Bitmap in the context of Randomly


Bitmap in the context of Randomly

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⭐ Core Definition: Bitmap

In computing, a bitmap (also called raster) graphic is an image formed from rows of different colored pixels. A GIF is an example of a graphics image file that uses a bitmap.

As a noun, the term "bitmap" is very often used to refer to a particular bitmapping application: the pix-map, which refers to a map of pixels, where each pixel may store more than two colors, thus using more than one bit per pixel. In such a case, the domain in question is the array of pixels which constitute a digital graphic output device (a screen or monitor). In some contexts, the term bitmap implies one bit per pixel, whereas pixmap is used for images with multiple bits per pixel.

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Bitmap in the context of Digital image

A digital image is an image composed of picture elements, also known as pixels, each with finite, discrete quantities of numeric representation for its intensity or gray level that is an output from its two-dimensional functions fed as input by its spatial coordinates denoted with x, y on the x-axis and y-axis, respectively. An image can be vector or raster type. By itself, the term "digital image" usually refers to raster images or bitmapped images (as opposed to vector images).

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Bitmap in the context of Raster scan

A raster scan, or raster scanning, is the rectangular pattern of image capture and reconstruction in television. By analogy, the term is used for raster graphics, the pattern of image storage and transmission used in most computer bitmap image systems. The word raster comes from the Latin word rastrum (a rake), which is derived from radere (to scrape); see also rastrum, an instrument for drawing musical staff lines. The pattern left by the tines of a rake, when drawn straight, resembles the parallel lines of a raster: this line-by-line scanning is what creates a raster. It is a systematic process of covering the area progressively, one line at a time. Although often a great deal faster, it is similar in the most general sense to how one's gaze travels when one reads lines of text.

In most modern graphics cards the data to be drawn is stored internally in an area of semiconductor memory called the framebuffer. This memory area holds the values for each pixel on the screen. These values are retrieved from the refresh buffer and painted onto the screen one row at a time.

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Bitmap in the context of Random

In common usage, randomness is the apparent or actual lack of definite patterns or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. Individual random events are, by definition, unpredictable, but if there is a known probability distribution, the frequency of different outcomes over repeated events (or "trials") is predictable. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will tend to occur twice as often as 4. In this view, randomness is not haphazardness; it is a measure of uncertainty of an outcome. Randomness applies to concepts of chance, probability, and information entropy.

The fields of mathematics, probability, and statistics use formal definitions of randomness, typically assuming that there is some 'objective' probability distribution. In statistics, a random variable is an assignment of a numerical value to each possible outcome of an event space. This association facilitates the identification and the calculation of probabilities of the events. Random variables can appear in random sequences. A random process is a sequence of random variables whose outcomes do not follow a deterministic pattern, but follow an evolution described by probability distributions. These and other constructs are extremely useful in probability theory and the various applications of randomness.

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Bitmap in the context of Vector display

A vector monitor, vector display, or calligraphic display is a display device used for computer graphics up through the 1970s. It is a type of CRT, similar to that of an early oscilloscope. In a vector display, the image is composed of drawn lines rather than a grid of glowing pixels as in raster graphics. The electron beam follows an arbitrary path, tracing the connected sloped lines rather than following the same horizontal raster path for all images. The beam skips over dark areas of the image without visiting their points.

Some refresh vector displays use a normal phosphor that fades rapidly and needs constant refreshing 30-40 times per second to show a stable image. These displays, such as the Imlac PDS-1, require some local refresh memory to hold the vector endpoint data. Other storage tube displays, such as the popular Tektronix 4010, use a special phosphor that continues glowing for many minutes. Storage displays do not require any local memory. In the 1970s, both types of vector displays were much more affordable than bitmap raster graphics displays when megapixel computer memory was still very expensive. Today, raster displays have replaced nearly all uses of vector displays.

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Bitmap in the context of Raster graphics editor

A raster graphics editor (also called bitmap graphics editor) is a computer program that allows users to create and edit images interactively on the computer screen and save them in one of many raster graphics file formats (also known as bitmap images) such as JPEG, PNG, and GIF.

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Bitmap in the context of Fax

Fax (short for facsimile), sometimes called telecopying or telefax (short for telefacsimile), is the telephonic transmission of scanned printed material (both text and images), normally to a telephone number connected to a printer or other output device. The original document is scanned with a fax machine (or a telecopier), which processes the contents (text or images) as a single fixed graphic image, converting it into a bitmap, and then transmitting it through the telephone system in the form of audio-frequency tones. The receiving fax machine interprets the tones and reconstructs the image, printing a paper copy. Early systems used direct conversions of image darkness to audio tone in a continuous or analog manner. Since the 1980s, most machines transmit an audio-encoded digital representation of the page, using data compression to transmit areas that are all-white or all-black, more quickly.

Initially a niche product, fax machines became ubiquitous in offices in the 1980s and 1990s. However, they have largely been rendered obsolete by Internet-based technologies such as email and the World Wide Web, but are still used in some medical administration and law enforcement settings.

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Bitmap in the context of Framebuffer

A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor.

In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. Screen buffers should be distinguished from video memory. To this end, the term off-screen buffer is also used.

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Bitmap in the context of Voxel

In computing, a voxel is a representation of a value on a three-dimensional regular grid, akin to the two-dimensional pixel. Voxels are frequently used in the visualization and analysis of medical and scientific data (e.g. geographic information systems (GIS)). Voxels also have technical and artistic applications in video games, largely originating with surface rendering in Outcast (1999). Minecraft (2011) makes use of an entirely voxelated world to allow for a fully destructible and constructable environment. Voxel art, of the sort used in Minecraft and elsewhere, is a style and format of 3D art analogous to pixel art.

As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. Instead, rendering systems infer the position of a voxel based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). Some volumetric displays use voxels to describe their resolution. For example, a cubic volumetric display might be able to show 512×512×512 (or about 134 million) voxels.

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Bitmap in the context of Rasterization

In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes). The rasterized image may then be displayed on a computer display, video display or printer, or stored in a bitmap file format. Rasterization may refer to the technique of drawing 3D models, or to the conversion of 2D rendering primitives, such as polygons and line segments, into a rasterized format.

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Bitmap in the context of Interlacing (bitmaps)

In computing, interlacing (also known as interleaving) is a method of encoding a bitmap image such that a person who has partially received it sees a degraded copy of the entire image. When communicating over a slow communications link, this is often preferable to seeing a perfectly clear copy of one part of the image, as it helps the viewer decide more quickly whether to abort or continue the transmission.

Interlacing is supported by the following formats, where it is optional:

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Bitmap in the context of Binary image

A binary image is a digital image that consists of pixels that can have one of exactly two colors, usually black and white. Each pixel is stored as a single bit — i.e. either a 0 or 1.

A binary image can be stored in memory as a bitmap: a packed array of bits. A binary image of 640 × 480 pixels has a file size of only 37.5 KiB, and most also compress well with simple run-length compression. A binary image format is often used in contexts where it is important to have a small file size for transmission or storage, or due to color limitations on displays or printers.

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Bitmap in the context of Sprite (computer graphics)

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. Use of the term has since become more general.

Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Famicom (1983), Genesis/Mega Drive (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit computers (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap.

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Bitmap in the context of Video display controller

A video display controller (VDC), also called a display engine or display interface, is an integrated circuit which is the main component in a video-signal generator, a device responsible for the production of a TV video signal in a computing or game system. Some VDCs also generate an audio signal, but that is not their main function. VDCs were used in the home computers of the 1980s and also in games consoles and arcade games.

The VDC is the main component of the video signal generator logic, responsible for generating the timing of video signals such as the horizontal and vertical synchronization signals and the blanking interval signal. Sometimes other supporting chips were necessary to build a complete system, such as RAM to hold pixel data, ROM to hold character fonts, or some discrete logic such as shift registers.

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Bitmap in the context of Computer language

A computer language is a formal language for humans to communicate with a computer, not a natural language. In earlier days of computing (before the 1980s), the term was used interchangeably with programming language, but today, used primarily for taxonomy, is a broader term that encompasses languages that are not programming in nature. Sub-categories (with possibly contended hierarchical relationships) include:

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