Simple images in Scamper

Introduction

In addition to supporting “standard” data types, such as numbers and strings, Scamper also includes libraries that support a number of more sophisticated data types, including a type that the designers call “drawings”. The image data type supports the creation, combination, and manipulation of a variety of basic shapes. Readers of an earlier generation might consider Scamper’s picture type an extension of the ColorForms that they played with as children.

In considering the image datatype, we should ask ourselves the standard set of five questions: What is the name of the type? It’s “drawing”. What is the purpose of the type? To allow people to make interesting images. How do you express values in this type? We’ve seen a few ways, including circle the and rectangle procedures. There are more. How does Scamper display values? As the “expected” images. What procedures are available? We’ve seen that we can use above and beside. Once again, there are more.

There’s also one other question to ask for this type, since it’s not a standard type: How does one access the type? The answer is straightforward: You add the following line to the top of your definitions pane.

(import image)

Basic shapes

You’ve already seen two procedures for creating basic shapes: (circle radius mode color) creates a circle and (rectangle width height mode color) creates a rectangle.

(import image)

(circle 20 "outline" "red")
(rectangle 40 25 "solid" "blue")

There are a few other things you can do with these basic shapes. If, instead of "outline" or "solid", you can use a string of the form:

"rgba(<red-value>, <green-value>, <blue-value>, <alpha-value>)"

Each of red-value, green-value, and blue-value should be numbers in the range 0 to 255 denoting the amount of that color to mix into the final color. alpha-value should be a value in the range 0 to 1 denoting the alpha or opacity of the shape. Because it is easy to mess up the format of this string, the image library provides a function:

(color r g b a)

Which produces a string of this form with the given color components, r, g, b, and alpha amount a, given as numbers. For example:

(import image)

(beside
  (rectangle 25 40 "solid" (color 0 0 255 1))
  (rectangle 25 40 "solid" (color 0 0 255 0.75))
  (rectangle 25 40 "solid" (color 0 0 255 0.5))
  (rectangle 25 40 "solid" (color 0 0 255 0.25)))

Note that the color (0, 0, 255) is a bright blue—the blue value is maximized whereas the red and green values are minimized.

Opacity will be especially important as we start to overlay shapes.

(import image)

(define circles
  (beside
    (circle 10 "solid" (color 255 0 0 1))
    (circle 10 "solid" (color 255 0 0 0.75))
    (circle 10 "solid" (color 255 0 0 0.5))
    (circle 10 "solid" (color 255 0 0 0.25))))
(above
  (overlay circles (rectangle 60 20 "solid" (color 0 0 255 1)))
  (overlay circles (rectangle 60 20 "solid" (color 0 0 255 0.75)))
  (overlay circles (rectangle 60 20 "solid" (color 0 0 255 0.5)))
  (overlay circles (rectangle 60 20 "solid" (color 0 0 255 0.25))))

There are also a variety of other basic shapes, for example:

  • (triangle edge mode color) creates an equilateral triangle and
  • (ellipse width height mode color) creates an ellipse:
(import image)

(beside
  (ellipse 40 20 "outline" "red")
  (ellipse 20 40 "solid" "blue")
  (triangle 40 "solid" "black"))

You can find other shape possibilities in the Scamper library documentation found within VSCode.

About Colors

While we often think of colors by name (e.g., “red”, “violet”, or “burnt umber”), one of the great advantages of computational image making is that it is possible to describe colors that do not have a name. Moreover, it is often better to use a more precise definition than is possible with a name. After all, we may not agree on what precisely something like “springgreen” or “burlywood” means. (One color scheme that we’ve found has both “Seattle salmon” and “Oregon salmon”. Would you know how those two colors relate?)

In fact, it may not only be more accurate to represent colors non-textually, it may also be more efficient, since color names may require the computer to look up the name in a table.

The most popular scheme for representing colors for display on the computer screen is RGB. In this scheme, we build each color by combining varying amounts of the three primary colors, red, green, and blue. (What, you think that red, yellow, and blue are the primary colors? It turns out that primary works differently when you’re transmitting light, as on the computer screen, than when you’re reflecting light, as when you color with crayons on paper.)

So, for example, purple is created by combining a lot of red, a lot of blue, and essentially no green. You get different purple-like colors by using different amounts of red and blue, and even different ratios of red and blue.

When we describe the amount of red, green, and blue, we traditionally use integers between 0 and 255 to describe each component color. Why do we start with 0? Because we might not want any contribution from that color. Why do we stop with 255? Because 255 is one less than 28 (256), and it turns out that numbers between 0 and 255 are therefore easy to represent on computers. (For those who learned binary in high school or elsewhere, if you have exactly eight binary digits, and you only care to represent positive numbers, you can represent exactly the integers from 0 to 255. This is akin to being able to count up to 999 with three decimal digits.)

If there are 256 possible values for each component, then there are 16,777,216 different colors that we can represent in standard RGB. Can the eye distinguish all of them? Not necessarily. Nonetheless, it is useful to know that this variety is available, and many eyes can make very fine distinctions between nearby colors.

In the Scamper image model, we use the color procedure to create RGB colors. (color 0 255 0) makes a bright green, (color 0 128 128) makes a blue-green color, and (color 64 0 64) makes a relatively dark purple.

(import image)

(beside (circle 20 "solid" (color 0 255 0 1))
        (circle 20 "solid" (color 0 128 128 1))
        (circle 20 "solid" (color 64 0 64 1)))

Combining images

By themselves, the basic images (ellipses, rectangles, etc.) do not permit us to create much. However, as some of the examples above suggest, we gain a great deal of power by combining existing images into a new image. You’re already seen three basic mechanisms for combining images.

  • beside places images side-by-side. If the images have different heights, their vertical centers are aligned.
  • above places images in a stack, each above the next. If the images have different widths, their horizontal centers are aligned.
  • overlay places images on top of each other. The first image is on top, then the next one, and so on and so forth. Images are aligned according to their centers.
(import image)

(define small-gray (circle 10 "solid" "gray"))
(define medium-red (circle 15 "solid" "red"))
(define large-black (circle 20 "solid" "black"))
(beside small-gray medium-red large-black)
(above small-gray medium-red large-black)
(overlay small-gray medium-red large-black)
(overlay large-black medium-red small-gray)

What if we don’t want things aligned on centers? The Scamper image library provides alternatives to these three that provide a bit more control.

  • (beside/align alignment i1 i2 ...) allows you to align side-by-side images at the top or bottom (using "top" and "bottom"). You can also align at the center, mimicking "beside", using "center"
  • (above/align alignment i1 i2 ...) allows you to align vertically stacked images at the left, right, or middle (using "left", "right", and "middle").
  • (overlay/align halign valign i1 i2 ...) allows you to align overlaid images.
(import image)

(define small-gray (circle 10 "solid" "gray"))
(define medium-red (circle 15 "solid" "red"))
(define large-black (circle 20 "solid" "black"))
(beside/align "top" small-gray medium-red large-black)
(beside/align "bottom" small-gray medium-red large-black)
(above/align "left" small-gray medium-red large-black)
(above/align "right" small-gray medium-red large-black)
(overlay/align "left" "top" small-gray medium-red large-black)
(overlay/align "left" "center" small-gray medium-red large-black)
(overlay/align "left" "bottom" small-gray medium-red large-black)
(overlay/align "right" "top" small-gray medium-red large-black)
(overlay/align "right" "top" large-black medium-red small-gray)

As the overlay examples suggest, the alignment is based on the “bounding box” of each image, the smallest rectangle that encloses the image.

There’s also another way to overlay images: You can offset the second one relative to the first with (overlay-offset i1 xoff yoff i2). In this case, the second one is offset by the specified amount from its original position.

(import image)

(define medium-red (circle 15 "solid" "red"))
(define medium-black (circle 15 "solid" "black"))
(overlay/offset medium-red 2 6 medium-black)
(overlay/offset medium-red 6 2 medium-black)
(overlay/offset medium-red -3 -3 medium-black)

Self Checks

Check 1: A simple checkerboard

Write instructions for making a two-by-two checkerboard.

Check 2: Iconic images

Write instructions for making a simple smiley face.

Acknowledgements

Scamper’s image library is a subset of the DrRacket HtDP/2e Image Guide. The discussion of colors comes from a reading from Grinnell’s CSC 151.