1. Write and test a function to draw a box on the bitmap display. The box should be roughly in the center of the screen. Draw the box one pixel at a time. Use 4 loops, one for the top, one for the right side, one for the bottom, one for the left side. Each loop writes 7 pixels per side. To make debugging easier, make the box a solid color first, then go on to step 2. Make sure that your code uses these settings: ✪ Bitmap Display, Version 1.0 Bitmap Display Unit Width in Pixels Unit Height in Pixels Display Width in Pixels Display Height in Pixels Base address for display 0x10008000 ($gp) Disconnect from MIPS Reset 4 256 256 Tool Control #colors .eqv RED Ox00FF0000 .eqv GREEN 0x0000FF00 .eqv BLUE 0x000000FF .eqv WHITE Ox00FFFFFF .eqv YELLOW Ox00FFFF00 .eqv CYAN 0x0000FFFF .eqv MAGENTA Ox00FF00FF ********* Help 2. Modify the draw box function to have the marquee effect by drawing each pixel in a color from an array of colors. You can use colors similar to the following: Close .data colors: .word MAGENTA, CYAN, YELLOW, BLUE, GREEN, RED 3. Slow the marqee appearance down by adding a pause function between pixel writes, using syscall 32. Make the delay 5 ms. 4. Add keyboard functionality. You can see similar code in the bitmap sample program 2 in the GitHub. The w, a, s, and d keys should move the box up, left, right, or down one pixel. The space key should terminate the program.
1. Write and test a function to draw a box on the bitmap display. The box should be roughly in the center of the screen. Draw the box one pixel at a time. Use 4 loops, one for the top, one for the right side, one for the bottom, one for the left side. Each loop writes 7 pixels per side. To make debugging easier, make the box a solid color first, then go on to step 2. Make sure that your code uses these settings: ✪ Bitmap Display, Version 1.0 Bitmap Display Unit Width in Pixels Unit Height in Pixels Display Width in Pixels Display Height in Pixels Base address for display 0x10008000 ($gp) Disconnect from MIPS Reset 4 256 256 Tool Control #colors .eqv RED Ox00FF0000 .eqv GREEN 0x0000FF00 .eqv BLUE 0x000000FF .eqv WHITE Ox00FFFFFF .eqv YELLOW Ox00FFFF00 .eqv CYAN 0x0000FFFF .eqv MAGENTA Ox00FF00FF ********* Help 2. Modify the draw box function to have the marquee effect by drawing each pixel in a color from an array of colors. You can use colors similar to the following: Close .data colors: .word MAGENTA, CYAN, YELLOW, BLUE, GREEN, RED 3. Slow the marqee appearance down by adding a pause function between pixel writes, using syscall 32. Make the delay 5 ms. 4. Add keyboard functionality. You can see similar code in the bitmap sample program 2 in the GitHub. The w, a, s, and d keys should move the box up, left, right, or down one pixel. The space key should terminate the program.
Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
Related questions
Question
![1. Write and test a function to draw a box on the bitmap display. The box should be
roughly in the center of the screen. Draw the box one pixel at a time. Use 4 loops,
one for the top, one for the right side, one for the bottom, one for the left side. Each
loop writes 7 pixels per side. To make debugging easier, make the box a solid color
first, then go on to step 2. Make sure that your code uses these settings:
Bitmap Display, Version 1.0
Unit Width in Pixels
Unit Height in Pixels
Display Width in Pixels
Display Height in Pixels
Base address for display 0x10008000 ($gp)
Disconnect from MIPS
Bitmap Display
FAVERE
Reset
# colors
.eqv
.eqv
RED
GREEN
.eqv BLUE
.eqv WHITE Ox00FFFFFF
.eqv YELLOW
Ox00FFFF00
.eqv
CYAN
0x0000FFFF
.eqv
MAGENTA Ox00FF00FF
4
Ox00FF0000
0x0000FF00
0x000000FF
256
256
Tool Control
Help
2. Modify the draw box function to have the marquee effect by drawing each pixel in a
color from an array of colors. You can use colors similar to the following:
D
.data
colors: .word MAGENTA, CYAN, YELLOW, BLUE, GREEN, RED
Close
3. Slow the marqee appearance down by adding a pause function between pixel writes,
using syscall 32. Make the delay 5 ms.
4. Add keyboard functionality. You can see similar code in the bitmap sample program
2 in the GitHub. The w, a, s, and d keys should move the box up, left, right, or down
one pixel. The space key should terminate the program.](/v2/_next/image?url=https%3A%2F%2Fcontent.bartleby.com%2Fqna-images%2Fquestion%2Fa47bf0ce-d65e-435f-8f30-9032d76a8886%2F6232f602-2dff-4914-8ec4-739ebb3f9927%2F41f6apm_processed.png&w=3840&q=75)
Transcribed Image Text:1. Write and test a function to draw a box on the bitmap display. The box should be
roughly in the center of the screen. Draw the box one pixel at a time. Use 4 loops,
one for the top, one for the right side, one for the bottom, one for the left side. Each
loop writes 7 pixels per side. To make debugging easier, make the box a solid color
first, then go on to step 2. Make sure that your code uses these settings:
Bitmap Display, Version 1.0
Unit Width in Pixels
Unit Height in Pixels
Display Width in Pixels
Display Height in Pixels
Base address for display 0x10008000 ($gp)
Disconnect from MIPS
Bitmap Display
FAVERE
Reset
# colors
.eqv
.eqv
RED
GREEN
.eqv BLUE
.eqv WHITE Ox00FFFFFF
.eqv YELLOW
Ox00FFFF00
.eqv
CYAN
0x0000FFFF
.eqv
MAGENTA Ox00FF00FF
4
Ox00FF0000
0x0000FF00
0x000000FF
256
256
Tool Control
Help
2. Modify the draw box function to have the marquee effect by drawing each pixel in a
color from an array of colors. You can use colors similar to the following:
D
.data
colors: .word MAGENTA, CYAN, YELLOW, BLUE, GREEN, RED
Close
3. Slow the marqee appearance down by adding a pause function between pixel writes,
using syscall 32. Make the delay 5 ms.
4. Add keyboard functionality. You can see similar code in the bitmap sample program
2 in the GitHub. The w, a, s, and d keys should move the box up, left, right, or down
one pixel. The space key should terminate the program.
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