Create Vibrating rectangles

Vibrating rectangles is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.
Task
  1. Draw at least 20 rectangles with a common center, to be more precise, the circumcenter of all the rectangles must coincide. None of the rectangles must touch or intersect any other rectangle.
  2. Animate the colours of the rectangles by fading in the colour from the outermost rectangle to the innermost.
  3. The animation loop can continue for a definite number of iterations or forever.

C

Dimensions of the rectangles, their number and the animation delay can be configured. Requires the WinBGIm library. <lang C> /*Abhishek Ghosh, 15th September 2018*/

  1. include<graphics.h>

void vibratingRectangles(int winWidth,int winHeight,int leastLength,int leastWidth,int num, int msec) { int color = 1,i,x = winWidth/2, y = winHeight/2;

while(!kbhit()){ setcolor(color++); for(i=num;i>0;i--){ rectangle(x - i*leastLength,y - i*leastWidth,x + i*leastLength,y + i*leastWidth); delay(msec); }

if(color>MAXCOLORS){ color = 1; } } }

int main() { initwindow(1000,1000,"Vibrating Rectangles...");

vibratingRectangles(1000,1000,30,15,20,500);

closegraph();

return 0; } </lang>

Go

This uses Go's 'image' packages in its standard library to create an animated GIF.

When played this is somewhat similar to the Python entry except that it uses a 7 (rather than 6) color palette and repeats indefinitely.

Although the .gif works fine in Firefox it might not do so in EOG due to optimizations made during its creation. If so, then the following ImageMagick command should fix it:

  $ convert vibrating.gif -coalesce vibrating2.gif
  $ eog vibrating2.gif

<lang go>package main

import (

   "image"
   "image/color"
   "image/gif"
   "log"
   "os"

)

var (

   black   = color.RGBA{0, 0, 0, 255}
   red     = color.RGBA{255, 0, 0, 255}
   green   = color.RGBA{0, 255, 0, 255}
   blue    = color.RGBA{0, 0, 255, 255}
   magenta = color.RGBA{255, 0, 255, 255}
   cyan    = color.RGBA{0, 255, 255, 255}
   yellow  = color.RGBA{255, 255, 0, 255}
   white   = color.RGBA{255, 255, 255, 255}

)

var palette = []color.Color{red, green, blue, magenta, cyan, yellow, white, black}

func hline(img *image.Paletted, x1, y, x2 int, ci uint8) {

   for ; x1 <= x2; x1++ {
       img.SetColorIndex(x1, y, ci)
   }

}

func vline(img *image.Paletted, x, y1, y2 int, ci uint8) {

   for ; y1 <= y2; y1++ {
       img.SetColorIndex(x, y1, ci)
   }

}

func setBackgroundColor(img *image.Paletted, w, h int, ci uint8) {

   for x := 0; x < w; x++ {
       for y := 0; y < h; y++ {
           img.SetColorIndex(x, y, ci)
       }
   }

}

func drawRectangle(img *image.Paletted, x1, y1, x2, y2 int, ci uint8) {

   hline(img, x1, y1, x2, ci)
   hline(img, x1, y2, x2, ci)
   vline(img, x1, y1, y2, ci)
   vline(img, x2, y1, y2, ci)

}

func main() {

   const nframes = 140
   const delay = 10 // 100ms
   width, height := 500, 500
   anim := gif.GIF{LoopCount: nframes}
   rect := image.Rect(0, 0, width, height)
   for c := uint8(0); c < 7; c++ {
       for f := 0; f < 20; f++ {
           img := image.NewPaletted(rect, palette)
           setBackgroundColor(img, width, height, 7) // black background
           for r := 0; r < 20; r++ {
               ix := c
               if r < f {
                   ix = (ix + 1) % 7
               }
               x := width * (r + 1) / 50
               y := height * (r + 1) / 50
               w := width - x
               h := height - y
               drawRectangle(img, x, y, w, h, ix)
           }
           anim.Delay = append(anim.Delay, delay)
           anim.Image = append(anim.Image, img)
       }
   }
   file, err := os.Create("vibrating.gif")
   if err != nil {
       log.Fatal(err)
   }
   defer file.Close() 
   if err2 := gif.EncodeAll(file, &anim); err != nil {
       log.Fatal(err2)
   }   

}</lang>

JavaScript

HTML you'll need for testing

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8" />
        <meta http-equiv="X-UA-Compatible" content="IE=edge">
        <title>Vibrating rectangles</title>
        <meta name="viewport" content="width=device-width, initial-scale=1">
        <style>
            body{background-color:black;text-align:center;margin-top:150px}
        </style>
        <script src="vibRects.js"></script>
    </head>
    <body onload="start()">
        <div id='wnd'></div>
    </body>
</html>

<lang javascript> const SIZE = 400, WAIT = .025; class VibRects {

   constructor() {
       this.wait = WAIT;
       this.colorIndex = 0;
       this.dimension = 5;
       this.lastTime = 0;
       this.accumulator = 0;
       this.deltaTime = 1 / 60;
       this.colors = ["#ff0000", "#ff8000", "#ffff00", "#80ff00", "#00ff00", "#00ff80", 
                      "#00ffff", "#0080ff", "#0000ff", "#8000ff", "#ff00ff", "#ff0080"];
       this.canvas = document.createElement('canvas');
       this.canvas.width = SIZE;
       this.canvas.height = SIZE;
       const d = document.getElementById("wnd");
       d.appendChild(this.canvas);
       this.ctx = this.canvas.getContext('2d');
       for(let d = this.dimension; d < SIZE / 2; d += 10) {
           this.draw("#404040", d);
       }
   }
   draw(clr, d) {
       this.ctx.strokeStyle = clr;
       this.ctx.beginPath();
       this.ctx.moveTo(d, d);
       this.ctx.lineTo(SIZE - d, d);
       this.ctx.lineTo(SIZE - d, SIZE - d);
       this.ctx.lineTo(d, SIZE - d);
       this.ctx.closePath();
       this.ctx.stroke();
   }
   update(dt) {
       if((this.wait -= dt) < 0) {
           this.draw(this.colors[this.colorIndex], this.dimension);
           this.wait = WAIT;
           if((this.dimension += 10) > SIZE / 2) {
               this.dimension = 5;
               this.colorIndex = (this.colorIndex + 1) % this.colors.length;
           }
       }
   }
   start() {
       this.loop = (time) => {
           this.accumulator += (time - this.lastTime) / 1000;
           while(this.accumulator > this.deltaTime) {
               this.accumulator -= this.deltaTime;
               this.update(Math.min(this.deltaTime));
           }
           this.lastTime = time;
           requestAnimationFrame(this.loop);
       }
       this.loop(0);
   }

} function start() {

   const vibRects = new VibRects();
   vibRects.start();

} </lang>

Perl

Using the core module Time::HiRres to get sub-second sleep

Translation of: Perl 6

<lang perl>use utf8; binmode STDOUT, ":utf8"; use Time::HiRes qw(sleep);

%r = ('tl' => qw<┌>, 'tr' => qw<┐>, 'h' => qw<─>, 'v' => qw<│>, 'bl' => qw<└>, 'br' => qw<┘>); @colors = ("\e[1;31m", "\e[1;32m", "\e[1;33m", "\e[1;34m", "\e[1;35m", "\e[1;36m");

print "\e[?25l"; # hide the cursor

$SIG{INT} = sub { print "\e[0H\e[0J\e[?25h"; exit; }; # clean up on exit

while (1) {

   @c = palette() unless $n % 16;
   rect($_, 31-$_) for 0..15;
   display(@vibe);
   sleep .20;
   push @c, $c[0]; shift @c;
   $n++;

}

sub palette {

   my @c = sort { -1 + 2*int(rand 2) } @colors;
   ($c[0], $c[1], $c[2]) x 12;

}

sub rect {

   my ($b, $e) = @_;
   my $c = $c[$b % @c];
   my @bb = ($c.$r{tl}, (($r{h})x($e-$b-1)), $r{tr}."\e[0m");
   my @ee = ($c.$r{bl}, (($r{h})x($e-$b-1)), $r{br}."\e[0m");
   $vibe[$b][$_] = shift @bb for $b .. $e;
   $vibe[$e][$_] = shift @ee for $b .. $e;
   $vibe[$_][$b] = $vibe[$_][$e] = $c.$r{v}."\e[0m" for $b+1 .. $e-1;

}

sub display {

   my(@rect) = @_;
   print "\e[0H\e[0J\n\n";
   for my $row (@rect) {
       print "\t\t\t";
       print $_ // ' ' for @$row;
       print "\n";
   }

}</lang>

Perl 6

Works with: Rakudo version 2018.06

Ok. The task description is essentially non-existent. In looking at the reference implementation (Ring) it seems like we are supposed to draw a series of concentric rectangles and then alter the colors step-wise. No actual vibration apparent.

Could fire up a GUI but WTH, let's try it at a command line with ANSI.

Draws a series of concentric rectangles then rotates through the color palette. Every three seconds, chooses new random palette colors and reverses rotation direction.

<lang perl6># box drawing characters my %r = :tl<┌>, :h<─>, :tr<┐>, :v<│>, :bl<└>, :br<┘>;

my @colors = « \e[1;31m \e[1;94m \e[1;33m \e[1;35m \e[1;36m \e[1;32m \e[1;34m »;

  1. color palette

my @c = flat @colors[0] xx 12, @colors[3] xx 12, @colors[2] xx 12;

print "\e[?25l"; # hide the cursor

signal(SIGINT).tap: {

   print "\e[0H\e[0J\e[?25h"; # clean up on exit
   exit;

}

my $rot = 1;

my @vibe;

loop {

   rect($_, 31-$_) for ^15;
   display @vibe;
   @c.=rotate($rot);
   if ++$ %% 30 {
       @c = |@colors.pick(3);
       @c = sort(flat @c xx 12);
       $rot *= -1;
   }
   sleep .1;

}

sub rect ($b, $e) {

@vibe[$b;$b..$e] = @c[$b % @c]~%r<tl>, |((%r<h>) xx ($e - $b - 1)), %r~"\e[0m"; @vibe[$e;$b..$e] = @c[$b % @c]~%r<bl>, |((%r<h>) xx ($e - $b - 1)), %r
~"\e[0m"; ($b ^..^ $e).map: { @vibe[$_;$b] = @vibe[$_;$e] = @c[$b % @c]~%r<v>~"\e[0m" } } sub display (@rect) { print "\e[0H\e[0J\n\n"; for @rect -> @row { print "\t\t\t"; print $_ // ' ' for @row; print "\n"; } }</lang> See: Vibrating rectangles (.gif image)

Phix

<lang Phix>-- demo\rosetta\vibrect.exw -- -- Draws concentric rectangles in random colours to simulate vibration. -- Press +/- to increase/decrease the number of rectangles being drawn. -- Resizing the window, as it turns out, achieves much the same effect -- as +/-, only much quicker (by increasing/decreasing the spacing). -- integer numrects = 125 -- (max non-touching for a height of 500)

include pGUI.e

Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas

function redraw_cb(Ihandle /*ih*/, integer /*posx*/, integer /*posy*/)

   integer {w,h} = IupGetIntInt(canvas, "DRAWSIZE")
   atom dw = w/(numrects*2+1),
        dh = h/(numrects*2+1)
   cdCanvasActivate(cddbuffer)
   for i=1 to numrects do
       cdCanvasSetForeground(cddbuffer,rand(#FFFFFF))
       atom wd = i*dw,
            hd = i*dh
       cdCanvasRect(cddbuffer, wd, w-wd, hd, h-hd) 
   end for 
   cdCanvasFlush(cddbuffer)
   return IUP_DEFAULT

end function

function map_cb(Ihandle ih)

   cdcanvas = cdCreateCanvas(CD_IUP, ih)
   cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas)
   cdCanvasSetBackground(cddbuffer, CD_WHITE)
   cdCanvasSetForeground(cddbuffer, CD_BLACK)
   return IUP_DEFAULT

end function

function timer_cb(Ihandle /*ih*/)

   IupUpdate(canvas)
   return IUP_IGNORE

end function

function esc_close(Ihandle /*ih*/, atom c)

   if c=K_ESC then return IUP_CLOSE end if
   if c='+' or (c='-' and numrects>3) then
       numrects -= c-','
       cdCanvasClear(cddbuffer)
       IupUpdate(canvas)
   end if
   return IUP_CONTINUE

end function

procedure main()

   IupOpen()
   
   canvas = IupCanvas(NULL)
   IupSetAttribute(canvas, "RASTERSIZE", "602x502") -- initial size
   IupSetCallback(canvas, "MAP_CB", Icallback("map_cb"))
   dlg = IupDialog(canvas)
   IupSetAttribute(dlg, "TITLE", "Vibrating Rectangles")
   IupSetCallback(dlg, "K_ANY",     Icallback("esc_close"))
   IupSetCallback(canvas, "ACTION", Icallback("redraw_cb"))
   IupMap(dlg)
   IupSetAttribute(canvas, "RASTERSIZE", NULL) -- release the minimum limitation
   IupShowXY(dlg,IUP_CENTER,IUP_CENTER)
   Ihandle timer = IupTimer(Icallback("timer_cb"), 40)
   IupMainLoop()
   IupClose()

end procedure main()</lang>

Python

<lang python>import turtle from itertools import cycle from time import sleep

def rect(t, x, y):

   x2, y2 = x/2, y/2
   t.setpos(-x2, -y2)
   t.pendown()
   for pos in [(-x2, y2), (x2, y2), (x2, -y2), (-x2, -y2)]: 
       t.goto(pos)
   t.penup()

def rects(t, colour, wait_between_rect=0.1):

   for x in range(550, 0, -25):
       t.color(colour)
       rect(t, x, x*.75)
       sleep(wait_between_rect)

tl=turtle.Turtle() screen=turtle.Screen() screen.setup(620,620) screen.bgcolor('black') screen.title('Rosetta Code Vibrating Rectangles') tl.pensize(3) tl.speed(0) tl.penup() tl.ht() colours = 'red green blue orange white yellow'.split() for colour in cycle(colours):

   rects(tl, colour)
   sleep(0.5)

</lang>

Output:

Hmm, maybe this?

Ring

<lang ring>

  1. Project : Vibrating rectangles

Load "guilib.ring"

color1 = new qcolor() { setrgb( 255,0,0,255 ) } pen1 = new qpen() { setcolor(color1) setwidth(2) }

color2 = new qcolor() { setrgb( 0,255,0,255 ) } pen2 = new qpen() { setcolor(color2) setwidth(2) }

color3 = new qcolor() { setrgb( 0,0,255,255 ) } pen3 = new qpen() { setcolor(color3) setwidth(2) }

penArray = [pen1, pen2, pen3] penNbr = 1

New qapp {

  win1 =  new qwidget()
   {
             setwindowtitle("Drawing using QPixMap")
             setgeometry(100,100,500,500)
             label1 = new qlabel(win1)
             {
                          setgeometry(10,10,500,500)
                          settext("")
             }       
             Canvas = new qlabel(win1)
            {              
                           MonaLisa = new qPixMap2( 500,500)  
                           color = new qcolor(){ setrgb(255,0,0,255) }
                          daVinci = new qpainter() 
                          {
                                        begin(MonaLisa)               
                          }            
            setpixmap(MonaLisa)         
            }       

nCounter = 0 oTimer = new qTimer(win1) { setinterval(500) settimeoutevent("DrawCounter()") start() }

      show()      
   }
  exec()

} DrawCounter()

func DrawCounter()

       nCounter++
       if nCounter < 15
          Draw(penArray[penNbr])
       elseif nCounter % 15 = 0
           nCounter = 0
           penNbr++
           if penNbr > 3
              penNbr = 1
           ok       
           Draw(penArray[penNbr])
       ok

return

Func Draw(pen1)

        daVinci.setpen(penArray[penNbr])
        daVinci.drawrect(50+nCounter*10, 50+nCounter*10, 300-nCounter*20, 300-nCounter*20)
        Canvas.setpixmap(MonaLisa)      
        win1.show()                     

return </lang> Output:

Vibrating rectangles