What are primitives in a graphics editor. Graphics Primitives

Lesson duration: 40 min

Lesson topic: “Using a tool (primitive) to create a drawing in the graphic editor PAINT.”

Lesson Objectives:

  1. Educational - to form a concept about the tools of a graphic editor; continue the formation of the ability to create raster graphic images using the toolbar of the graphic editor.
  2. Educational
  3. – to continue the development of cognitive mental and emotional-volitional processes: attention, memory, imagination.
  4. Educational
  5. - attentiveness, accuracy, interest in the subject;
    - developing in students the desire for the right and rational use computer software capabilities, the use of health-saving technologies as a means of safe computer work;
    - developing the skills of working in a pair, a group.

Means of education:

  1. Hardware (ICT): computer, projector, multimedia screen
  2. Software: Windows Operating System, office program Microsoft power Point, Graphic editor Paint.
  3. Accompanying presentation.
  4. Visibility: Rubik's Cube.

During the classes

1. Organizational moment

Greetings. Familiarization with the purpose and objectives of the lesson.

In the previous lessons, we got acquainted with the Paint graphics editor and the elements of its window. Today we continue to work on graphics editor using tools called primitive, we will learn how to create accurate three-dimensional shapes in a graphics editor using a primitive. The result of the lesson will be a drawing of a three-dimensional figure (Rubik's cube).

2. Warm up. Solving logical problems. ( slide 2-4)

But before we start studying the topic, as usual, a small warm-up, which consists in solving logical problems. Such tasks develop attention, logical and imaginative thinking. The answer should be followed by an explanation (why do you think that?)

  1. There were three glasses of berries on the table. Vova ate one glass of berries. How many glasses are left? (3)
  2. Three horses ran 5 km. How many kilometers did each horse run? (five)
  3. What is lighter than a kilogram of cotton wool or a kilogram of iron?
  4. There were 6 sparrows in the garden. 4 more flew to them, the cat crept up and grabbed one, how many sparrows were left in the garden? (no one)

Well done! They coped with the task.

3. Updating knowledge

Now let's do a little knowledge test on the material covered on the topic “Graphic editor”. (leaves for everyone) On the piece of paper you need to put only one letter (correct answer) for each question. Cross out if answered incorrectly. The rating scale displays the result, what you earned during the knowledge test.

Attention to the screen.

- The minimum object in the graphical editor is:

but. Screen point (pixel);*

b. Color set;

in. An object;

d. Symbol.

The graphic editor is intended for

but. Creating and editing a text document;

b. Creation and editing of reports;

in. Create and edit drawings;*

d. None of the above.

The tools in the graphics editor are:

b. Pencil, brush, eraser;*

d. Color set

- The primitives in the graphics editor are:

a. Line, circle, rectangle;*

b. Pencil, brush, eraser;

in. Select, copy, paste;

g. A set of flowers.

The palette in the graphics editor is:

a. Line, circle, rectangle;

b. Pencil, brush, eraser;

in. Select, copy, paste;

d. Color set*

Now look at your papers and rate (Slide 11)

  • 5 - correct answers - “5”
  • 4 - correct answers - “4”
  • 3- correct answers - “3”
  • 2 – 1 correct answers – “2”

4. New theoretical material

And now we move on to the topic of today's lesson. “Using a tool (primitive) when creating a drawing.” (slide 12)

Attention to the screen.

What needs to be done today?

The guys themselves must clearly define 3 points: find out ..., consolidate ... .., get a certain product of knowledge and skills in the end result. (Slide 14-17)

Let's think, what is a computer drawing? Guys thoughts.

All images created using the drawing and drawing tools are called graphics. BUT computer drawing is schemes, photography, animation, drawing, picture, drawing, i.e. anything created with a computer.

(Slide 18)

What are the advantages of computer drawings? (Conversation with children)

When working in a graphic editor, the pencil never breaks, the eraser is not erased, the paints do not run out. At the same time, clothes and hands remain clean. An unsuccessful drawing on paper will have to be thrown away and started from the beginning. Computer drawing can be corrected until you are satisfied with your work. When the drawing is ready, you can print it and give it to your friends.

Working in a graphic editor, you can feel like a real artist. You will have amazing tools in your hands. ( Slide 19)

Some of the tools have familiar names: Pencil, Eraser, Spray gun. They perform the same actions as real objects. Which? (an eraser - erases, a pencil - draws, a sprayer applies droplets of paint.

(Slide 20-21)

Working in a graphics editor, you will soon see that the pencil is not the best tool for drawing. It is difficult for them to draw straight lines, circles, polygons. Separate tools are provided for their drawing.

Let's think about how best to draw the sun. It is probably more convenient to use for the solar disk Ellipse, and for the rays, the tool is suitable Line.

Many objects around us (for example: a window, a TV set, a book) have a rectangular shape. There is a suitable tool for drawing rectangles − Rectangle.

These tools in the graphical editor are called PRIMITIVE(this is a line, curve, rectangle, ellipse, polygon, rounded rectangle. Please note that I divided the toolbar with a line (this is the primitive). (Slide 22)

It is very difficult to draw a square, a circle, a horizontal and vertical line or a line at an angle to the “eye”, so we use the Shift key to draw (Slide 23)

(Slide 24-27)

How to correct the mistake made in the picture? (Slide 28)

To do this, in the graphical editor there is a command Cancel on the Edit menu, and Eraser

Remember! Need to use command Cancel

  • If you have drawn a bad line and you find it difficult to erase it without spoiling other parts of the drawing;
  • If you wanted to fill an area, and the paint spilled all over the drawing;
  • If you erased with an ERASER and then changed your mind.

The PAINT program can only undo up to the last 4 actions. (Slide 29)

5. A brief safety briefing in the computer class.

To ensure safe operation, the following rules must be observed:
- You can not turn on and off the computer without the permission of the teacher.
- Do not touch the screen or the back of the monitor.
- Do not touch the connectors of the connecting cables and wires.
- Do not sit close to the monitor screen.
- Do not get up without the teacher's permission.
- A mouse can become a friend, do not offend a necklace. Train her skillfully, do not twist in your hands idle. ( slide 30-34)

6. Physical education.

It's time to relax and unwind a little.

-Relaxation exercises . Game "We drop hands" relaxes the muscles of the entire body. Children raise their arms to the sides and lean forward slightly. At the command of the teacher, relieve tension in the back, neck and shoulders. The body, head and arms fall down, the knees are slightly bent. Then the children straighten up, successively unbending in the hip, lumbar and shoulder girdle, and take their original position. The exercise is repeated.
-Exercises to form the correct posture (“Hand up and hand down”) and breathing exercises:

Up hand and down hand.
Pulled them up a little.
Quickly changed hands!
We are not bored today.
(One straight arm up, the other down, jerk to change hands.)
Clap Squats:
Down - cotton and up - cotton.
Legs, hands stretch,
We know for sure - it will be good.
(Squats, clapping hands overhead.)
We turn our heads,
Stretching the neck. Stop!
(Rotation of the head to the right and left.)
And on the spot we walk
We raise our legs higher.
(Walking in place, raising your knees high.)
Stretched out, stretched out
Up and to the side, forward.
(Sipping - arms up, to the sides, forward.)
Returned to computers -
We have a lesson again.
(Children sit down at computers.)
-
More than a thousand biologically active points are currently known on the ear, therefore, by massaging them, you can indirectly affect the whole body . You need to try to massage the auricles so that the ears “burn”. The exercise can be performed in the following sequence:
1) sipping on the earlobes from top to bottom;
2) pulling the auricle up;
3) circular movements of the auricle clockwise and counterclockwise.

Well done guys, rested, and now we start working at the computer.

7. Practical work"Drawing a three-dimensional figure"

Probably all of you built palaces and castles from cubes. The cube is a three-dimensional figure. The cube has 6 sides. But how to draw a cube so that it seems voluminous.

There are fairly simple ways to draw three-dimensional figures. Visibility is achieved by draw three visible sides of the cube (front, left and top faces) and shade them with different halftones of the same color.

(Slide 35)

Action algorithm

Children go to computers and start work (on the table, each has an algorithm with a detailed description on the sheets).

8. During work, do eye exercises :

1. Blink quickly, close your eyes and turn gray calmly, slowly counting to 5. Repeat 4-5 times.

3. Stretch your right hand forward. Follow with your eyes, without turning your head for a slow movement of the hand to the left, right, up, down. Repeat 4-5 times.

9. Summing up the lesson.
  1. Evaluation of student work - drawing “Rubik's Cube”
  2. Questions guys .

Homework.

  1. Home, repeat, graphics editor tools. Item 2.10 page 97-101.
  2. An additional task for those students who have a computer at home. Create your own volumetric figure. ( slide 39)
10. Reflection.(Slide 40)

Purpose: To find out the students' perception of the topic of the lesson

Choose the appropriate emoticon and draw it in your notebook.

References and Internet resources:

  • Informatics and ICT. Grades 5–7: methodological guide / L.L. Bosova. A.Yu. Bosova. - m.: BINOM. Knowledge Lab, 2009.
  • Informatics. Textbook for grade 5. L.L. Bosov
  • archive curricula RusEdu,


Option 1

1. One of the main functions of the graphic editor is:
1) image scaling;
2) storage of the image code;
3) creating images;
4) viewing and displaying the contents of the video memory.
2. An elementary object used in a raster graphics editor,
is an:
1) dot (pixel);
2) object (rectangle, circle, etc.);
3) color palette;
4) familiarity (symbol
3. Grid of horizontal and vertical columns, which is formed on the screen
pixels is called:
1) video memory;
2) video adapter;
3) raster;
4) display processor;
4. Graphics with the representation of the image as a set of objects
called:
1) fractal;
2) raster;
3) vector;
4) rectilinear.
5. A pixel on a display screen is:
1) the minimum area of ​​the image, which can be independently
set color;
2) binary code of graphic information;
3) electron beam;
4) a set of 16 phosphor grains.
6. Video controller is:
1) display processor;
2) a program that allocates video memory resources;
3) an electronic volatile device for storing information about
graphic image;
4) device, work manager graphic display.
7. The color of the dot on the display screen with a 16-color palette is formed from the signals:
1) red, green and blue;
2) red, green, blue and brightness;
3) yellow, green, blue and red;
4) yellow, blue, red and brightness.
8. Which way of presenting graphic information is more economical in terms of
memory usage:
1) raster;
2) vector.

Test on the topic "Coding and processing of graphic information"
Option 2

1. Toolbar buttons, palette, workspace, menus form:
1) a complete set of graphic primitives of the graphic editor;
2) the environment of the graphic editor;
3) list of operating modes of the graphic editor;
4) a set of commands that can be used when working with a graphic
editor.
2. The smallest element of the screen surface for which
address, color and intensity, is:
1) symbol;
2) phosphor grain;
3) pixel;
4) raster.
3. Deformation of the image when changing the size of the picture is one of the disadvantages:
1) vector graphics;
2) raster graphics.
4. Video memory is:
1) an electronic device for storing a binary image code,
displayed on the screen;
2) a program that distributes PC resources during image processing;
3) a device that controls the operation of the graphic display;
4) part of the random access memory.
5. Graphics with the representation of the image in the form of sets of points is called:
1) rectilinear;
2) fractal;
3) vector;
4) raster.
6. What devices are included with the graphics adapter?
1) display processor and video memory;
2) display, display processor and video memory;
3) display processor, RAM, highway;
4) backbone, display processor and video memory.
7. Primitives in the graphic editor are called:
1) the environment of the graphic editor;
2) the simplest figures drawn with special tools
graphic editor;
3) operations performed on files containing images created
in a graphic editor;
4) modes of operation of the graphic editor.
8. What is the extension of the Paint graphics editor files?
1) .exe
2) doc
3) bmp;
4) com.

Option 1
Option 2

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>>Informatics Grade 9 >>Informatics: An important lesson (Grade 9)

Practical work to the subject Informatics Grade 9.

Looking at topics: The next lesson (Grade 9)

GRAPHICS EDITOR

TEST

1. One of the main functions of the graphic editor is:

1. image input;
2. image code storage;
3. creating images;
4. viewing and displaying the contents of the video memory.

2. The elementary object used in the raster graphics editor is:

1. screen dot (pixel);
2. rectangle;
3. circle;
4. color palette;
5. symbol.

3. Deformation of the image when changing the size of the picture is one of the disadvantages:

1. vector graphics;
2. raster graphics.

4. Primitives in the graphics editor are called:

1. the simplest figures drawn with the help of special tools of the graphic editor;
2. operations performed on files containing images created in a graphics editor;
3. graphic editor environment;
4. mode of operation of the graphic editor.

5. Toolbar buttons, palette, workspace, menus form:

1. a complete set of graphic primitives of the graphic editor;
2. graphic editor environment;
3. list of operating modes of the graphic editor;
4. a set of commands that can be used when working with a graphical editor.

6. The smallest screen surface element for which an address, color and intensity can be specified is:

1. point;
2. phosphor grain;
3. pixel;
4. raster.

7. The grid that pixels form on the screen is called:

1. video memory;
2. video adapter;
3. raster;
4. display processor.


8. Graphics with the representation of the image in the form of sets of points is called:

1. fractal;
2. raster;
3. vector;
4. rectilinear.

9. A pixel on a monitor screen is:

1. the minimum area of ​​the image, which can be independently assigned a color;
2. binary code of graphic information;
3. electron beam;
4. set of 16 phosphor grains.

10. Video adapter is:

1. a device that controls the operation of the monitor;
2. a program that allocates video memory resources;
3. an electronic volatile device for storing information about a graphic image;
4. monitor processor.

11. Video memory is:

1. an electronic device for storing the binary code of the image displayed on the screen;
2. a program that distributes PC resources during image processing;
3. a device that controls the operation of the monitor;
4. part of the RAM.


12. To store a 256-color image, one pixel is allocated for encoding:

1. 2 bytes;
2. 4 bytes;
3. 256 bits;
4. 1 byte.

13. The color of the dot on the screen of a color monitor is formed from the signal:

1. red, green, blue and brightness;
2. red, green, blue;
3. yellow, green, blue and red;
4. yellow, blue, red and white;
5. yellow, blue, red and brightness.


14. A raster graphic file contains a black and white image (without grayscale) with a size of 100 x 100 pixels. What is the information volume of this file:

1. 10000 bits;
2. 10000 bytes;
3. 10 KB;
4. 1000 bits.


15. Bitmap graphic file contains a black and white image with 16 shades of gray, 10 x 10 pixels in size. What is the information volume of this file:

1. 100 bits;
2. 400 bytes;
3. 800 bits;
4. 100 bytes?


16. For binary encoding of a color picture (256 colors) with a size of 10 x 10 dots, you need:

1. 100 bits;
2. 100 bytes;
3. 400 bits;
4. 800 bytes.


KEY

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Posted by the teacher of computer science Kirichenko V. M.

Planning lessons in informatics online, teaching and learning by class, homework in informatics 9th grade

Drawing area. To create a drawing traditional methods you must select a canvas (sheet of paper or canvas) of a certain size and orientation. In graphic editors, you can select the parameters of the drawing area (size, margins and orientation), which is called a page, sheet or slide (Fig. 1.12).


Fig Drawing Area Options


The drawing area can have different sizes. The most common is the A4 size, which is the size of a standard sheet of writing paper (21 cm wide x 29.7 cm high), often half the smaller A5 size (14.8 cm wide x 21 cm high) or twice the size of the A3 size ( 29.7 cm wide and 42 cm high).


You can fill the entire area of ​​the drawing area with the drawing or leave it at the edges of the field. Margins are recommended, as not all printers can print sheets without margins. The drawing area can be positioned vertically (the width of the sheet is less than the height) - this orientation is called portrait. The drawing area can also be positioned horizontally (the width of the sheet is greater than the height) - this orientation is called landscape.




The buttons for drawing graphic primitives are located on the toolbar, which is usually placed vertically along the left edge of the graphic editor window (Fig. 1.13). To draw the selected object, click on the button with its image on the toolbar and move the mouse pointer to the drawing field, where it will take the form of a cross. Then, by clicking in the drawing field, you need to fix the positions of the reference points of the object being drawn.


The procedures for drawing graphic primitives in raster and vector editors are almost the same, but the results of drawing differ significantly. In a raster graphics editor, the drawn object ceases to exist as an independent element after drawing is completed and becomes just a group of pixels in the drawing. In the vector editor, this object continues to retain its identity, and you can copy, move, change its size, color and transparency.


Rice Graphic editors: raster Paint and vector OpenOffice Draw


Line. To draw a line, you need to select the Line graphic primitive on the toolbar, place the mouse pointer in a certain place in the editor window, and click to fix the point from which the line should start. Then you need to drag the line in the desired direction and, by clicking again, fix the end of the line. Before drawing, it is possible to set the line type (solid, dotted, etc.), its thickness and color using additional menus.








Oval and circle. To draw an oval, select the graphic primitive Oval (Ellipse), fix the position of the oval point with a mouse click, drag the pointer diagonally and fix the position of the point opposite to the center of the oval. If you hold down the (Shift) key while drawing, a circle will be drawn.


Color palette. There is a distinction between the color of the lines, which are used to draw the contours of geometric primitives, and the color of the fill, which is used to paint over the internal areas of the primitives. The color selection operation can be performed using the Palette menu, which contains a set of colors used when creating objects.


Expanded palette. Color selection using the Palette menu is limited because it contains only a few dozen colors. However, graphic editors allow you to use an extended palette of colors, in which you can choose from a set of tens of millions of colors.


Pipette. In bitmap graphics editors, you can use the Eyedropper tool to copy colors. Clicking on an area with the desired color sets it as the line color or fill color. If you move the mouse pointer over the button on the toolbar of the graphical editor, a tooltip with the name of the tool will appear.




Tasks for self-fulfillment Practical task. Demonstrate the capabilities of a raster graphics editor by creating an image similar to Fig. Practical task. Demonstrate the capabilities of a vector graphics editor by creating an image similar to Fig. Practical task. In a raster graphics editor, add color to the extended palette Practical task. In a vector graphics editor, add color to the extended palette.

Various graphic vector editors have their own distinctive features, may contain different functionality and a peculiar interface. But, despite the differences, any vector editor is based on a standard set of graphic primitives.

Graphics Primitives these are predefined elements that can be placed in a drawing with a single command. Each graphic primitive is formed based on the geometric description of the object. Primitives can be classified as monosyllabic and compound, flat and voluminous.

Basic graphic primitives:

Dot is one of the simplest primitives, which is characterized by three spatial X,Y coordinates and Z.

Line is the part of a straight line defined by two extreme points with zero width (1 pixel). The line is the most fundamental primitive for any drawing.

polyline - broken line

Rectangle- a figure for which the coordinates of the initial and opposite corner points are indicated.

Arc - the part of a circle that is geometrically defined by a center, a radius, and two central angles.

Circle (ellipse) - part of the plane bounded by a circle.

Figure - this is a part of the plane bounded by a quadrilateral (triangle).

Each primitive is formed by its own command, most often they coincide in name with the primitive. For some primitives, the user is offered several ways to construct the same primitive from different initial data, for example, a circle can be built by center and radius, center and diameter, three points on the plane, etc. Each primitive has a number of properties (for example, belonging to a layer, color, visibility, line type, etc.).

Primitives have the following properties:

line type;

Linetype scale;

Layer belonging;

level and height.

You can perform the following operations on primitives:

Create,

Delete,

set properties,

receive copies,

Move,

Turn,

mirror image,

To scale,

hatch,

Paint over etc.

Basics of working in design editors

In design editors, the user receives two types of information: symbolic messages of the system and synthesized graphic image. Symbolic messages include system requests, pointers to system modes (states), displays of the current cursor coordinates.

Below are the basic information you need to know when working in drawing editors

Operating modes

Cursor is a multifunctional tool used both for drawing (similar to a pencil, compass and ruler), and for controlling the system by selecting commands, specifying drawing elements subject to a particular operation, etc.

Drawing modes implemented in editors can greatly facilitate and speed up the creation and editing of images, while ensuring high accuracy of constructions.

Mode Grid most effective for obtaining images with a regular structure. Such images can be, for example, drawings of simple shafts. A square or rectangular grid is obtained on the screen after entering the appropriate command and grid step values. Any elements that are built on this grid will automatically "capture" the nearest nodes.

Mode Ortho provides the construction of horizontal and vertical segments. If the snap grid is rotated, the direction of the Ortho mode changes by the angle of rotation.

Mode object snap provides maximum drawing accuracy and allows you to "snap" to the characteristic points of objects existing in the drawing. The object snap mechanism is activated whenever the corresponding point is requested.

Mode auxiliary constructions simulates constructions in "thin lines" of parallel and perpendicular lines, various circles and arcs in order to obtain the desired points of intersection and tangency geometric elements. In the future, according to the obtained segments, arcs and points, a “stroke” is made, and the “thin lines” are erased when the drawing is completed. Auxiliary elements are not displayed on a hard copy.

Usage window allows you to see the image at the desired scale. The operation, in which all or part of the drawing can be seen through the window, is called zooming. In this case, the distances between points in arbitrary units of measurement always remain constant. The user, as a rule, is provided with several options for specifying a window, for example: specifying two points on the diagonal of the window (in this case, a “rubber” rectangle of the new window being formed will be visible on the screen), and the center of the rectangle will be the center point of the new window; indicating the center point and scale of the window. In addition, the user is given the opportunity to view any part of the drawing without changing the scale, when the window, as it were, moves across the drawing field. This operation is called panning.

Usage species- splitting the screen field and, accordingly, the drawing field into different, independent rectangular areas in the drawing is not mandatory. At the drawing editing stages, views can be renamed, moved, rotated, scaled, copied (including from other drawings), deleted.

Usage layers allows you to arrange individual parts of the image in different layers. The drawing is mentally divided into a number of planes (layers). Each of these planes can be assigned different graphical elements. The principle of "stratification" is easy to understand if you imagine several drawings, each of which is made on a separate transparent plate. You can view either each plate individually, or by superimposing several plates on top of each other, to obtain a joint image.

2) Edit commands can be divided into three groups:

Object transformations;

Deleting selected objects;

Correction of parameters and properties of objects.

When using editing commands, the system prompts you to select one or more objects for processing. This set of objects is called a selection set. You can interactively add objects to or remove objects from the kit. The system displays the selected objects on the screen. The simplest and most effective is the selection (selection) with the mouse. Object selection carried out in the following most common ways:

Alternate pointing by the cursor to the graphic primitives to be edited;

Framing objects with a frame, which is determined by specifying its diagonal vertices, while the selected objects will be those that are completely inside the frame;

Framing objects with a secant frame, in which not only the objects that are completely inside the frame are selected, but also those that are intersected by it.

Object Transformation Commands include in their composition the group: affine transformations, non-discontinuous deformations and changes in the shape of fragments).

Commands for deleting objects, usually combined in one section of the menu. The following objects are removed:

Selected objects;

Auxiliary curves and points;

Part of the curve;

Part of a curve between two points;

Region;

Chamfer / rounding;

Commands for Correcting Parameters and Properties of Objects. Editors provide the user with extensive control over object styles.

Dimensioning

Dimensions express the basic geometric characteristics of objects.

There are four main types of sizes: linear, angular, diametrical, radial.

Linear dimensions are divided into horizontal, vertical, parallel, rotated. There are methods of applying dimensions from one or more common bases.

Graphical editors provide dimensioning tools that greatly simplify this time-consuming process. The most common is the semi-automatic dimensioning mode. In this mode, the user needs to specify the desired element and set the dimension number to the required point. Based on this data, the system automatically generates extension and dimension lines and calculates the dimension number. The type of dimensions and how they are entered into the database is determined by a set of dimension variables. Dimensional variables can be manipulated. Most systems provide the ability to create associative dimensions that are automatically recalculated and redrawn when editing the corresponding image fragments.