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Graphics data consist of still pictures. One of the most common method of storing graphics data is in the form of bitmap. Bitmap graphics assign each of hundreds of thousands of display-screen dots called pixels. Pixels are some combination of 0s and 1s that represent a unique shade or colour. The simplest type of bitmap, a monochrome graphic must differentiate between only foreground colour and background colour. Suppose that these colours are black and white, and the 1 bit represents white, while the 0 bit represents black.
The system can then translate any picture into a black and white electronic bitmap. Above monochrome graphics on the scale of realism are grey scale images, in which each pixel can not be only pure black or pure white but also any of 254 shades of grey n between. Thus each dot could appear in any of 256 possible states. So, 11111111 could represent a pure white pixel and 00000000 could represent a pure black pixel, and any byte in between such as 11001000 and 00001010 some shade of grey. Colour coding works similar to grey scale graphics that is, each pixel is represented by some number of bytes. Computers often handle graphics with 16 colours, 256 colours, or 16,777,216 colours. A 16 colour image assigns only one half byte to each pixel.
The system can then translate any picture into a black and white electronic bitmap. Above monochrome graphics on the scale of realism are grey scale images, in which each pixel can not be only pure black or pure white but also any of 254 shades of grey n between. Thus each dot could appear in any of 256 possible states. So, 11111111 could represent a pure white pixel and 00000000 could represent a pure black pixel, and any byte in between such as 11001000 and 00001010 some shade of grey. Colour coding works similar to grey scale graphics that is, each pixel is represented by some number of bytes. Computers often handle graphics with 16 colours, 256 colours, or 16,777,216 colours. A 16 colour image assigns only one half byte to each pixel.
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