* [9fans] pointless, destructive programs
@ 2008-01-09 16:20 Russ Cox
2008-01-10 9:56 ` Douglas A. Gwyn
0 siblings, 1 reply; 5+ messages in thread
From: Russ Cox @ 2008-01-09 16:20 UTC (permalink / raw)
To: 9fans
This is quite possibly my favorite bitblt program.
http://research.swtch.com/2008/01/crabs-bitmap-terror.html
[Apologies for being a bit off-topic.]
Russ
^ permalink raw reply [flat|nested] 5+ messages in thread
* Re: [9fans] pointless, destructive programs
2008-01-09 16:20 [9fans] pointless, destructive programs Russ Cox
@ 2008-01-10 9:56 ` Douglas A. Gwyn
2008-01-10 12:57 ` erik quanstrom
0 siblings, 1 reply; 5+ messages in thread
From: Douglas A. Gwyn @ 2008-01-10 9:56 UTC (permalink / raw)
To: 9fans
Russ Cox wrote:
> http://research.swtch.com/2008/01/crabs-bitmap-terror.html
If a Plan 9 window manager were to export a handle to its original
"full screen" to its subwindow processes, then "crabs" should be
doable. Here is my own reimplementation of "crabs" for the 5620
DMD and 630 MTG terminals, if somebody wants to adapt it.
/*
crabs -- see September 1985 Scientific American pages 18..23
last edit: 89/02/25 D A Gwyn
SCCS ID: @(#)crabs.c 1.3 for 5620 DMD and 630 MTG
To compile:
$ dmdcc -o crabs.m crabs.c # -g -O also recommended
To run:
$ dmdld crabs.m # runs only in mpx mode
or
$ dmdld crabs.m - # for invisible crabs
*/
#ifndef lint
static char SCCS_ID[] = "@(#)crabs.c 1.3 89/02/25"; /* for "what" utility */
#endif
#include <dmd.h>
#ifdef DMD630
#define texture16 texture
#else /* 5620 */
static Texture16 T_background = /* background texture */
{
0x1111, 0x4444, 0x1111, 0x4444,
0x1111, 0x4444, 0x1111, 0x4444,
0x1111, 0x4444, 0x1111, 0x4444,
0x1111, 0x4444, 0x1111, 0x4444
};
static Bitmap physical = /* full screen definition */
{
(Word *)0x700000L, /* DMD screen image base address */
(XMAX + 31) / 32, /* bitmap width in 32-bit Words */
0, 0, XMAX, YMAX /* screen rectangle within bitmap */
};
#endif
#define NCRABS 32 /* total number of crabs (1..32) */
#define MAXVEL 8 /* abs. bound on velocity component */
#define PERIOD 2 /* sleep time (ticks) per cycle */
typedef int bool; /* Boolean data type */
#define false 0
#define true 1
static bool visible; /* true if crabs are to be shown */
static struct
{
Point ulc; /* upper left corner screen coords */
Point vel; /* velocity (pixels/cycle) */
} crab[NCRABS]; /* keeps track of crabs' state */
/* We rely on this forcing the following arrays to be Word-aligned! */
/* There are 4 possible crab orientations, each of which
has 4 possible relationships with the grey background.
(Scientific American article says 8, but it's wrong.) */
/* Crab images XORed with grey background texture at various offsets: */
static short upcrab[] = /* facing up */
{
0x6E4C, 0x2A66,
0xB377, 0xE6D5,
0x8081, 0x8101,
0xB935, 0xAC9D,
0x6E5C, 0x3A76,
0x3A76, 0x6E5C,
0xAC9D, 0xB935,
0x0242, 0x4240
};
static short downcrab[] = /* facing down */
{
0x4240, 0x0242,
0xB935, 0xAC9D,
0x6E5C, 0x3A76,
0x3A76, 0x6E5C,
0xAC9D, 0xB935,
0x8101, 0x8081,
0xEECD, 0xAB67,
0x3276, 0x6654
};
static short rightcrab[] = /* facing right */
{
0x4E4C, 0x0A46,
0xB333, 0xA291,
0x6A59, 0x3B73,
0x3A72, 0x6A58,
0x6859, 0x3971,
0x3B73, 0x6A59,
0xA291, 0xB333,
0x0A46, 0x4E4C
};
static short leftcrab[] = /* facing left */
{
0x6250, 0x3272,
0x8945, 0xCCCD,
0xCEDC, 0x9A56,
0x9A16, 0x8E9C,
0x4E5C, 0x1A56,
0x9A56, 0xCEDC,
0xCCCD, 0x8945,
0x3272, 0x6250
};
/* The bitmaps for the four orientations: */
static Bitmap upmap = { (Word *)upcrab, 32/WORDSIZE, 0, 0, 32, 8 };
static Bitmap downmap = { (Word *)downcrab, 32/WORDSIZE, 0, 0, 32, 8 };
static Bitmap rightmap = { (Word *)rightcrab, 32/WORDSIZE, 0, 0, 32, 8 };
static Bitmap leftmap = { (Word *)leftcrab, 32/WORDSIZE, 0, 0, 32, 8 };
/* Crab "vicinities" are recorded in the following
global map; see Collide() and Draw() for details: */
static long vicinity[(XMAX + 31) / 32 + 2][(YMAX + 31) / 32 + 2];
/* includes margins all around */
static void Cycle(), DrawCrab(), HideCrabs(), Init(), ModVel(), NewVel();
static int RandInt();
static long Collide();
main( argc, argv )
int argc;
char *argv[];
{
Init( argc, argv ); /* set up initial grey crab layer */
for ( ; ; ) /* no way out! */
{
sleep( PERIOD ); /* relinquish the processor */
Cycle(); /* move the crabs */
}
/*NOTREACHED*/
}
static void
Init( argc, argv ) /* set up initial crab layer */
int argc;
char *argv[];
{
int i; /* crab # */
visible = argc <= 1; /* default is to show crabs */
texture16( &display, display.rect, &T_background, F_STORE );
/* crab layer */
/* Create initial set of crabs: */
for ( i = 0; i < NCRABS; ++i )
{
/* Assign random position within "crabs" layer: */
crab[i].ulc.x = RandInt( display.rect.origin.x,
display.rect.corner.x - 8
);
crab[i].ulc.y = RandInt( display.rect.origin.y,
display.rect.corner.y - 8
);
/* Assign random velocity: */
NewVel( i );
/* Draw crab at initial position (within "crabs" layer): */
if ( visible )
DrawCrab( i );
}
/* DEBUG
display.rect.corner = display.rect.origin; /* make unpickable */
}
static void
Cycle() /* one motion cycle for all crabs */
{
static long old[8]; /* old contents of new crab position */
static Bitmap oldmap = { (Word *)old, 32/WORDSIZE, 0, 0, 8, 8 };
Point p; /* new crab upper left corner */
Rectangle r; /* new crab area */
long syndrome; /* crab collision mask */
int i; /* crab # */
int w; /* index for old[.] */
for ( i = 0; i < NCRABS; ++i )
{
DrawCrab( i ); /* erase crab from previous position */
for ( ; ; ) /* determine a new position */
{
p.x = crab[i].ulc.x + crab[i].vel.x; /* motion */
p.y = crab[i].ulc.y + crab[i].vel.y;
if ( p.x >= 0 && p.x < XMAX - 8
&& p.y >= 0 && p.y < YMAX - 8
)
break; /* on-screen, proceed */
/* Bounce off edge of screen: */
NewVel( i ); /* assign new velocity */
}
r.origin = p;
r.corner.x = p.x + 8;
r.corner.y = p.y + 8;
/* Check for collision with other crabs;
if you don't worry about this, you get
crud left behind from crab collisions
(visible in Scientific American article).
(Note that crab # i has been removed.) */
/* The strategy is: only undraw possibly colliding crabs.
The obvious alternative, not showing any crabs until
all locations have been painted, would probably cause
the set of crabs to flicker or to appear too faint. */
if ( (syndrome = Collide( p )) != 0L )
HideCrabs( syndrome ); /* save from following code */
/* Save old contents of new crab location: */
bitblt( &physical, r, &oldmap, Pt( 0, 0 ), F_STORE );
/* Paint the new location grey: */
texture16( &physical, r, &T_background, F_STORE );
/* Determine if new location used to be grey: */
bitblt( &physical, r, &oldmap, Pt( 0, 0 ), F_XOR );
for ( w = 0; w < 8; ++w )
if ( old[w] != 0L )
{ /* this location has been nibbled */
p = crab[i].ulc; /* reset position */
NewVel( i ); /* bounce away from bite */
break;
}
if ( syndrome != 0L )
HideCrabs( syndrome ); /* bring them back */
/* Draw the crab in its new position: */
crab[i].ulc = p;
ModVel( i ); /* randomly alter crab velocity */
DrawCrab( i );
}
}
static long
Collide( p ) /* return syndrome for crab collision */ Point p; /* crab upper left corner */
{
long syndrome; /* accumulate syndrome here */
bool right = p.x % 32 > 32 - 8,
down = p.y % 32 > 32 - 8; /* more than one vicinity? */
int x32 = p.x / 32,
y32 = p.y / 32; /* vicinity array indices */
/* "Or" in crabs from overlapping vicinities: */
syndrome = vicinity[x32 + 1][y32 + 1];
if ( right )
syndrome |= vicinity[x32 + 1 + 1][y32 + 1];
if ( down )
syndrome |= vicinity[x32 + 1][y32 + 1 + 1];
if ( right && down )
syndrome |= vicinity[x32 + 1 + 1][y32 + 1 + 1];
return syndrome;
}
static void
HideCrabs( syndrome ) /* draw crabs contained in syndrome */
long syndrome; /* syndrome (crab bit flags) */
{
int i; /* indexes crab[.] */
long m; /* bit mask for crab # i */
for ( m = 1L, i = 0; i < NCRABS; m <<= 1, ++i )
if ( (m & syndrome) != 0L ) /* crab contained in syndrome */ DrawCrab( i ); /* toggle crab */
}
static void
DrawCrab( i ) /* draw specified crab */
int i; /* crab # (0..NCRABS-1) */
{
Point p; /* upper left corner for crab image */
Point v; /* crab velocity */
Bitmap *whichmap; /* -> 1 of 4 possible orientations */
int index; /* selects 1 of 4 offsets wrt grey */
int x32, y32; /* vicinity array indices */
bool right, down; /* more than one vicinity? */
long syn_bit; /* crab possible-occupancy bit */
if ( visible )
{
p = crab[i].ulc;
v = crab[i].vel;
if ( abs( v.x ) >= abs( v.y ) )
if ( v.x > 0 )
whichmap = &upmap;
else
whichmap = &downmap;
else
if ( v.y > 0 )
whichmap = &rightmap;
else
whichmap = &leftmap;
index = (p.x + p.y * 2) % 4 * 8;
bitblt( whichmap,
Rect( index, 0, index + 8, 8 ),
&physical,
p,
F_XOR
);
/* A crab's vicinities are the disjoint 32x32 regions
that contain any piece of the crab's 8x8 square.
On the average, 9 out of 16 crabs occupy just 1
vicinity; 6 out of 16 crabs occupy 2 vicinities,
and 1 out of every 16 crabs occupies 4 vicinities. */
x32 = p.x / 32;
y32 = p.y / 32; /* coords for upper left vicinity */
right = p.x % 32 > 32 - 8; /* also next vicinity right? */
down = p.y % 32 > 32 - 8; /* also next vicinty down? */
/* Toggle crab's occupancy bit in all occupied vicinities: */
syn_bit = i == 0 ? 1L : 1L << i;
vicinity[x32 + 1][y32 + 1] ^= syn_bit;
if ( right )
vicinity[x32 + 1 + 1][y32 + 1] ^= syn_bit;
if ( down )
vicinity[x32 + 1][y32 + 1 + 1] ^= syn_bit;
if ( right && down )
vicinity[x32 + 1 + 1][y32 + 1 + 1] ^= syn_bit;
}
/* else nibble away but don't show crabs */
}
static void
NewVel( i ) /* assign new velocity to crab */
int i; /* crab # */
{
crab[i].vel.x = RandInt( 1 - MAXVEL, MAXVEL );
crab[i].vel.y = RandInt( 1 - MAXVEL, MAXVEL );
/* Velocity (0,0) is okay since we repeatedly modify all velocities. */
}
static void
ModVel( i ) /* randomly modify crab velocity */
int i; /* crab # */
{
int d; /* increment */
if ( crab[i].vel.x >= MAXVEL - 1 )
d = RandInt( -1, 1 );
else if ( crab[i].vel.x <= 1 - MAXVEL )
d = RandInt( 0, 2 );
else
d = RandInt( -1, 2 );
crab[i].vel.x += d;
if ( crab[i].vel.y >= MAXVEL - 1 )
d = RandInt( -1, 1 );
else if ( crab[i].vel.y <= 1 - MAXVEL )
d = RandInt( 0, 2 );
else
d = RandInt( -1, 2 );
crab[i].vel.y += d;
}
static int
RandInt( lo, hi ) /* generate random integer in range */
int lo, hi; /* range lo..hi-1 */
{
return lo + (int)((long)(hi - lo) * (long)(rand() & 0x7FFF) / 32768L);
}
^ permalink raw reply [flat|nested] 5+ messages in thread
* Re: [9fans] pointless, destructive programs
2008-01-10 9:56 ` Douglas A. Gwyn
@ 2008-01-10 12:57 ` erik quanstrom
2008-01-10 15:28 ` Brantley Coile
2008-01-10 16:43 ` Douglas A. Gwyn
0 siblings, 2 replies; 5+ messages in thread
From: erik quanstrom @ 2008-01-10 12:57 UTC (permalink / raw)
To: 9fans
how may bits-per-pixel did these terminals have?
- erik
^ permalink raw reply [flat|nested] 5+ messages in thread
* Re: [9fans] pointless, destructive programs
2008-01-10 12:57 ` erik quanstrom
@ 2008-01-10 15:28 ` Brantley Coile
2008-01-10 16:43 ` Douglas A. Gwyn
1 sibling, 0 replies; 5+ messages in thread
From: Brantley Coile @ 2008-01-10 15:28 UTC (permalink / raw)
To: 9fans
> how may bits-per-pixel did these terminals have?
>
> - erik
more than zero and less than two. :)
^ permalink raw reply [flat|nested] 5+ messages in thread
* Re: [9fans] pointless, destructive programs
2008-01-10 12:57 ` erik quanstrom
2008-01-10 15:28 ` Brantley Coile
@ 2008-01-10 16:43 ` Douglas A. Gwyn
1 sibling, 0 replies; 5+ messages in thread
From: Douglas A. Gwyn @ 2008-01-10 16:43 UTC (permalink / raw)
To: 9fans
erik quanstrom wrote:
> how may bits-per-pixel did these terminals have?
The Blit family had one bit per pixel.
There were 100 pixels per inch in each direction,
800x1024 for the 5620 and 1024x1024 for the 630.
^ permalink raw reply [flat|nested] 5+ messages in thread
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2008-01-09 16:20 [9fans] pointless, destructive programs Russ Cox
2008-01-10 9:56 ` Douglas A. Gwyn
2008-01-10 12:57 ` erik quanstrom
2008-01-10 15:28 ` Brantley Coile
2008-01-10 16:43 ` Douglas A. Gwyn
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