DIKU-Canvas is a simple graphics library developed specifically for teaching functional programming in F#. Rooted in computational geometry and functional paradigms, DIKU-Canvas provides computer scientists, researchers, and developers with an intuitive and mathematical approach to graphical programming.
Leveraging F#'s functional programming capabilities, DIKU-Canvas emphasizes:
Make an F# script, say myFirstCanvas.fsx
, with a NuGet reference:
#r "nuget:DIKU.Canvas, 2.0.4"
open Canvas
open Color
let w,h = 256,256
let tree = filledRectangle green ((float w)/2.0) ((float h)/2.0)
let draw = make tree
render "My first canvas" w h draw
and run it from the command line using
dotnet fsi myFirstCanvas.fsx
This should result in a window with a green square in the top left corner on a black background.
If you want a specific version you edit the reference to be, e.g.,:
#r "nuget:DIKU.Canvas, 2.0.5-alpha8"
Make a new directory, say mycanvasapp
, in that directory start an F#
"Console App" project with the command:
dotnet new console -lang "F#"
(This will give you both a Program.fs
file and a mycanvasapp.fsproj
file.)
Add a reference to the DIKU.Canvas
package with the command:
dotnet add package DIKU.Canvas
Edit Program.fs
to have the content:
open Canvas
open Color
let w,h = 256,256
let tree = filledRectangle green ((float w)/2.0) ((float h)/2.0)
let draw = make tree
render "My first canvas" w h draw
Run your app with the command:
dotnet run
This should result in a window with a green square in the top left corner on a black background.
Graphic primitives may be transformed and combined in a tree structure, and the trees may be rendered to the screen or to file as a still image or an animation. DIKU-Canvas also has an interactive mode that accepts input from the keyboard and the mouse.
The collection of primitives serves as the foundation for complex geometric shapes:
The primitives can be transformed and combined with:
DIKU-Canvas has several rendering and interaction options:
Canvas is a system for combining simple graphics primitives.
A simple graphics primitive such as a rectangle or an ellipse are leaves in a tree, that is, a single rectangle is a tree with only one node. These can be combined into trees. To illustrate how this works, consider the following figure.
The figure has been produced by rendering the following tree
:
let box1 = rectangle goldenrod 1.0 20.0 80.0
let box2 = rectangle yellow 1.0 30.0 30.0
let tree = alignH (alignV box1 Right box2) Center box1
Here, two boxes are created and combined with the alignV and alignH functions. The resulting tree is depicted below.
Our functional approach allows us to reuse box1 such that it is the same goldenrod rectangle that appears twice. Such reused can be made with any tree.
Canvas can print the tree structure with toString
which gives
AlignH position=0.5
∟>AlignV position=1
∟>Rectangle (color,stroke)=(Color DAA520FF, 1.0) coordinates=(0.0, 0.0, 20.0, 80.0)
∟>Rectangle (color,stroke)=(Color FFFF00FF, 1.0) coordinates=(0.0, 0.0, 30.0, 30.0)
∟>Rectangle (color,stroke)=(Color DAA520FF, 1.0) coordinates=(0.0, 0.0, 20.0, 80.0)
indentation illustrates which node is a child of which node. From the output of toString
we cannot see that box1
has been reused. The function toString
also gives other information, e.g., that alignH
was called with the Center
argument which is internally represented as the value 0.5, and likewise, Right
for alignV
is internally represented as the value 1.0.
The value tree
can be rendered on screen by
let pict = make tree
render "Graphics tree" 75 150 pict
which opens a window on the screen showing the 3 boxes. In interactive mode, render
opens a window, and the function returns, when that window is closed. The graphics tree may also be rendered to a file by
let pict = make tree
renderToFile 75 150 "tree.png" tree
In both cases, first tree
is converted to a picture here called pict
, and then a canvas of width 75 and height 150 is created and pict is rendered on it.
Note that the size of the canvas is first specified at the point of rendering, and it is up to the programmer to ensure that the relevant graphics are placed on the canvas. Anything outside the canvas is ignored.
Canvas uses a row-column coordinate system, as illustrated in the figure to the right
which implies that the origin is always rendered in the top left corner of an image and that the first coordinate, x, increases to the right, and the second coordinate, y, increases down. This is a natural coordinate system of images consisting of a table of pixels but may cause confusion when shown on the screen or in a file. For this reason, text
produces images of sequences of letters to be read on the screen, which are intentionally represented upside down, i.e., with the top bar in the letter 'T' being closer to the origin than its foot such that they are shown right way up on the screen.
Each tree has a bounding box, and the bounding box is set differently for each element. For example, the bounding box of a piecewiseAffine
curve is the smallest axis-aligned box, containing the points of the curve, and for a rectangle, it is the same as the rectangle. The bounding boxes are used by the onto
, alignH
, and alignV
alignment commands. alignV
takes two boxes and places the second below the first. It also takes one of Left
, Center
, or Right
values as the alignment parameter, which further aligns the second with the left edge, center, or right edge of the first. alignH
similarly aligns the second bounding box to the right of the first, and its alignment values Top
, Center
, and Bottom
controls the vertical placement of the second box. Like the text
function, the orientation is reversed such that Top
gives an alignment closest to the origin and Bottom
gives an alignment furthest from the origin, to fit the orientation used when rendered on the screen or to a file. The bounding boxes can be rendered for debugging by using the explain
function instead of the make
function.
The workhorse of Canvas is the interact
function. To set up an interactive session, two functions must be defined: draw
and react
. The function react
reacts to input from the user and possibly updates the model, and draw
produces a picture for interact
to render on the screen. The functions draw
and react
communicate through a state value defined by the programmer. The simplest example of this is an interactive session with no state and draw
and react
functions, which ignore their input, as shown below.
let tree = ellipse darkCyan 2.0 85.0 64.0 |> translate 128.0 128.0
let draw _ = make tree
let react _ _ = None
interact "Render an image" 256 256 None draw react 0
When executed, this program opens a window showing an ellipse centered on the screen.
The setup of draw
, interact
, and interact
is essentially how the render
function is implemented.
A more interesting example is shown below, where we define the state value to be a float, which will be used to communicate to draw
where on the screen an ellipse is to be drawn. The react
function is set to react on timer ticks and ignore anything else, and when a timer tick event occurs, it returns a new state value.
type state = float
let tree (i:state) : PrimitiveTree =
ellipse darkCyan 2.0 85.0 64.0 |> translate i i
let draw (j: state) : Picture = make (tree j)
let react (j: state) (ev:Event) : state option =
match ev with
| Event.TimerTick -> Some ((j+1.0)%128.0)
| _ -> None
let interval = Some 100
let initialState = 0.0
interact "Render an image" 256 256 interval draw react initialState
When executed, the window should show an ellipse being translated diagonally down from the top left corner to the bottom right. The speed will be as close to 0.1 seconds per step as possible.
The API is described in the file canvas.fsi
. There you will find a precise declaration of all available values and functions and their documentation using the XML standard. The same documentation is also available at [https://diku-dk.github.io/diku-canvas/] (see API Reference in the left column of that page).
Several examples are available in the examples
folder:
demonstrates how to make an animation
demonstrates how to save an animation as an animated gif
demonstrates all DIKU-Canvas graphics primitives, transformations, and combinators using arguments from the command line
demonstrates how to get and react to keyboard input
demonstrates how to render many lines using the onto combination
demonstrates how to make a small catch-the-monster game with the arrow keys
demonstrates how to get and react to mouse input
demonstrates how to render an image on the screen
an animation demonstration
demonstrates how to render a graphics tree to a file
demonstrates how to recursively build a graphics tree
demonstrates how to recursively build a graphics tree
If you want to build the library and NuGet package yourself, you will
need the .NET7.0 SDK
and the development version of SDL2
for your platform.
First, install .NET 7 for your platform.
Then install SDL2:
On macOS with homebrew:
brew install sdl2
On Debian and Ubuntu:
apt install libsdl2-dev
On Arch (and probably Manjaro), sdl2
is available in extra
:
sudo pacman -S sdl2
On Windows you need SDL2.dll
in a
search path available to dotnet
. The .dll
's in the lib/
folder should be sufficient for building. (Better instructions
are a welcome contribution if anyone builds on Windows)
Finally, compile the library:
dotnet build
And pack it into a NuGet package:
dotnet pack
The package will be available in bin/Debug/Canvas.X.y.z.nupkg
.
Start by creating a directory to use as a local NuGet repository. Add
it to the NuGet
sources list:
dotnet nuget add source /full/path/to/the/directory
Ensure the repository was added with:
dotnet nuget list source
Place Canvas.X.y.z.nupkg
in the local repository.
Now clear the nuget cache:
dotnet nuget locals all -c
Test that everything worked with dotnet fsi
dotnet fsi
>#r "nuget:DIKU.Canvas";;
>open Canvas;;
Canvas is now available to use in projects through NuGet, both in the
interpreter and in projects with e.g. .fsproj
files.
MIT license
Copyright 2018-2021: Martin Elsman
Copyright 2022-2023: Ken Friis Larsen
Copyright 2023- : Ken Friis Larsen and Jon Sporring
The following individuals have contributed to the DIKU.Canvas (previously ImgUtil) library: