further improvements on drawing basic function
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grid_image.png
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grid_image.png
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18
src/main.rs
18
src/main.rs
@ -1,3 +1,5 @@
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#![allow(dead_code)]
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use rand::Rng;
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use rand::Rng;
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use image::Rgb;
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use image::Rgb;
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use image::RgbImage;
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use image::RgbImage;
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@ -5,12 +7,8 @@ use image::ImageBuffer;
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fn main() {
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fn main() {
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// let mut args = vec![];
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let width = 6500;
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// for arg in env::args() {
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let height = 6500;
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// args.push(arg);
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// }
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let width = 7000;
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let height = 7000;
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let mut img = get_image(width, height);
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let mut img = get_image(width, height);
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// let mut colors= vec![];
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// let mut colors= vec![];
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@ -18,8 +16,8 @@ fn main() {
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let mut points = vec![];
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let mut points = vec![];
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for i in 0..=1000 {
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for i in 0..=1000 {
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points.push(i as f64 / 1000.0);
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points.push(i as f64 / 1000.0);
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points.push(-(i as f64 / 1000.0));
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}
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}
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// println!("{points:?}");
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// funktion = f(x) = 3x^2
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// funktion = f(x) = 3x^2
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// ableitungsquotient = 6a
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// ableitungsquotient = 6a
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@ -31,7 +29,7 @@ fn main() {
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// img.put_pixel((point * 1000.0_f64).round() as u32, (get_point(point as i32) * 1000.0).round() as u32, Rgb(color));
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// img.put_pixel((point * 1000.0_f64).round() as u32, (get_point(point as i32) * 1000.0).round() as u32, Rgb(color));
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img.put_pixel(
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img.put_pixel(
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(point * 1000.0_f64).round() as u32 + (width / 2),
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(point * 1000.0_f64).round() as u32 + (width / 2),
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(get_point(point as i32) * 1000.0).round() as u32 + (height / 2),
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(get_point(point) * 1000.0).round() as u32 + (height / 2),
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Rgb([255,255,255])
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Rgb([255,255,255])
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);
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);
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}
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}
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@ -45,8 +43,8 @@ fn get_pitch_quotient() -> u32 {
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6
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6
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}
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}
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fn get_point(x: i32) -> f64 {
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fn get_point(x: f64) -> f64 {
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(3 * x.pow(2)) as f64
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3.0 * x.powf(2.0)
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}
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}
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