About the Random Bitmap Generator
A bitmap in the simplest sense is a rectangle of on and off pixels. This generator produces that rectangle as text: every row is thirty two independent bits, and the row count decides the height, so sixteen rows give you a 32 by 16 monochrome field of pure noise.
Rendered in a monospaced font the grid looks like static, which is exactly what you want when testing an image pipeline, checking that a compression routine handles incompressible input, or demonstrating why random data does not shrink. Programmers also use a block like this to seed cellular automata, to prime a dithering experiment, or to fill a sprite sheet placeholder during prototyping.
Choose the grid layout to keep one row per line, or the single stream layout to get one long run of bits with spaces between rows, which suits pasting into an array literal. Duplicate rows are permitted by default because a truly random field should be allowed to repeat, and at thirty two bits wide a collision is astronomically unlikely anyway. To turn a row into hexadecimal, drop it into the Number Base Converter, and use the Random Byte Generator when you want the same noise expressed as hex bytes.
How to use
- Set Rows to the height you want, keeping in mind each row is 32 bits wide.
- Pick the grid layout for a visual block, or the single stream layout for code.
- Press Generate, then copy the block or download it as a text file.
Common questions
- How wide is the bitmap?
- Every row is 32 bits, so the width is fixed and only the number of rows changes.
- Is this an image file?
- No, it is text. View it in a monospaced font to see the noise pattern, or feed the bits into your own renderer.
- Why would I need random bits like this?
- They are useful for compression tests, cellular automata seeds, dithering experiments and placeholder sprite data.
- Can I get more than 200 rows?
- Two hundred is the per press limit. Press Generate again and append the next block if you need a taller field.