The graphics screen is broken up into dots called pixels. Each one can be specified by a point (x, y) like in mathetmatics. The Turing graphics screen basically represents the first quadrant in the x,y-plane. This means that the lower left corner has coordinates (0, 0). Although this is different than virtually all other programming languages it makes a lot more intuitive sense. Here are some of the predefined graphics procedures.
Let's look at an example using these procedures:
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Here is what the output window will look like:
Here is an example with these new procedures:
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