Week 05 Laboratory Exercises

Objectives

  • manipulating 1D and 2D arrays

Activities To Be Completed

The following is a list of all the activities available to complete this week...

Worth 0.7 mark(s) in total:

  • print_pi_style
  • scanning_into_array_style
  • points

Worth 0.7 mark(s) in total:

  • savings_analysis
  • array_clamping_max

For your interest, but not for marks:

  • detective

Lab Exercises are capped at 15 marks. Marks may be deducted from your weekly lab scores at the end of term if you have not actively participated in the group presentations during Lab sessions.

For more details, see the course outline.

Exercise
(●◌◌)
:

Print out pi to a certain number of digits

Good code style is required for this exercise.

To get full marks in this exercise, you MUST pass the automatic style checker (1091 style).

If 1091 style finds any issues in your code, the maximum mark you can achieve for this exercise is capped at 75%.

To run the automatic style checker on your code, use the following command:

    1091 style 
    

Download print_pi_style.c here

Or, copy these file(s) to your CSE account using the following command:

1091 fetch-activity print_pi_style

Your task is to add code to these functions in print_pi_style.c:

void print_pi_style(int num_digits) {
    // DO NOT CHANGE THIS LINE
    int pi[MAX_DIGITS] = {3, 1, 4, 1, 5, 9, 2, 6, 5, 3};
    // TODO: Finish this function below

}

Write a C program, print_pi_style.c, which prints out the first n digits of pi, where n is specified by the user.

The main function has already been written for you. There's an empty function that has been provided for you called print_pi_style that takes in one integer as an argument.

Place your code (only the printing code) inside this function. You can NOT put all of your code in main for this exercise, main must remain unmodified.

Examples

dcc print_pi_style.c -o print_pi_style
./print_pi_style
How many digits of pi would you like to print? 3
3.14
./print_pi_style
How many digits of pi would you like to print? 5
3.1415
./print_pi_style
How many digits of pi would you like to print? 10
3.141592653

Assumptions/Restrictions/Clarifications

  • You can assume that n >= 2 AND n <= 10, however, do not use this as a reason to avoid while loops.
New! You can run an automated code style checker using the following command:
1091 style print_pi_style.c
    

When you think your program is working, you can use autotest to run some simple automated tests:

1091 autotest print_pi_style

When you are finished working on this exercise, you must submit your work by running give:

give dp1091 lab05_print_pi_style print_pi_style.c
    

You must run give before Monday 16 June 09:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●◌◌)
:

Scanning numbers into an array

Good code style is required for this exercise.

To get full marks in this exercise, you MUST pass the automatic style checker (1091 style).

If 1091 style finds any issues in your code, the maximum mark you can achieve for this exercise is capped at 75%.

To run the automatic style checker on your code, use the following command:

    1091 style 
    

Download scanning_into_array_style.c here

Or, copy these file(s) to your CSE account using the following command:

1091 fetch-activity scanning_into_array_style

Write a C program scanning_into_array_style.c which scans in a certain amount of numbers from the user and fills an array with them.

  • First, it scans in the quantity of numbers from the user.
  • Then, it scans in that many numbers from the user.

Once the array is filled with the numbers the user input, call a pre-written function that prints the minimum and maximum values in that array

Examples

dcc scanning_into_array_style.c -o scanning_into_array_style
./scanning_into_array_style
How many numbers: 5
Please enter numbers: 1
2
3
4
5
Minimum: 1
Maximum: 5
./scanning_into_array_style
How many numbers: 4
Please enter numbers: 3
-2
7
1
Minimum: -2
Maximum: 7

Assumptions/Restrictions/Clarifications

  • The given inputs will always be integers.
  • The given list of numbers will never be more than 100 numbers.
New! You can run an automated code style checker using the following command:
1091 style scanning_into_array_style.c
    

When you think your program is working, you can use autotest to run some simple automated tests:

1091 autotest scanning_into_array_style

When you are finished working on this exercise, you must submit your work by running give:

give dp1091 lab05_scanning_into_array_style scanning_into_array_style.c
    

You must run give before Monday 16 June 09:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●◌◌)
:

Using struct arrays to store points of a shape

Download points.c here

Or, copy these file(s) to your CSE account using the following command:

1091 fetch-activity points

Complete the C program points.c, so that it scans in all the points of a shape into an array of structs. It should then print out the points that were given.

First, it scans in the number of points that the shape has. Then, it scans in the coordinates of each point. Afterwards, it prints out the points in order.

Examples

dcc points.c -o points
./points
How many points in the shape? 2
Enter points:
1.231 4.560
7.892 0.12

Shape Points:
 1: x = 1.231, y = 4.560
 2: x = 7.892, y = 0.120
./points
How many points in the shape? 4
Enter points:
6.340 2.781
5.675 2.453
4.893 0.123
0.232 3.349

Shape Points:
 1: x = 6.340, y = 2.781
 2: x = 5.675, y = 2.453
 3: x = 4.893, y = 0.123
 4: x = 0.232, y = 3.349

Assumptions/Restrictions/Clarifications

  • When asked for the number of points, you will be given a non-zero positive integer.
  • All inputs will be the correct type and non-zero positive numbers.
  • The number of points will not exceed 10.
New! You can run an automated code style checker using the following command:
1091 style points.c
    

When you think your program is working, you can use autotest to run some simple automated tests:

1091 autotest points

When you are finished working on this exercise, you must submit your work by running give:

give dp1091 lab05_points points.c
    

You must run give before Monday 16 June 09:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●●◌)
:

Saving Analysis

Download savings_analysis.c here

Or, copy these file(s) to your CSE account using the following command:

1091 fetch-activity savings_analysis

You have been provided with some starter code savings_analysis.c with functions for you to complete: calc_yearly_deposits, calc_yearly_spending, calc_ending_balance and calc_months_saving_goal_met. It is your job to implement the functions and complete the program.

The program reads in the user's starting balance and monthly saving goal for the year. This is followed by 12 months of deposits and 12 months of spending. The program then runs a series of functions to analyse the account over the year. It is your job to complete these functions.

Examples

dcc savings_analysis.c -o savings_analysis
./savings_analysis
Please enter starting balance: 1320 
Please enter monthly saving goal: 60      
Please enter monthly deposits: 208 234 182 182 208 156 156 182 208 208 234 260
Please enter monthly spending: 120 103 150 122 130 372 106 115 127 124 104 200

Yearly deposits = $2418
Yearly spending = $1773
Ending balance  = $1965
You met the monthly saving goal 9 times!
./savings_analysis
Please enter starting balance: 500
Please enter monthly saving goal: 220
Please enter monthly deposits: 800 850 900 870 820 880 890 830 910 850 860 840
Please enter monthly spending: 600 620 610 630 640 615 610 625 600 630 635 670

Yearly deposits = $10300
Yearly spending = $7485
Ending balance  = $3315
You met the monthly saving goal 8 times!

Assumptions/Restrictions/Clarifications

  • The function names in your solution should be the same as the provided starter code.
  • Numbers entered will always be positive integers.
  • The correct amount of input will always be provided. That is, the number of monthly deposits and monthly spending will always be 12.
  • You must implement the functions specified to pass the autotests and receive marks for this activity.
New! You can run an automated code style checker using the following command:
1091 style savings_analysis.c
    

When you think your program is working, you can use autotest to run some simple automated tests:

1091 autotest savings_analysis

When you are finished working on this exercise, you must submit your work by running give:

give dp1091 lab05_savings_analysis savings_analysis.c
    

You must run give before Monday 16 June 09:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●●◌)
:

Clamp a 2D array

Download array_clamping_max.c here

Or, copy these file(s) to your CSE account using the following command:

1091 fetch-activity array_clamping_max

Your task is to add code to this function in array_clamping_max.c:

void clamp_max(int arr[SIZE][SIZE], int size, int max) {
    // TODO: Make sure all values are <= max
    // Change any values that are > max
}

Given a 2D array of integers and a maximium value, you must make sure all values within the 2D array are less than or equal to that maximium value. If a value is greater than the max value, you should change the value to be equal to the max value.

For example if the given array was as follows, and the max value was set to 10

Then the array should be changed to be

Your function will be called directly in marking, any changes in the main function will not be used. You may use additional functions if you find it helpful.

You can assume the array is always square and the size is always 5.

The array values given can be any valid integer.

You are not required to print the array, this is handled separately.

You are only required to implement the clamp_max function.

Examples

dcc adjacent_distances.c -o adjacent_distances
./adjacent_distances
Before:
  9   3   2   5   2 
  2  12   5   1  11 
  4   4   7   7   6 
 10   0   4  15   0 
  2   9   0   4   0 
After:
  9   3   2   5   2 
  2  10   5   1  10 
  4   4   7   7   6 
 10   0   4  10   0 
  2   9   0   4   0 

Your program must produce this output exactly

New! You can run an automated code style checker using the following command:
1091 style array_clamping_max.c
    

When you think your program is working, you can use autotest to run some simple automated tests:

1091 autotest array_clamping_max

When you are finished working on this exercise, you must submit your work by running give:

give dp1091 lab05_array_clamping_max array_clamping_max.c
    

You must run give before Monday 16 June 09:00 to obtain the marks for this lab exercise. Note that this is an individual exercise, the work you submit with give must be entirely your own.

Exercise
(●●●)
:

Detective

Download detective.c here

Or, copy these file(s) to your CSE account using the following command:

1091 fetch-activity detective

Your mission (if you choose to accept it) is to complete the program detective.c to decipher encoded messages.

Over the past few months UNSW Security Society has found seemingly normal messages paired with random numbers. To help you solve this challenge we have created the program detective.c that reads in the message and numbers, storing them in a struct array.

We have been lucky enough to find one decoded message:

Encoded Message: muahahaha_we're_so_evil#_GNTY

Secret Numbers: 7-23-3-6-13-22-24-2-16-4-14-18-20-11-9-28-21-1-27-8-0-26-12-5-10-15-25-19-17

Deciphered Message: haha_we_are_TeasiNG_You

Our observations from this are:

  • Messages seem to end with a #.
  • There are always the same number of letters as there are numbers.
  • Letters maintain their case between their encoded and deciphered message.
  • Each number is unique counting from 0 to n - 1 (where n is the number of letters).

We wish you luck detective!

Examples

dcc detective.c -o detective
./detective
Please enter Encrypted Message: muahahaha_we're_so_evil#_GNTY
Please enter Secret Numbers: 7-23-3-6-13-22-24-2-16-4-14-18-20-11-9-28-21-1-27-8-0-26-12-5-10-15-25-19-17
Secret Message is: haha_we_are_TeasiNG_You
./detective
Please enter Encrypted Message: STUDENTS_L0VE_COMP1511_#new_students_aww_:)
Please enter Secret Numbers: 28-12-24-38-6-33-36-27-16-7-19-17-39-2-11-14-32-31-41-23-18-15-0-21-35-9-40-20-1-30-5-42-4-25-13-26-37-34-22-8-29-10-3
Secret Message is: sTEw_MeET_at_Unsw_tuNneLS_11:05

Assumptions/Restrictions/Clarifications

  • The maximum number of characters is 100.
  • The number of characters in the encrypted message and the amount of secret numbers are the same.
  • The case of each letter is preserved in translation.
  • Messages will end with a #.
New! You can run an automated code style checker using the following command:
1091 style detective.c
    

When you think your program is working, you can use autotest to run some simple automated tests:

1091 autotest detective

Exercise — individual:
(Not For Marks) Splashkit

Splashkit logo

Welcome to our SplashKit activity page! Designed to ignite your creativity, these walkthroughs will guide you into the world of Graphical User Interfaces (GUIs) with ease.

With SplashKit, a toolkit tailored for beginners, you'll find GUI development both accessible and enjoyable. It simplifies the process of creating windows, drawing graphics, and managing user input, allowing you to focus on bringing your ideas to life.

Through the activities on this page, you'll gain hands-on experience with SplashKit, mastering the basics while building confidence in your programming skills.

Dive in, explore, and let your imagination guide you as you discover the exciting possibilities of GUI programming!

SplashKit.io (2017) Let’s Build A Game In One Minute - SplashKit.

 

Are you ready to bring your C programs to life with colour, graphics, and interactivity?

This activity is the first in a series that will take your programs beyond printf() and the terminal.

SplashKit

Graphical User Interfaces (GUIs) allow programs to display graphics, text, buttons, and other dynamic elements in dedicated application windows.

SplashKit is a beginner-friendly toolkit that simplifies GUI development, making it easy to write programs that create windows, draw graphics, and handle user input with minimal setup.

Getting Started

Let's get everything set up so you can start coding with SplashKit:

  1. Create a Project Directory.
  2. Install SplashKit.
  3. Compile an Example File.
  4. Run the Example Program.
  5. Set up the VS Code Project.

1. Create a Project Directory

As you progress through these activities, you will be working with many files. Creating a folder for each activity is essential and will help to keep your files organised.

First, create a new directory to store all of your SplashKit projects and cd into it.

mkdir splashkit
cd splashkit

Similarly, create another new directory for your first project and cd into it.

mkdir getting_started
cd getting_started

2. Install SplashKit

From your getting_started directory, install SplashKit to your CSE account using:

1091 setup-splashkit splashkit_getting_started

SplashKit should now be installed.

Use the ls command to confirm that splashkit_examples.c has been copied to your getting_started directory.

3. Compile an Example File

Until now, we’ve used dcc to compile C code.

SplashKit projects require a different compiler called skm clang++.

Compile the splashkit_examples.c file using:

skm clang++ splashkit_example.c -o splashkit_example

If SplashKit was installed correctly, you will see this message:

🎉  clang++ command run successfully 🎉

Use the ls command to confirm that a file named splashkit_example exists in your getting_started directory

4. Run the Example Program

We run SplashKit programs the same way that we run our C programs.

Run the example program with the following command.

./splashkit_example

A window opens, displaying "Hello, SplashKit!", then closes after 5 seconds.

5. Set Up the VS Code Project

Use pwd to ensure that you're in the getting_started directory, then open it with code ..

VS Code lists your project files on the left (press Ctrl+B if it's missing).

Click on splashkit_example.c to open it:

VS Code highlighting errors in splashkit_example.c

Notice anything strange? VS Code is highlighting errors on nearly every line!

This is because VS Code doesn't know about SplashKit.

Close VS Code and run the following command from inside your project directory:

1091 setup-splashkit-directory

Reopen the project with code . and the errors should be gone!

You will learn more about how the example code works in the upcoming SplashKit activities. For now, note the line #include <splashkit.h> at the top of the file. This is similar to #include <stdio> and it allows us to use the SplashKit toolkit in our code.

SplashKit Summary

We've covered a lot of material to get started. Here's what to remember:

  • SplashKit is installed once with 1091 setup-splashkit splashkit_getting_started.
  • Create a separate directory for each SplashKit project.
  • Set up each SplashKit directory with 1091 setup-splashkit-directory.
  • SplashKit projects are opened with code ..
  • Compile SplashKit code with skm clang++ instead of dcc.
  • Run SplashKit programs normally e.g. ./program_name.

In this activity, you will learn how to manage windows with SplashKit.

A window is a rectangular area on the screen where graphical programs display visual elements and interact with the user. Windows are everywhere. If you're viewing this in a browser (such as Firefox, Chrome, or Safari) then the browser is open in a window. Familiar applications such as VS Code, the terminal, and file managers (Finder on macOS, File Explorer on Windows) all open in their own windows.

Setting Up

Step 1. Navigate to your SplashKit directory (the one created during SplashKit #1 - Getting Started).

cd splashkit

Step 2. Create a new directory for this activity and cd into it.

mkdir windows
cd windows

Step 3. Set up the windows directory.

1091 setup-splashkit-directory

Step 4.

Download splashkit_master.c here

Or, copy these file(s) to your CSE account using the following command:

1091 fetch-activity splashkit_master

Step 5. Open the SplashKit project directory in VS Code.

code .

SplashKit Windows

SplashKit includes a windows library that allows programs to open and close windows. Opening a window gives your program a dedicated space to display graphics and receive user input, while closing it is crucial for freeing up resources and providing a clear way for users to exit.

To use SplashKit's libraries add #include <splashkit.h> near the top of a .c file. Once you do this, you have a starting point for all of your SplashKit programs:

#include <splashkit.h>

int main(void) {
    // we will be adding more code here

    return 0;
}

Opening Windows

SplashKit's open_window() function creates a new window and displays it on the screen.

window open_window(string caption, int width, int height);

The following statement opens a window titled "My Window" with a width and height of 800 and 600 pixels respectively.

open_window("My Window", 800, 600);

Delay/Wait

Imagine you want to show a quick welcome message or instructions on the screen, but you don't want the program to instantly jump to the next step. By pausing for a couple of seconds you give the user time to understand what's being shown before continuing.

SplashKit provides a delay() function. Calling this will pause our program for a specified amount of time.

void delay(int milliseconds);

For example:

delay(7000);

This pauses program execution for 7 seconds (7000 milliseconds) before continuing.

Closing Windows

When you're finished with the window, you can close it with close_all_windows().

void close_all_windows(void);

We call this function with no arguments:

close_all_windows();

Putting It All Together

Combining these operations yields a short program:

#include <splashkit.h>

int main(void) {
    open_window("My Window", 800, 600);
    delay(7000);
    close_all_windows();

    return 0;
}

This program:

  1. Opens a window titled "My Window" width and height of 800 and 600 pixels respectively.
  2. Pauses program execution for 7 seconds, keeping the window open.
  3. Closes the window before exiting.

Code Demo

#include <splashkit.h>

#define WIDTH 400
#define HEIGHT 240
#define DELAY_DURATION 4000

int main(void) {
    // window open_window(string caption, int width, int height);
    // Open a window of width 640 pixels and height 480 pixels
    open_window("My First Window", 640, 480);

    // void delay(int milliseconds);
    // Wait two seconds (2000 milliseconds)
    delay(2000);

    // void close_all_windows(void);
    // Close the window
    close_all_windows();

    // Open a second window, this time using #defined constants
    open_window("My Second Window", WIDTH, HEIGHT);
    delay(DELAY_DURATION);
    close_all_windows();

    // Open a third window, this time using variables as arguments
    int width = 960;
    int height = 360;
    int duration = 3000;
    open_window("My Third Window", width, height);
    delay(duration);
    close_all_windows();

    return 0;
}

Activity

Now you have a chance to practice what you've learned!

Create a program splashkit_windows.c. It should:

  • Prompt the user for a width.
  • Prompt the user for a height.
  • Prompt the user for a duration.
  • Open a window of the given size.
  • Wait for the specified duration, keeping the window open.
  • Close the window.

Examples

Example 1: Opening a 400×300 Window for 5 Seconds

skm clang++ splashkit_master.c -o splashkit_master
./splashkit_master
Enter a window width (pixels): 400
Enter a window height (pixels): 300
Enter a duration (seconds): 5

After the user enters these values, a window should appear as shown below and automatically close after 5 seconds.

Screenshot of a SplashKit window (width=400px, height=300px)

Example 2: Opening a 600×200 Window for 12 Seconds

skm clang++ splashkit_master.c -o splashkit_master
./splashkit_master
Enter a window width (pixels): 600
Enter a window height (pixels): 200
Enter a duration (seconds): 12

After the user enters these values, a window should appear as shown below and automatically close after 12 seconds.

Screenshot of a SplashKit window (width=400px, height=300px)

Assumptions/Restrictions/Clarifications

  • There are no autotests for this activity.

Summary

In this activity, you learned how to work with three functions to manage windows:

  1. open_window(caption, width, height) - Opens a new window on the screen.
  2. delay(milliseconds) - Pauses program execution.
  3. close_all_windows() - Closes all windows.

List of New Functions

At the end of each activity, you'll find a list of all new function prototypes.

Keeping a list of these functions as you progress will be useful for whenever you need a quick refresher.

// Window Management
window open_window(string caption, int width, int height);
void close_all_windows(void);

// Program Control
void delay(int milliseconds);

Welcome to the  c o l o u r f u l  world of SplashKit!

In this activity, you'll discover how colours are used in SplashKit to make your programs bright and visually appealing.

With an understanding of colours, you will be able to control how shapes and text appear when displayed by your program. You'll learn:

  • How colours are represented in SplashKit.
  • How to use some fun, built-in colours.
  • How to create your very own custom colours using RGB values.

Setting Up

Step 1. Navigate to your SplashKit directory (the one created during SplashKit #1 - Getting Started).

cd splashkit

Step 2. Create a new directory for this activity and cd into it.

mkdir colours
cd colours

Step 3. Set up the colours directory.

1091 setup-splashkit-directory

Step 4.

Download splashkit_master.c here

Or, copy these file(s) to your CSE account using the following command:

1091 fetch-activity splashkit_master

Step 5. Open the SplashKit project directory in VS Code.

code .

SplashKit Colours

SplashKit provides a color library that includes:

  • 144 built-in preset colours.
  • Functions to define over 16 million custom colours.
  • A color data type to store our colours as variables.

Our starter code is a familiar program from SplashKit #2 - Windows.

Copy this into a file named playground.c. Then, you can use this "playground" to experiment with colours as you progress through this activity.

#include <splashkit.h>

int main(void) {
    open_window("My Window", 800, 600);

    // TODO: we will add code here

    delay(2000);

    close_all_windows();
    return 0;
}

This program:

  • Opens a window with a default (white) background.
  • Pauses for 2 seconds.
  • Closes the window and exits.

Compile and run it with:

skm clang++ playground.c -o playground
./playground


Clear and Refresh

To explore SplashKit's colours, we'll be changing the background colour of our window.

When you call clear_screen(), SplashKit changes the window's background to the colour you specify.

For example, the following statement clears our window and paints the background black:

clear_screen(COLOR_BLACK);

Note that calling clear_screen() alone won't display the new colour right away. SplashKit waits until you call refresh_screen() before showing any changes. So to make the update visible, follow the clear_screen() call with:

refresh_screen();

Calling refresh_screen() applies all pending updates to the window, allowing you to see your changes.

In later activities, you will be drawing shapes, text, and images on the window. Whether you're clearing the background or adding new elements, changes will not appear on the window until you call refresh_screen(). This function applies all pending updates since the last refresh, making your changes visible on the window.

To see how clear_screen() and refresh_screen() work together, try this program in your playground.c file. What does the program do if refresh_screen() isn't called? Try it and see!

#include <splashkit.h>

int main(void) {
    open_window("Clear and Refresh", 800, 600);
    delay(2000);

    // Clear the window and colour it black.
    clear_screen(COLOR_BLACK);
    // Refresh the screen to display our changes.
    refresh_screen();
    // Pause the program for 2 seconds.
    delay(2000);

    close_all_windows();
    return 0;
}

This program:

  • Opens a window with a default (white) background.
  • Pauses for 2 seconds.
  • Calls clear_screen(COLOR_BLACK) to paint the window black.
  • Calls refresh_screen() to update the window with the changes from clear_screen().
  • Pauses for 2 seconds.
  • Closes the window and exits.


Preset Colours

We're not limited to COLOR_BLACK. SplashKit provides 144 built-in presets!

Here are a few to choose from:

  • COLOR_ORANGE_RED
  • COLOR_DEEP_SKY_BLUE
  • COLOR_PURPLE
  • COLOR_DARK_TURQUOISE

These values are like #defined constants, but for colours. Whenever a SplashKit function expects a colour parameter, we can use these as arguments. For example, we could call clear_screen() with:

  • clear_screen(COLOR_ORANGE_RED);
  • clear_screen(COLOR_PURPLE);
  • clear_screen(COLOR_DARK_TURQUOISE);

To see how different colour presets can be used, run this program in your playground.c file.

#include <splashkit.h>

#define DELAY_DURATION 2000

int main(void) {
    open_window("Using Preset Colours", 640, 480);

    // Black
    clear_screen(COLOR_BLACK);
    refresh_screen();
    delay(DELAY_DURATION);

    // Orange Red
    clear_screen(COLOR_ORANGE_RED);
    refresh_screen();
    delay(DELAY_DURATION);

    // Sky Blue
    clear_screen(COLOR_DEEP_SKY_BLUE);
    refresh_screen();
    delay(DELAY_DURATION);

    // Purple
    clear_screen(COLOR_PURPLE);
    refresh_screen();
    delay(DELAY_DURATION);

    // Dark Turquoise
    clear_screen(COLOR_DARK_TURQUOISE);
    refresh_screen();
    delay(DELAY_DURATION);

    close_all_windows();
    return 0;
}

This program:

  • Opens a window with a default (white) background.
  • Pauses for 2 seconds.
  • Colours the window BLACK
  • Pauses for 2 seconds.
  • Colours the window ORANGE_RED
  • Pauses for 2 seconds.
  • Colours the window DEEP_SKY_BLUE
  • Pauses for 2 seconds.
  • Colours the window PURPLE
  • Pauses for 2 seconds.
  • Colours the window DARK_TURQUOISE
  • Pauses for 2 seconds.
  • Closes the window and exits.

For more preset colours:

  • Visit SplashKit's Colour Generator.
  • Scroll down to the Colour Palette.
  • Click on a colour.
  • The name will appear below.
Choosing from the SplashKit colour pallette

In the example above, the selected colour is COLOR_MEDIUM_BLUE.


The color Data Type

SplashKit provides a custom data type called color. Just like an int holds a number, a color holds a colour.

For example, you can assign a preset colour to a variable and pass it around your program:

color my_colour = COLOR_BLACK;
clear_screen(my_colour);
refresh_screen();

This code snippet:

  • Declares a color variable named my_colour.
  • Assigns it the value COLOR_BLACK.
  • Uses my_colour to paint the window black.
  • Calls refresh_screen() to display the change of colour.

Custom Colours

If the preset colours aren't enough, SplashKit gives you full control to construct over 16 million unique colours with an RGB colour model.

You can create colours by specifying how much of each colour component (red, green, and blue) to mix together. By mixing different amounts, you can produce just about any colour you can think of.

Each component can be assigned a value from 0 to 255 where:

  • 0 means "none of that colour".
  • 255 means "as much of that colour as possible".

These components are mixed with the rgb_color() function

color rgb_color(int red, int green, int blue);

which takes in three int values, one for each colour component, and returns a variable of type color.

Primary RGB Colours: Red, Green, Blue

These examples demonstrate how setting one component to its maximum value (255) while keeping the others at 0 results in the primary colours of the RGB colour model.

color red = rgb_color(255, 0, 0);

color green = rgb_color(0, 255, 0);

color blue = rgb_color(0, 0, 255);
Any Colour You Like

Experiment with different values in rgb_color() to invent your own unique shades!

Here are four extra colours to spark your creativity.

color sea_green = rgb_color(102, 194, 165);

color apricot_orange = rgb_color(252, 141, 98);

color wisteria_blue = rgb_color(141, 160, 203);

color orchid_purple = rgb_color(231, 138, 195);
Colours For All

Approximately 4-5% of the population lives with a Colour Vision Deficiency that affects how they perceive and distinguish colours. Although no single colour palette ensures universal accessibility, using a palette such as Okabe-Ito (below) can help make colous more enjoyable for all users.

color black = rgb_color(0, 0, 0);

color orange = rgb_color(230, 159, 0);

color sky_blue = rgb_color(86, 180, 233);

color bluish_green = rgb_color(0, 158, 115);

color yellow = rgb_color(240, 228, 66);

color blue = rgb_color(0, 114, 178);

color vermillion = rgb_color(213, 94, 0);

color reddish_purple = rgb_color(204, 121, 167);
Black, White, and Grey

A colour appears as a shade of grey when all three RGB components have the same value.

color black = rgb_color(0, 0, 0);

color darkgrey = rgb_color(63, 63, 63);

color grey = rgb_color(127, 127, 127);

color lightgrey = rgb_color(181, 181, 181);

color white = rgb_color(255, 255, 255);

To see how custom colours can be used, test this program in playground.c.

#include <splashkit.h>

#define DELAY_DURATION 2000

int main(void) {
    open_window("RGB Colours", 640, 480);

    color deep_blue  = rgb_color(  0, 114, 178);
    color vermillion = rgb_color(213,  94,   0); 
    color blue_green = rgb_color(  0, 158, 115); 
    color yellow     = rgb_color(240, 228,  66); 

    // Deep Blue
    clear_screen(deep_blue);
    refresh_screen();
    delay(DELAY_DURATION);

    // Vermillion
    clear_screen(vermillion);
    refresh_screen();
    delay(DELAY_DURATION);

    // Blue Green
    clear_screen(blue_green);
    refresh_screen();
    delay(DELAY_DURATION);

    // Yellow
    clear_screen(yellow);
    refresh_screen();
    delay(DELAY_DURATION);

    close_all_windows();
    return 0;
}

This program:

  • Opens a window with a default (white) background.
  • Defines five custom colours with rgb_color() and assigns them to the variables deep_blue, vermillion, blue_green, and yellow.
  • Displays each colour on the screen for 2 seconds.
  • Closes the window and exits.

For more custom colours:

  • Visit SplashKit's Colour Generator.
  • Scroll down to the Colour Generator.
  • Set values for red, green, and blue.
  • Preview the RGB colour.
Screenshot of a SplashKit window (width=960px, height=360px)

In the example above, the warm orange colour can be assigned to a variable with:

color warm_orange = rgb_color(255, 183, 77);


Activity

Create a program splashkit_colours.c. It should:

  • Prompt the user for a red value from 0 to 255.
  • Prompt the user for a green value 0 to 255.
  • Prompt the user for a blue value 0 to 255.
  • Open a window 960 pixels wide and 360 pixels in height.
  • Display the corresponding RGB colour for 5 seconds.
  • Close the window.

Examples

skm clang++ splashkit_master.c -o splashkit_master
./splashkit_master
Enter a RED value (from 0 to 255): 0
Enter a GREEN value (from 0 to 255): 191
Enter a BLUE value (from 0 to 255): 255

After the user enters these values, a window should appear as shown below, displaying a deep sky blue colour for 5 seconds before closing.

Screenshot of a SplashKit window (width=960px, height=360px)
skm clang++ splashkit_master.c -o splashkit_master
./splashkit_master
Enter a RED value (from 0 to 255): 255
Enter a GREEN value (from 0 to 255): 69
Enter a BLUE value (from 0 to 255): 0

Similarly, a window should appear as shown below, displaying an orange red colour for 5 seconds before closing.

Screenshot of a SplashKit window (width=960px, height=360px)

Assumptions/Restrictions/Clarifications

  • There are no autotests for this activity.

Summary

In this activity, you learned how to work with three functions to manage colours:

  1. clear_screen(color) - Clears the window and changes the background colour.
  2. refresh_screen() - Applies changes to display them on the window.
  3. rgb_color(red, green, blue) - Creates a colour from RGB components.

Types and Functions

// Screen Management
void clear_screen(color clr);
void refresh_screen(void);

// Colours
color rgb_color(int red, int green, int blue);

// Okabe-Ito Accessible Colour Palette
color black          = rgb_color(  0,   0,   0);
color orange         = rgb_color(230, 159,   0);
color sky_blue       = rgb_color( 86, 180, 233);
color bluish_green   = rgb_color(  0, 158, 115);
color yellow         = rgb_color(240, 228,  66);
color blue           = rgb_color(  0, 114, 178);
color vermillion     = rgb_color(213,  94,   0);
color reddish_purple = rgb_color(204, 121, 167);

// Window Management
window open_window(string caption, int width, int height);
void close_all_windows(void);

// Program Control
void delay(int milliseconds);

// Screen Management
void clear_screen(color clr);
void refresh_screen(void);

// Colours
color rgb_color(int red, int green, int blue);

// Okabe-Ito Accessible Colour Palette
color black          = rgb_color(  0,   0,   0);
color orange         = rgb_color(230, 159,   0);
color sky_blue       = rgb_color( 86, 180, 233);
color bluish_green   = rgb_color(  0, 158, 115);
color yellow         = rgb_color(240, 228,  66);
color blue           = rgb_color(  0, 114, 178);
color vermillion     = rgb_color(213,  94,   0);
color reddish_purple = rgb_color(204, 121, 167);




Submission

When you are finished each exercises make sure you submit your work by running give.

You only need to do this if the exercise specifies a give command, otherwise - the exercise is not worth marks.

You can run give multiple times. Only your last submission will be marked.

Don't submit any exercises you haven't attempted.

If you are working at home, you may find it more convenient to upload your work via give's web interface.

Remember you have until Week 6 Monday 9:00am to submit your work.

You cannot obtain marks by e-mailing your code to tutors or lecturers.

You check the files you have submitted here.

Automarking will be run by the lecturer several days after the submission deadline, using test cases different to those autotest runs for you. (Hint: do your own testing as well as running autotest.)

After automarking is run by the lecturer you can view your results here. The resulting mark will also be available via give's web interface.

Lab Marks

When all components of a lab are automarked you should be able to view the the marks via give's web interface or by running this command on a CSE machine:

1091 classrun -sturec

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