as geometry import numpy as np import matplotlib.pyplot as plt import matplotlib.animation as animation
def main(args):
# Styles plt.style.use("ggplot")
# Creating figure fig = plt.figure() line, = plt.plot([], [], ".")
# Limit axes plt.xlim(0, 1) plt.ylim(0, 1)
# Titles title = "Chaos Game" plt.title(title) fig.canvas.set_window_title(title)
# Getting data data = get_data(args.frames)
# Creating animation line_ani = animation.FuncAnimation( fig=fig, func=update_line, frames=args.frames, fargs=(data, line), interval=args.interval, repeat=False )
# To save the animation install ffmpeg and uncomment # line_ani.save("chaos_game.gif")
plt.show()
def get_data(n):
""" Get data to plot """ leg = 1 triangle = get_triangle(leg) cur_point = gen_point_within_poly(triangle) data = [] for _ in range(n): data.append((cur_point.x, cur_point.y)) cur_point = next_point(triangle, cur_point) return data
def get_triangle(n):
""" Create right triangle """ ax = ay = 0.0 a = ax, ay
bx = 0.5 * n by = 0.75 * (n ** 2) b = bx, by
cx = n cy = 0.0 c = cx, cy
triangle = geometry.Polygon([a, b, c]) return triangle
def gen_point_within_poly(poly):
""" Generate random point inside given polygon """ minx, miny, maxx, maxy = poly.bounds while True: x = random.uniform(minx, maxx) y = random.uniform(miny, maxy) point = geometry.Point(x, y) if point.within(poly): return point
def next_point(poly, point):
""" Generate next point according to chaos game rules """ vertices = poly.boundary.coords[:-1] # Last point is the same as the first one random_vertex = geometry.Point(random.choice(vertices)) line = geometry.linestring.LineString([point, random_vertex]) return line.centroid
def update_line(num, data, line):
""" Update line with new points """ new_data = zip(*data[:num]) or [(), ()] line.set_data(new_data) return line,
if __name__ == "__main__":
arg_parser = argparse.ArgumentParser(description="Chaos Game by Suenweek (c) 2017") arg_parser.add_argument("-f", dest="frames", type=int, default=1000) arg_parser.add_argument("-i", dest="interval", type=int, default=10)
main(arg_parser.parse_args())
</lang>
R
Note: Find plotmat() here on RosettaCode Wiki.
<lang r>
- Chaos Game (Sierpinski triangle) 2/15/17 aev
- pChaosGameS3(size, lim, clr, fn, ttl)
- Where: size - defines matrix and picture size; lim - limit of the dots;
- fn - file name (.ext will be added); ttl - plot title;
pChaosGameS3 <- function(size, lim, clr, fn, ttl) {
cat(" *** START:", date(), "size=",size, "lim=",lim, "clr=",clr, "\n"); sz1=floor(size/2); sz2=floor(sz1*sqrt(3)); xf=yf=v=0; M <- matrix(c(0), ncol=size, nrow=size, byrow=TRUE); x <- sample(1:size, 1, replace=FALSE); y <- sample(1:sz2, 1, replace=FALSE); pf=paste0(fn, ".png"); for (i in 1:lim) { v <- sample(0:3, 1, replace=FALSE); if(v==0) {x=x/2; y=y/2;} if(v==1) {x=sz1+(sz1-x)/2; y=sz2-(sz2-y)/2;} if(v==2) {x=size-(size-x)/2; y=y/2;} xf=floor(x); yf=floor(y); if(xf<1||xf>size||yf<1||yf>size) {next}; M[xf,yf]=1; } plotmat(M, fn, clr, ttl, 0, size); cat(" *** END:",date(),"\n");
} pChaosGameS3(600, 30000, "red", "SierpTriR1", "Sierpinski triangle") </lang>
- Output:
> pChaosGameS3(600, 30000, "red", "SierpTriR1", "Sierpinski triangle") *** START: Wed Feb 15 21:40:48 2017 size= 600 lim= 30000 clr= red *** Matrix( 600 x 600 ) 15442 DOTS *** END: Wed Feb 15 21:40:51 2017
Racket
<lang racket>#lang racket
(require 2htdp/image)
(define SIZE 300)
(define (game-of-chaos fns WIDTH HEIGHT SIZE
#:offset-x [offset-x 0] #:offset-y [offset-y 0] #:iters [iters 10000] #:bg [bg 'white] #:fg [fg 'black]) (define dot (square 1 'solid fg)) (define all-choices (apply + (map first fns))) (for/fold ([image (empty-scene WIDTH HEIGHT bg)] [x (random)] [y (random)] #:result image) ([i (in-range iters)]) (define picked (random all-choices)) (define fn (for/fold ([acc 0] [result #f] #:result result) ([fn (in-list fns)]) #:break (> acc picked) (values (+ (first fn) acc) (second fn)))) (match-define (list x* y*) (fn x y)) (values (place-image dot (+ offset-x (* SIZE x*)) (+ offset-y (* SIZE y*)) image) x* y*)))
(define (draw-triangle)
(define ((mid a b) x y) (list (/ (+ a x) 2) (/ (+ b y) 2))) (define (triangle-height x) (* (sqrt 3) 0.5 x)) (game-of-chaos (list (list 1 (mid 0 0)) (list 1 (mid 1 0)) (list 1 (mid 0.5 (triangle-height 1)))) SIZE (triangle-height SIZE) SIZE))
(define (draw-fern)
(define (f1 x y) (list 0 (* 0.16 y))) (define (f2 x y) (list (+ (* 0.85 x) (* 0.04 y)) (+ (* -0.04 x) (* 0.85 y) 1.6))) (define (f3 x y) (list (+ (* 0.2 x) (* -0.26 y)) (+ (* 0.23 x) (* 0.22 y) 1.6))) (define (f4 x y) (list (+ (* -0.15 x) (* 0.28 y)) (+ (* 0.26 x) (* 0.24 y) 0.44))) (game-of-chaos (list (list 1 f1) (list 85 f2) (list 7 f3) (list 7 f4)) (/ SIZE 2) SIZE (/ SIZE 11) #:offset-x 70 #:offset-y 10 #:bg 'black #:fg 'white))
(define (draw-dragon)
(game-of-chaos (list (list 1 (λ (x y) (list (+ (* 0.5 x) (* -0.5 y)) (+ (* 0.5 x) (* 0.5 y))))) (list 1 (λ (x y) (list (+ (* -0.5 x) (* 0.5 y) 1) (+ (* -0.5 x) (* -0.5 y)))))) SIZE (* 0.8 SIZE) (/ SIZE 1.8) #:offset-x 64 #:offset-y 120))
(draw-triangle) (draw-fern) (draw-dragon)</lang>
Raku
(formerly Perl 6)
<lang perl6>use Image::PNG::Portable;
my ($w, $h) = (640, 640);
my $png = Image::PNG::Portable.new: :width($w), :height($h);
my @vertex = [0, 0], [$w, 0], [$w/2, $h];
my @xy = [0,0], [0,0], [0,0], [0,0];
- :degree must be equal to or less than @xy elements.
(^1e5).race(:4degree).map: {
my $p = ++$ % +@xy; @xy[$p] = do given @vertex.pick -> @v { ((@xy[$p] »+« @v) »/» 2)».Int }; $png.set: |@xy[$p], 0, 255, 0;
}
$png.write: 'Chaos-game-perl6.png';</lang>
REXX
<lang rexx>/*REXX pgm draws a Sierpinski triangle by running the chaos game with a million points*/ parse value scrsize() with sd sw . /*obtain the depth and width of screen.*/ sw= sw - 2 /*adjust the screen width down by two. */ sd= sd - 4 /* " " " depth " " four.*/ parse arg pts chr seed . /*obtain optional arguments from the CL*/ if pts== | pts=="," then pts= 1000000 /*Not specified? Then use the default.*/ if chr== | chr=="," then chr= '∙' /* " " " " " " */ if datatype(seed,'W') then call random ,,seed /*Is specified? " " RANDOM seed.*/ x= sw; hx= x % 2; y= sd /*define the initial starting position.*/ @.= ' ' /* " all screen points as a blank. */
do pts; ?= random(1, 3) /* [↓] draw a # of (million?) points.*/ select /*?: will be a random number: 1 ──► 3.*/ when ?==1 then parse value x%2 y%2 with x y when ?==2 then parse value hx+(hx-x)%2 sd-(sd-y)%2 with x y otherwise parse value sw-(sw-x)%2 y%2 with x y end /*select*/ @.x.y= chr /*set the X, Y point to a bullet.*/ end /*pts*/ /* [↑] one million points ≡ overkill? */ /* [↓] display the points to the term.*/ do row=sd to 0 by -1; _= /*display the points, one row at a time*/ do col=0 for sw+2 /* " a row (one line) of image. */ _= _ || @.col.row /*construct a " " " " " */ end /*col*/ /*Note: display image from top──►bottom*/ /* [↑] strip trailing blanks (output).*/ say strip(_, 'T') /*display one row (line) of the image. */ end /*row*/ /*stick a fork in it, we're all done. */</lang>
This REXX program makes use of SCRSIZE REXX program (or
BIF) which is used to determine the screen
width and depth of the terminal (console). Some REXXes don't
have this BIF.
The SCRSIZE.REX REXX program is included here ───► SCRSIZE.REX.
(Shown at 1/10 size on a 426×201 screen.)
output when using the following input: , █
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Ring
<lang ring>
- Project : Chaos game
load "guilib.ring"
paint = null
new qapp
{ win1 = new qwidget() { setwindowtitle("Archimedean spiral") setgeometry(100,100,500,600) label1 = new qlabel(win1) { setgeometry(10,10,400,400) settext("") } new qpushbutton(win1) { setgeometry(150,500,100,30) settext("draw") setclickevent("draw()") } show() } exec() }
func draw
p1 = new qpicture() color = new qcolor() { setrgb(0,0,255,255) } pen = new qpen() { setcolor(color) setwidth(1) } paint = new qpainter() { begin(p1) setpen(pen)
x = floor(random(10)/10 * 200) y = floor(random(10/10) * 173) for i = 1 to 20000 v = floor(random(10)/10 * 3) + 1
if v = 1 x = x/2 y = y/2 ok if v = 2 x = 100 + (100-x)/2 y = 173 - (173-y)/2 ok if v = 3 x = 200 - (200-x)/2 y = y/2 ok drawpoint(x,y)
next endpaint() } label1 {setpicture(p1) show()}
</lang>
Run BASIC
<lang runbasic>x = int(rnd(0) * 200) y = int(rnd(0) * 173) graphic #g, 200,200
- g color("green")
for i =1 TO 20000 v = int(rnd(0) * 3) + 1 if v = 1 then x = x/2 y = y/2 end if if v = 2 then x = 100 + (100-x)/2 y = 173 - (173-y)/2 end if if v = 3 then x = 200 - (200-x)/2 y = y/2 end if #g set(x,y) next render #g</lang>
Rust
Dependencies: image, rand <lang rust> extern crate image; extern crate rand;
use rand::prelude::*; use std::f32;
fn main() {
let max_iterations = 50_000; let img_side = 800; let tri_size = 400.0;
// Create a new ImgBuf let mut imgbuf = image::ImageBuffer::new(img_side, img_side);
// Create triangle vertices let mut vertices: [[f32; 2]; 3] = [[0.0, 0.0]; 3]; for i in 0..vertices.len() { vertices[i][0] = (img_side as f32 / 2.0) + (tri_size / 2.0) * (f32::consts::PI * i as f32 * 2.0 / 3.0).cos(); vertices[i][1] = (img_side as f32 / 2.0) + (tri_size / 2.0) * (f32::consts::PI * i as f32 * 2.0 / 3.0).sin(); } for v in &vertices { imgbuf.put_pixel(v[0] as u32, v[1] as u32, image::Luma([255u8])); } println!("Verticies: {:?}", vertices);
// Iterate chaos game let mut rng = rand::thread_rng(); let mut x = img_side as f32 / 2.0; let mut y = img_side as f32 / 2.0; for _ in 0..max_iterations { let choice = rng.gen_range(0..vertices.len()); x = (x + vertices[choice][0]) / 2.0; y = (y + vertices[choice][1]) / 2.0;
imgbuf.put_pixel(x as u32, y as u32, image::Luma([255u8])); }
// Save image imgbuf.save("fractal.png").unwrap();
} </lang>
Scala
Java Swing Interoperability
<lang Scala>import javax.swing._ import java.awt._ import java.awt.event.ActionEvent
import scala.collection.mutable import scala.util.Random
object ChaosGame extends App {
SwingUtilities.invokeLater(() => new JFrame("Chaos Game") {
class ChaosGame extends JPanel { private val (dim, margin)= (new Dimension(640, 640), 60) private val sizez: Int = dim.width - 2 * margin private val (stack, r) = (new mutable.Stack[ColoredPoint], new Random) private val points = Seq(new Point(dim.width / 2, margin), new Point(margin, sizez), new Point(margin + sizez, sizez) ) private val colors = Seq(Color.red, Color.green, Color.blue)
override def paintComponent(gg: Graphics): Unit = { val g = gg.asInstanceOf[Graphics2D]
def drawPoints(g: Graphics2D): Unit = { for (p <- stack) { g.setColor(colors(p.colorIndex)) g.fillOval(p.x, p.y, 1, 1) } }
super.paintComponent(gg) g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON) drawPoints(g) }
private def addPoint(): Unit = { val colorIndex = r.nextInt(3)
def halfwayPoint(a: Point, b: Point, idx: Int) = new ColoredPoint((a.x + b.x) / 2, (a.y + b.y) / 2, idx)
stack.push(halfwayPoint(stack.top, points(colorIndex), colorIndex)) }
class ColoredPoint(x: Int, y: Int, val colorIndex: Int) extends Point(x, y)
stack.push(new ColoredPoint(-1, -1, 0)) new Timer(100, (_: ActionEvent) => { if (stack.size < 50000) { for (i <- 0 until 1000) addPoint() repaint() } }).start() setBackground(Color.white) setPreferredSize(dim) }
add(new ChaosGame, BorderLayout.CENTER) pack() setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE) setLocationRelativeTo(null) setResizable(false) setVisible(true) } )
}</lang>
Scilab
This script uses complex numbers to represent (x,y) coordinates: real part as x position, and imaginary part as y position. <lang>//Input n_sides = 3; side_length = 1; ratio = 0.5; n_steps = 1.0d5; first_step = 0;
if n_sides<3 then
error("n_sides should be at least 3.");
end
//Calculating vertices' positions theta = (2 * %pi) / n_sides; alpha = (180 - (360/n_sides)) / 2 * (%pi/180); radius = (sin(theta) / side_length) / sin(alpha); vertices = zeros(1,n_sides); for i=1:n_sides
vertices(i) = radius * exp( %i * theta * (i-1) ); //equally spaced vertices over a circumference //centered on 0 + 0i, or (0,0)
end clear theta alpha radius i
//Iterations
tic();
points = zeros(1,n_steps);
points(1) = first_step;
i = 2;
while i <= n_steps
random=grand(1,'prm',[1:n_sides]'); //sort vertices randomly random=random(1); //choose the first random vertices points(i) = ( vertices(random) - points(i-1) ) * (1-ratio) + points(i-1); i = i + 1;
end time=toc(); disp('Time: '+string(time)+'s.');
//Ploting scf(0); clf(); xname('Chaos game: '+string(n_sides)+'-sides polygon'); plot2d(real(points),imag(points),0) plot2d(real(vertices),imag(vertices),-3); set(gca(),'isoview','on');</lang>
- Output:
It outputs a graphic window and prints on the console the time elapsed during iterations.
Time: 1.0424433s.
Sidef
<lang ruby>require('Imager')
var width = 600 var height = 600
var points = [
[width//2, 0], [ 0, height-1], [height-1, height-1],
]
var img = %O|Imager|.new(
xsize => width, ysize => height, )
var color = %O|Imager::Color|.new('#ff0000') var r = [(width-1).irand, (height-1).irand]
30000.times {
var p = points.rand
r[] = ( (p[0] + r[0]) // 2, (p[1] + r[1]) // 2, )
img.setpixel( x => r[0], y => r[1], color => color, )
}
img.write(file => 'chaos_game.png')</lang> Output image: Chaos game
Simula
<lang simula>BEGIN
INTEGER U, COLUMNS, LINES; COLUMNS := 40; LINES := 80; U := ININT; BEGIN CHARACTER ARRAY SCREEN(0:LINES, 0:COLUMNS); INTEGER X, Y, I, VERTEX;
FOR X := 0 STEP 1 UNTIL LINES-1 DO FOR Y := 0 STEP 1 UNTIL COLUMNS-1 DO SCREEN(X, Y) := ' ';
X := RANDINT(0, LINES - 1, U); Y := RANDINT(0, COLUMNS - 1, U);
FOR I := 1 STEP 1 UNTIL 5000 DO BEGIN VERTEX := RANDINT(1, 3, U); IF VERTEX = 1 THEN BEGIN X := X // 2; Y := Y // 2; END ELSE IF VERTEX = 2 THEN BEGIN X := LINES // 2 + (LINES // 2 - X) // 2; Y := COLUMNS - (COLUMNS - Y) // 2; END ELSE IF VERTEX = 3 THEN BEGIN X := LINES - (LINES - X) // 2; Y := Y // 2; END ELSE ERROR("VERTEX OUT OF BOUNDS"); SCREEN(X, Y) := 'X'; END;
FOR Y := 0 STEP 1 UNTIL COLUMNS-1 DO BEGIN FOR X := 0 STEP 1 UNTIL LINES-1 DO OUTCHAR(SCREEN(X, Y)); OUTIMAGE; END; END;
END </lang>
- Input:
678
- Output:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXX XXX XXXX XXXX XXX XXXX XXX XXXX XXX XXXX XXXX XXX XXX XXX XXXX XXXX XXXXXXX XXXXXX XXXXXXX XXXXXX XXXXXXX XXXXXXX XXXXXXX XXXXXXX XXXX XXXXX XXXXX XXXXX XXXXX XXXXX XXXXX XXXX XX XXX XX XXX XXX XXX XXX XX XXXXXXXXXXX XXXXXXXXXXX XXXXXXXXXXX XXXXXXXXXX XXXX XXX XXXX XXXX XXXX XXXX XXX XXXX XXXXXX XXXXXXX XXXXXXX XXXXXXX XXXXX XX XX XXXXX XXXXX XXX XXX XXX XX XXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXXXXX XXXXXXX XXXX XX XX XXXX XXXXX XXXXX XXXXX XXXXX XXX XXXX XXX XXX XXXXXXXXXXX XXXXXXXXXXX XXXX XXXX XXXXXXXXX XXXXX XX XXXXXXX XXXXX XXXX XXX XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XX XX XXX XXX XX XXX XXX XX XXXXX XXXXX XXXXX XXXXXX XXXX XXX XXX XXX XXXXXXXXXXXX XXXXXXXXXXX XXXXXXXXX XXXX XXXX XXX XX XXX XX XXXXX XXXXXX XXX XXXX XXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXX XXX XXX XXX XXX XXXXXX XXXXXX XXXX XXXX X XXXXXXXX XX XXXXXXXXX XXX XXX XXXXX XXX
X86 Assembly
Sixty bytes handles it. <lang asm> 1 ;Assemble with: tasm, tlink /t
2 0000 .model tiny 3 0000 .code 4 .386 5 org 100h 6 ;assume: ax=0, bx=0, cx=00FFh, dx=cs, si=0100h 7 8 0100 B0 12 start: mov al, 12h ;set 640x480x4 graphic screen 9 0102 CD 10 int 10h 10 11 0104 69 04 4E35 cha10: imul ax, [si], 4E35h ;generate random number 12 0108 40 inc ax 13 0109 89 04 mov [si], ax ;save seed 14 010B 8A C4 mov al, ah ;use high byte 15 010D D4 03 aam 3 ;al:= rem(al/3) 16 010F 8A D8 mov bl, al 17 0111 02 DB add bl, bl ;double to index words 18 19 0113 03 8F 0130r add cx, [bx+Tx] ;X:= (X+Tx(R)) /2 20 0117 D1 E9 shr cx, 1 21 22 0119 03 97 0136r add dx, [bx+Ty] ;Y:= (Y+Ty(R)) /2 23 011D D1 EA shr dx, 1 24 25 011F B8 0C02 mov ax, 0C02h ;write green (2) graphics pixel 26 0122 CD 10 int 10h ;(bh=0) 27 28 0124 B4 01 mov ah, 01h ;loop until keystroke 29 0126 CD 16 int 16h 30 0128 74 DA jz cha10 31 32 012A B8 0003 mov ax, 0003h ;restore normal text-mode screen 33 012D CD 10 int 10h 34 012F C3 ret ;return to DOS 35 36 0130 0140 002B 0255 Tx dw 320, 320-277, 320+277 ;equilateral triangle 37 0136 0000 01DF 01DF Ty dw 0, 479, 479 38 end start</lang>
XPL0
<lang XPL0>int Tx, Ty, X, Y, R; [SetVid($12); \640x480x4 graphics Tx:= [320, 320-277, 320+277]; \equilateral triangle Ty:= [0, 479, 479]; \277 = 480 / (2*Sin(60)) X:= Ran(640); \random starting point Y:= Ran(480); repeat R:= Ran(3); \select random triangle point
X:= (X+Tx(R))/2; \new point is halfway to it Y:= (Y+Ty(R))/2; Point(X, Y, 2\green\); \plot new point
until KeyHit; SetVid($03); \restore normal text mode ]</lang>
Yabasic
<lang Yabasic>width = 640 : height = 480 open window width, height window origin "lb"
x = ran(width) y = ran(height)
for i = 1 to 200000
vertex = int(ran(3)) if vertex = 1 then x = width / 2 + (width / 2 - x) / 2 y = height - (height - y) / 2 elseif vertex = 2 then x = width - (width - x) / 2 y = y / 2 else x = x / 2 y = y / 2 end if color 255 * (vertex = 0), 255 * (vertex = 1), 255 * (vertex = 2) dot x, y
next</lang>
Z80 Assembly
This program runs on an MSX-2, in "SCREEN 5" (256x192 graphics mode). It assembles to a .COM file that runs under MSX-DOS, and it will run until you press the space key.
<lang z80>VREG: equ 99h ; VDP register port VR0: equ 0F3DFh ; Copy of VDP R0 in memory VR1: equ 0F3E0h ; Copy of VDP R1 in memory NEWKEY: equ 0FBE5h ; MSX BIOS puts key data here VDP: equ 98h ; VDP data port ROM: equ 0FCC0h ; Main ROM slot JIFFY: equ 0FCE9h ; BIOS timer calslt: equ 1Ch ; Interslot call routine initxt: equ 6Ch ; Switch to default text mode org 100h ld bc,(JIFFY) ; Initialize RNG with time ld d,b ld e,c exx ; RNG state stored in alternate registers di ; Set up the VDP for 256x192 graphics mode ld a,(VR0) ; Get old value of R0 and 112 ; Blank out mode bits or 6 ; Set high 3 bits = 011(0) out (VREG),a ld a,128 ; Store in register 0 out (VREG),a ld a,(VR1) ; Get old value of R1 and 99 ; Blank out mode bits out (VREG),a ld a,129 ; Low mode bits are 0 so we can just send it out (VREG),a ld a,31 ; Bitmap starts at beginning of VRAM out (VREG),a ld a,130 out (VREG),a xor a ; Zero out the VRAM - set address to 0 out (VREG),a ld a,142 out (VREG),a xor a out (VREG),a ld a,64 ; Tell VDP to allow writing to VRAM out (VREG),a xor a ; Write zeroes to the VDP ld c,192 ; 2 pixels per byte, meaning 128*192 bytes zero1: ld b,128 zero2: out (VDP),a djnz zero2 dec c jr nz,zero1 ei genX: call random ; Generate starting X coordinate cp 200 jr nc,genX ld b,a ; B = X genY: call random ; Generate starting Y coordinate cp 173 jr nc,genY ld c,a ; C = Y step: call random ; Get direction and a,3 ; Directions {0,1,2} cp a,3 jr z,step ld ixh,a ; Store direction in IXH for color dec a ; Select direction jr z,d1 dec a jr z,d2 xor a ; X /= 2 rr b xor a ; Y /= 2 rr c jr plot d1: xor a ; There's a 16-bit SBC but not a 16-bit SUB ld hl,100 ; (16-bit math or intermediate values won't fit) ld d,a ; DE = X ld e,b sbc hl,de ; 100 - X xor a rr h ; (100 - X) / 2 rr l ld e,100 ; (100 - X) / 2 + 100 add hl,de ld b,l ; -> X xor a ld hl,173 ; 173 ld e,c sbc hl,de ; (173 - Y) rr h ; (173 - Y) / 2 rr l ex de,hl ld l,173 xor a sbc hl,de ; 173 - (173-Y)/2 ld c,l ; -> Y jr plot d2: xor a rr c ; Y /= 2 xor a ld hl,200 ld d,a ; DE = X ld e,b sbc hl,de ; 200-X xor a rr h ; (200-X)/2 rr l ex de,hl ld l,200 sbc hl,de ; 200 - (200-X)/2 ld b,l ; -> X plot: ld d,c ; Write address = CB/2 ld e,b xor a rr d rr e ld a,d ; First control byte = rlca ; high 2 bytes of address rlca and 3 ld h,a ; Keep this value, we'll need it again di out (VREG),a ld a,142 ; To port 14 out (VREG),a ld a,e ; 2nd control byte = low 8 bits out (VREG),a ld a,d ; 3rd control byte = middle 6 bits and 63 ; Bit 6 off = read out (VREG),a nop ; Give it some processing time nop in a,(VDP) ; Read the two pixels there ld l,a ; Keep this byte ld a,h ; Now set the VDP to write to that address out (VREG),a ld a,142 out (VREG),a ld a,e out (VREG),a ld a,d and 63 ; Bit 6 on = write or 64 out (VREG),a ld a,ixh ; Get color add a,12 ld d,b ; Left or right pixel? rr d jr c,wpix rlca ; Shift left if X is even rlca rlca rlca wpix: or l ; OR with other pixel in the byte out (VDP),a ; Write byte ei wkey: ld a,(NEWKEY+8) inc a ; Check if space key pushed jp z,step ; If not, do another step ld iy,ROM ; Switch back to text mode and quit ld ix,initxt jp calslt random: exx ; RNG state stored in alternate registers inc b ; X++ ld a,b ; X, xor e ; ^ C, xor c ; ^ A, ld c,a ; -> A add a,d ; + B ld d,a ; -> B rra ; >> 1 xor c ; ^ A, add a,e ; + C, ld e,a ; -> C exx ret</lang>
zkl
This is a half assed animated process - a bunch of pixels are drawn every couple of seconds and the pixmap written [to the file system]. So, if you open the output file ("chaosGame.jpg") it will [auto] update and show the progression of the image.
Uses the PPM class from http://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#zkl
<lang zkl>w,h:=640,640; bitmap:=PPM(w,h,0xFF|FF|FF); // White background colors:=T(0xFF|00|00,0x00|FF|00,0x00|00|FF); // red,green,blue
margin,size:=60, w - 2*margin; points:=T(T(w/2, margin), T(margin,size), T(margin + size,size) ); N,done:=Atomic.Int(0),Atomic.Bool(False);
Thread.HeartBeat('wrap(hb){ // a thread
var a=List(-1,-1);
if(N.inc()<50){ do(500){
colorIndex:=(0).random(3); // (0..2) b,p:=points[colorIndex], halfwayPoint(a,b); x,y:=p; bitmap[x,y]=colors[colorIndex]; a=p;
} bitmap.writeJPGFile("chaosGame.jpg",True); } else{ hb.cancel(); done.set(); } // stop thread and signal done
},2).go(); // run every 2 seconds, starting now
fcn halfwayPoint([(ax,ay)], [(bx,by)]){ T((ax + bx)/2, (ay + by)/2) }
done.wait(); // don't exit until thread is done println("Done");</lang>
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