[Question]
  [
I've always liked screens full of randomly colored pixels. They're interesting to look at and the programs that draw them are fun to watch.
# The challenge
Fill your screen, or a graphical window, with colored pixels.
# The rules
* Your program must have an even chance of picking **all colors** (i.e in the range `#000000` to `#FFFFFF`), or all colors that can be displayed on your system.
* Your program must continue to display random pixels until manually stopped (it cannot terminate on its own).
* Pixels can be any size, as long as your output has at least **40x40** "pixels".
* Your program must run at such a speed that it can replace every pixel on the screen/window at least once after running for three minutes.
* Your program must choose **truly random** colors and points to replace, i.e. random with all points/colors equally likely. It cannot just *look* random. It must use a pRNG or better, and the output cannot be the same every time.
* Your program must have an equal chance of picking all colors **each iteration**.
* Your program must replace only one pixel at once.
* Your program cannot use the internet nor your filesystem (`/dev/random` and `/dev/urandom` excepted).
# Example
Your output could look like this if stopped at a random time:
![](https://i.stack.imgur.com/WL3xZ.png)
# The winner
The shortest answer in each language wins. Have fun!
  
[Answer]
# Minecraft 1.12 Redstone Command Blocks, ~~4,355~~ 2,872 bytes
[![Minecraft screenshot with armor stands and map](https://i.stack.imgur.com/SVQUt.png)](https://i.stack.imgur.com/SVQUt.png)
(Size determined by saved structure block file size.)
Here is a [full YouTube overview](https://youtu.be/M5Ve4LfQAT4), but I'll try to outline the code below.
**Setup Routine:**
[![2 rows of command blocks for setup](https://i.stack.imgur.com/kznmg.png)](https://i.stack.imgur.com/kznmg.png)
This sets up the 40x40 grid of Minecraft armor stands. Armor stands are necessary because Minecraft has *no way to substitute variables into world coordinates*. So the workaround is to *refer to the location* of these armor stand entities.
```
(impulse) summon armor_stand 2 ~ 1 {CustomName:"A"} /create named armor stand
(chain) fill -2 ~ -2 43 ~ 43 stone                  /create big stone square
(chain) fill -1 ~ -1 42 ~ 42 air                    /leave just a ring of stone
(chain) setblock -4 ~ -12 redstone_block            /kicks off next sequence
```
This named armor stand is basically our "cursor" to place all the armor stands that we will need. The redstone block in the last step "powers" nearby blocks (including our command blocks), so kicks off the next loop:
```
(repeat) execute @e[name=A] ~ ~ ~ summon armor_stand ~-1 ~ ~   /create new armor stand 
(chain) tp @e[name=A] ~1 ~ ~                                   /move "cursor" one block
(chain) execute @e[name=A] ~ ~ ~ testforblock ~1 ~ ~ stone     /if at end of row,
(conditional) tp @e[name=A] ~-40 ~ ~1                          /go to start of next row
(chain) execute @e[name=A] ~ ~ ~ testforblock ~ ~ ~2 stone     /If at last row
(conditional) setblock ~6 ~ ~ air                              /stop looping
(conditional) kill @e[name=A]                                  /kill cursor
```
At this point our grid is complete:
[![Completed armor stand grid](https://i.stack.imgur.com/bTQQm.png)](https://i.stack.imgur.com/bTQQm.png)
**Random Color Selector**
[![Color and Pixel Selector](https://i.stack.imgur.com/t7Yxc.png)](https://i.stack.imgur.com/t7Yxc.png)
The purple repeaters in the center of this picture choose a random color via the following command:
```
(repeat) execute @r[type=armor_stand,r=9] ~ ~ ~ setblock ~ ~-2 ~ redstone_block
```
That "@r[]" is the magic sauce, it *selects a random entity in the world that matches the given conditions*. In this case, it *finds an armor stand inside a radius of 9 blocks*, and we've set up 16 armor stands, one for each wool color. Under the selected color, it places a redstone block (which powers the two command blocks on either side).
**Random Pixel Selector**
Placing the redstone block under the selected wool color triggers two more command blocks:
```
(impulse) execute @r[type=armor_stand] ~ ~ ~ setblock ~ ~3 ~ wool X
(impulse) setblock ~ ~ ~1 air
```
This first line uses our same magic *@r* command to choose *any armor stand on the entire map* (no radius restriction, so that includes the 40x40 grid), and places a wool of the selected color above its head. The X determines the color, and ranges from 0 to 15. The second command removes the redstone block so it is ready to go again.
I have 5 purple repeater blocks, and redstone works in "ticks" 20 times a second, so I'm placing 100 pixels per second (minus some color overlaps). I've timed it, and I usually get the entire grid covered in about 3 minutes.
This was fun, I'll try to look for other challenges that might also work in Minecraft. Huge thanks to lorgon111 for his [YouTube Command Block tutorial series](https://www.youtube.com/playlist?list=PLHYAYMSbpcvulT34yXXN6SjTgpi0bOgka).
**EDIT: Made some serious reductions in the size of the saved structure, now at 2,872 saved bytes**:
[![closer command blocks with visible void blocks](https://i.stack.imgur.com/4kcLB.png)](https://i.stack.imgur.com/4kcLB.png)
1. Scooted things in a bit (in all 3 dimensions) so I could reduce the overall size of the saved area.
2. Changed the different colored wools to stone, they were just decorative anyway.
3. Removed the glowstone lamp.
4. Changed all air blocks to void blocks (the red squares).
Tested by pulling the saved structure into a new world, everything still works as designed.
**EDIT 2**: [Read-only Dropbox link to the NBT structure file](https://www.dropbox.com/s/y2cujwjz1huge0y/random_pixels.nbt?dl=0)
Walk through is [in my YouTube video](https://www.youtube.com/watch?v=M5Ve4LfQAT4), but here are the steps:
1. In Minecraft 1.12, create a new creative superflat world using the "Redstone Ready" preset. Make it peaceful mode.
2. Once the world exists, copy the NBT file into a new `\structures` folder you create under the current world save.
3. Back in the game, do `/give @p structure_block`, and `/tp @p -12, 56, -22` to jump to the right spot to get started.
4. Dig a hole and place the structure block at -12, 55, -22.
5. Right-click the structure block, click the mode button to switch it to "Load".
6. Type in "random\_pixels", turn "include entities" ON, and click "Load"
7. If it finds the structure file, it will preview the outline. Right-click again and click "load" to bring the structure into the world.
8. Press the button to run the setup routine.
9. When it completes, flip the switch to run the wool randomization.
[Answer]
# sh + ffmpeg, 52 bytes
```
ffplay -f rawvideo -s cif -pix_fmt rgb24 /dev/random
```
Does ffmpeg count as an esolang? :D
Sadly the pix\_fmt is required, as ffmpeg defaults to yuv420p. That fails the "must have equal likelihood of every possible pixel color" requirement. Conveniently, `cif` is a shortcut for a fairly large video size that uses less space than "40x40".
![](https://unascribed.com/f/78270662_demo.gif)
Unsurprisingly, optimizing this gif with gifsicle did absolutely nothing. It's 4MiB.
[Answer]
# C on POSIX, ~~98~~ ~~96~~ ~~95~~ 92 bytes
-3 thanks to Tas
```
#define r rand()
f(){for(srand(time(0));printf("\e[%d;%dH\e[%d;4%dm ",r%40,r%40,r%2,r%8););}
```
This chooses between 16 colors (dark grey, red, green, blue, orange, cyan, purple, light grey, black, pink, light blue, yellow, light cyan, magenta, white) and prints them directly to the terminal.
Note that if your GPU is too slow, this may seem like it's updating the entire screen at once. It's actually going pixel by pixel, but C is fast.
[![colors](https://i.stack.imgur.com/DP6Pp.png)](https://i.stack.imgur.com/DP6Pp.png)
Alternate solution that makes the colors more distinct:
```
f(){for(srand(time(0));printf("\e[%d;%dH\e[%d;3%dm█",rand()%40,rand()%40,rand()%2,rand()%8););}
```
Proof that it goes pixel by pixel (screenshot from alternate program):
[![3d!!!](https://i.stack.imgur.com/6IMrv.png)](https://i.stack.imgur.com/6IMrv.png)
Wow, that looks almost 3-dimensional...
[Answer]
# JS+HTML ~~162+32 (194)~~ 124+13 (137) bytes
Thanks to Luke and other commenters for saving me lots of bytes.
```
r=n=>n*Math.random()|0
setInterval("b=c.getContext`2d`;b.fillStyle='#'+r(2**24).toString(16);b.fillRect(r(99),r(99),1,1)",0)
```
```
<canvas id=c>
```
[Answer]
# MATL, 28 bytes
```
40tI3$l`3l2$r,40Yr]4$Y(t3YGT
```
Try it at [**MATL Online**](https://matl.io/?code=40tI3%24l%603l2%24r%2C40Yr%5D4%24Y%28tOYG+.5Y.+T&inputs=&version=20.0.0). I have added a half-second pause (`.5Y.`) to this version.
[![enter image description here](https://i.stack.imgur.com/U4GhC.gif)](https://i.stack.imgur.com/U4GhC.gif)
**Explanation**
```
40       % Push the number literal 40 to the stack
t        % Duplicate
I        % Push the number 3 to the stack
3$l      % Create a 40 x 40 x 3 matrix of 1's (40 x 40 RGB image)
`        % Do...while loop
  3l1$r  % Generate 3 random numbers (RGB)
  ,      % Do twice loop
    40Yr % Generate two integers between 1 and 40. These will be the
  ]      % row and column of the pixel to replace
  4$Y(   % Replace the pixel with the random RGB value
  t      % Make a copy of the RGB image
  3YG    % Display the image
  T      % Push a literal TRUE to create an infinite loop
```
[Answer]
# TI-BASIC (84+C(S)E only), ~~37~~ 35 bytes
```
:For(A,1,5!
:For(B,1,5!
:Pxl-On(A,B,randInt(10,24
:End
:End
:prgmC //"C" is the name of this program
```
Due to hardware limitations, this will eventually crash, since every time a program is nested within a program in **TI-BASIC**, 15 KB of RAM are allocated to "keep a bookmark" in the parent program. This would run fine on a "theoretical" calculator with infinite RAM, but if we want it to run indefinitely on a real calculator, we can just wrap it in a `While 1` loop for an extra **2** bytes:
```
:While 1
:...
:End
```
The TI-83 family calculators with color screens (TI 84+CE and CSE) support 15 colors. They have color codes `10` through `24`. This cycles through all the pixels in a 120 by 120 (`5!`) square and assigns each a random color.
**Result:**
[![enter image description here](https://i.stack.imgur.com/h0yGq.png)](https://i.stack.imgur.com/h0yGq.png)
[Answer]
# Bash + coreutils, ~~59~~  56 bytes
```
for((;;)){ printf "\e[48;5;`shuf -i 0-16777215 -n1`m ";}
```
`\e[48;5;COLORm` is the escape secuence to background color.
Each "pixel" has the chance to be in the [0..16777215] range every time.
[Answer]
# MATLAB, 56 bytes
```
x=rand(40,40,3);while imagesc(x),x(randi(4800))=rand;end
```
Output looks like the image below. One "pixel" changes at a time, and only one of the RGB-colors changes.
Why? The colors in MATLAB are represented as a 3D-matrix, one layer for R,G and B. The code above changes only one of the layers per iteration. All pixels and all layers can be changed, so if you wait a bit all colors are equally possible in all positions.
Add `pause(t)` inside the loop to pause `t` seconds between each image.
You must stop it with `Ctrl`+`C`.
[![enter image description here](https://i.stack.imgur.com/4M7Qj.jpg)](https://i.stack.imgur.com/4M7Qj.jpg)
[Answer]
## Javascript+HTML 118 + 13 (131 bytes)
```
r=_=>255*Math.random()|0;setInterval('x=c.getContext`2d`;x.fillRect(r(),r(),1,1,x.fillStyle=`rgb(${[r(),r(),r()]})`)')
```
```
<canvas id=c>
```
* This will produce evenly distributed RGB colors. You cannot use Hex colors without proper padding as numbers like `#7` is not a valid color, or `#777` and `#777777` are the same color (2x the odds)
* The canvas element is 300x150 by default, but I'm actually drawing on a 255x255 square, so there are off canvas pixels, so the effective area is 255x150.
* Works only on Google Chrome.
[Answer]
## Processing, 90 bytes
```
void draw(){float n=noise(millis());int i=(int)(n*9999);set(i%99,i/99,(int)(n*(-1<<24)));}
```
[![enter image description here](https://i.stack.imgur.com/6a6RA.gif)](https://i.stack.imgur.com/6a6RA.gif)
expanded and commented:
```
void draw(){
  float n=noise(millis());//compute PRNG value
  int i=(int)(n*9999);    //compute 99x99 pixel index
  set(i%99,i/99,          //convert index to x,y 
  (int)(n*(-1<<24)));     //PRNG ARGB color = PRNG value * 0xFFFFFFFF 
}
```
Ideally I could use a pixel index instead of x,y location, but Processing's [`pixels[]`](https://processing.org/reference/pixels.html) access requires `loadPixels()` pre and `updatePixels()` post, hence the use of [`set()`](https://processing.org/reference/set_.html). `point()` would work too, but has more chars and requires `stroke()`. The random area is actually 99x99 to save a few bytes(instead of 100x100), but that should cover 40x40 with each pixel in such an area to be replaced.
Perlin [noise()](http://file:///Users/George/Downloads/ProcessingDNLD/processing-3.2.3-macosx/Processing3.2.3.app/Contents/Java/modes/java/reference/noise_.html) is is used instead of [random()](http://file:///Users/George/Downloads/ProcessingDNLD/processing-3.2.3-macosx/Processing3.2.3.app/Contents/Java/modes/java/reference/random_.html) to keep it more pseudo-random and a byte shorter. The value is computed once, but used twice: once for the random position, then again for the colour.
The colour is actually `ARGB`(00000000 to FFFFFFFF) (not RGB) (bonus points ? :D). 
[Answer]
# x86 machine language (real mode) for IBM PC, ~~20~~ 19 bytes
```
 0:       b8 12 00                mov    $0x12,%ax
 3:       31 db                   xor    %bx,%bx
 5:       cd 10                   int    $0x10
 7:       0f c7 f0                rdrand %ax
 a:       88 e1                   mov    %ah,%cl
 c:       0f c7 f2                rdrand %dx
 f:       b4 0c                   mov    $0xc,%ah
11:       eb f2                   jmp    0x5
```
This requires a processor with the `rdrand` instruction and a VGA adapter (real or emulated). The above can be copied into a boot block or MS-DOS \*.COM file.
To try this out, compile the following and save the output to a file like `floppy.img` and boot the image on a virtual machine.
```
#include<stdio.h>
#include<string.h>
#include<unistd.h>
int main(){
  char buffer[ 1440*1024 ];
  memcpy( buffer, "\xb8\x12\x00\x31\xdb\xcd\x10\x0f\xc7\xf0\x88\xe1\x0f\xc7\xf2\xb4\x0c\xeb\xf2", 20 );
  memcpy( buffer + 510, "\x55\xaa", 2 );
  write( 1, buffer, sizeof buffer );
}
```
[Answer]
# Excel VBA, ~~131~~ ~~102~~ 85 Bytes
Anonymous VBE immediate window function that uses a helper function (see below) to output an array of randomly colored cells to the range `A1:AN40` of the activesheet object.
*Note: This solution is restricted to 32-Bit installs of MS Excel (and therefore of Office as a whole) as `8^8` will not compile on 64-Bit versions of VBA*
```
Randomize:Cells.RowHeight=48:For Each c In[A1:AN40]:c.Interior.Color=(8^8-1)*Rnd:Next
```
## Sample Output
[![Randomized Cell Colors](https://i.stack.imgur.com/Aaxro.png)](https://i.stack.imgur.com/Aaxro.png)
## Previous Version
```
Randomize:Cells.ColumnWidth=2:For Each c In Range("A1:AN40"):c.Interior.Color=RGB(n,n,n):Next
```
## Helper Function
Outputs a random int in the range [0,255]
```
Function n
n=Int(255*Rnd)
End Function
```
[Answer]
## C++ on Windows, 125 bytes
```
#include<Windows.h>
#include<ctime>
#define r rand()%256
int main(){for(srand(time(0));;)SetPixel(GetDC(0),r,r,RGB(r,r,r));}
```
Newlines necessary and included in byte count.
Loops forever, randomly picks a position between 0 and 255 (inclusive) for row and column values, assigns random R,G,B values between 0-255 (inclusive)
[Answer]
# C#, ~~369~~ ~~288~~ 287 bytes
```
namespace System.Drawing{class P{static void Main(){var g=Graphics.FromHwnd((IntPtr)0);var w=Windows.Forms.Screen.GetBounds(Point.Empty);for(var r=new Random();;)g.FillRectangle(new SolidBrush(Color.FromArgb(r.Next(256),r.Next(256),r.Next(256))),r.Next(w.Width),r.Next(w.Height),1,1);}}}
```
*Saved 88 bytes thanks to @CodyGray.*
A full program that get's the handle to the screen and it's size and then starts randomly drawing pixels on it. Note that this might grind your graphics card to a halt when ran. Also if the screen or any control decides to repaint at any time the pixels will be lost and have to be redrawn.
Note: When running keep focus on the window as to kill it you have to either Alt+F4 or press the close button and doing so when you can't see the screen is a bit hard.
I couldn't record this working, with ScreenToGif, as that kept forcing a repaint so the pixels would get removed. However, here is a screenshot of it running after about 10-15 seconds, any longer and I think I may have ground my PC to a halt! The gap in the top right corner is where the screen forced a repaint just as I took the screenshot.
[![Full version example](https://i.stack.imgur.com/dANJd.png)](https://i.stack.imgur.com/dANJd.png)
Full/Formatted version:
```
namespace System.Drawing
{
    class P
    {
        static void Main()
        {
            var g = Graphics.FromHdc((IntPtr)0);
            var w = Windows.Forms.Screen.GetBounds(Point.Empty);
            for (var r = new Random();;)
                g.FillRectangle(new SolidBrush(Color.FromArgb(r.Next(256), r.Next(256), r.Next(256))),
                                r.Next(w.Width), r.Next(w.Height), 1, 1);
        }
    }
}
```
---
A version for ~~308~~ ~~227~~ 226 bytes that only draws on the region 0-40:
```
namespace System.Drawing{class P{static void Main(){var g=Graphics.FromHdc((IntPtr)0);for(var r=new Random();;)g.FillRectangle(new SolidBrush(Color.FromArgb(r.Next(256),r.Next(256),r.Next(256))),r.Next(40),r.Next(40),1,1);}}}
```
Example output for this one:
[![Small example output](https://i.stack.imgur.com/sKJmD.png)](https://i.stack.imgur.com/sKJmD.png)
---
[Answer]
# C# Console, 233 220 ~~189~~ 188 bytes
```
namespace System{using static Console;class P{static void Main(){for(var r=new Random();;){BackgroundColor=(ConsoleColor)r.Next(16);SetCursorPosition(r.Next(40),r.Next(40));Write(" ");}}}}
```
[![enter image description here](https://i.stack.imgur.com/LMyP2.png)](https://i.stack.imgur.com/LMyP2.png)
Uses "all" (windows) 16 console colors.
Thanks for the "feature" to be able to alias classes in C# via the `using` directive.
**Edit #1**
* Removed some spaces.
* Removed zeros from Random.Next()
* Went to `namespace system{...}`
**Edit #2**
* Minimum size of grid is 40x40
* One byte by declaring Random in for loop header
* Removed `public` from Main method
**Edit #3**
Turns out `using C=Console;` is **not** the best there is. `using static Console` is much like the VB.Net way to "Import" classes
I give up: TheLethalCoder made this happen
---
Original code for adapting window size at 207 bytes: 
```
namespace System{using static Console;class P{static void Main(){for(var r=new Random();;){BackgroundColor=(ConsoleColor)r.Next(16);SetCursorPosition(r.Next(WindowWidth),r.Next(WindowHeight));Write(" ");}}}}
```
Original Image:
[![enter image description here](https://i.stack.imgur.com/AzovL.png)](https://i.stack.imgur.com/AzovL.png)
[Answer]
# 6502 Assembly, 92 bytes
```
loo: lda $fe
sta $00
lda $fe
and #$3
clc
adc #$2
sta $01
lda $fe
ldy #$0
sta ($00),y
jmp loo
```
Output:
[![output](https://i.stack.imgur.com/Wr8eS.png)](https://i.stack.imgur.com/Wr8eS.png)
Explanation:
```
loop: lda $fe       ; accumulator = random
      sta $00       ; store accumulator
      lda $fe       ; accumulator = random
      and #$3       ; accumulator &= 3
      clc           ; clear carry
      adc #$2       ; accumulator += 2
      sta $01       ; store accumulator
      lda $fe       ; accumulator = random
      ldy #$0       ; register Y = 0
      sta ($00),y   ; store register Y
      jmp loop      ; loop
```
[Answer]
# 6502 Assembly, 582 bytes
Whew, this was fun. Does more or less the same thing as my Applesoft BASIC solution.
```
start:
lda #15
sta $0
sta $1
loo:
lda $fe
and #3
cmp #0
beq g_l
cmp #1
beq g_r
cmp #2
beq g_d
dec $1
d_w:
lda $1
and #$1f
asl
tax
lda ypo,x
sta $2
inx
lda ypo,x
sta $3
lda $0
and #$1f
tay
lda ($2),y
tax
inx
txa
sta ($2),y
jmp loo
g_d:
inc $1
jmp d_w
g_l:
dec $0
jmp d_w
g_r:
inc $0
jmp d_w
ypo:
dcb $00,$02,$20,$02,$40,$02,$60,$02
dcb $80,$02,$a0,$02,$c0,$02,$e0,$02
dcb $00,$03,$20,$03,$40,$03,$60,$03
dcb $80,$03,$a0,$03,$c0,$03,$e0,$03
dcb $00,$04,$20,$04,$40,$04,$60,$04
dcb $80,$04,$a0,$04,$c0,$04,$e0,$04
dcb $00,$05,$20,$05,$40,$05,$60,$05
dcb $80,$05,$a0,$05,$c0,$05,$e0,$05
```
[Answer]
# Python, 133 bytes
I'm not quite sure if this fits the specs, because it's on a canvas in a 40x40 area.
```
from turtle import*
from random import*
ht()
up()
speed(0)
R=randint
while 1:goto(R(0,39),R(0,39));dot(1,eval('('+'R(0,255),'*3+')'))
```
[**Try it online**](https://trinket.io/python/d14f46288c) - version without `eval`, which doesn't work in Trinket
[Answer]
# JavaScript using Canvas 340 316 324 bytes
```
function r(t,e){return Math.floor(e*Math.random()+t)}function f(){x.fillStyle="rgba("+r(1,255)+","+r(1,255)+","+r(1,255)+", 1)",x.fillRect(r(0,40),r(0,40),1,1)}c=document.createElement("canvas"),c.width=40,c.height=40,x=c.getContext("2d"),document.getElementsByTagName("body")[0].appendChild(c),c.interval=setInterval(f,1);
```
[full version](https://jsfiddle.net/e55Ld3m3/)
[Answer]
# Processing, 112 bytes
```
void setup(){size(40,40);}void draw(){stroke(random(255),random(255),random(255));point(random(40),random(40));}
```
I can't guarantee that every pixel is replaced every 3 minutes, but looking at it it appears to be doing so. At least the odds of it missing a pixel, out of 1600 total, updating a random one 30x per second, totaling 5400 updates per 3 minutes, makes it unlikely that one would be missed.
Ungolfed:
The program is really straightforward. Open a window at 40x40 pixels, and every frame (default 30 per second) get a random color, and draw a point at a random coordinate between 0 and the parameter. 40 for pixel coordinates, 255 for colors.
```
void setup()
{
  size(40,40);
}
void draw()
{
  stroke(random(255),random(255),random(255));
  point(random(40),random(40));
}
```
[![enter image description here](https://i.stack.imgur.com/3m0SQ.png)](https://i.stack.imgur.com/3m0SQ.png)
[Answer]
# HTML+SVG+PHP, 245 Bytes
```
<?$u=$_GET;$u[rand()%40][rand()%40]=sprintf("%06x",rand()%16777216);echo'<meta http-equiv="refresh" content="0.1; url=?'.http_build_query($u).'" /><svg>';foreach($u as$x=>$a)foreach($a as$y=>$c)echo"<rect x=$x y=$y width=1 height=1 fill=#$c />";
```
Expanded
```
$u=$_GET; # Get the Url
$u[rand()%40][rand()%40]=sprintf("%06x",rand()%16777216); # Set One Value in a 2 D Array
echo'<meta http-equiv="refresh" content="0.1; url=?'.http_build_query($u).'" /><svg>'; # refresh the site after 0.1 second follow the new Get parameter
foreach($u as$x=>$a) #loop through x Coordinates as Key
  foreach($a as$y=>$c) #loop through y Coordinates as Key value is the color
    echo"<rect x=$x y=$y width=1 height=1 fill=#$c />"; #print the rects for the SVG
```
Example for Output without meta tag and in a greater version
```
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```
[Answer]
# Python 3.6 + Tkinter, 281 bytes
```
from tkinter import*
from random import*
from threading import*
a=randrange
x=40
d={"width":x,"height":x}
w=Tk()
c=Canvas(w,**d)
c.pack()
i=PhotoImage(**d)
c.create_image((20,20),image=i)
def r():
 while 1:i.put(f"{a(0,0xffffff):0>6f}",(a(0,x),a(0,x)))
Thread(r).start()
mainloop()
```
[Answer]
# JavaScript (ES7) + HTML using SVG, 129 + 10 = 139 bytes
SVG version, heavily inspired by [@Octopus's `<canvas>` approach](https://codegolf.stackexchange.com/a/124078/47097).
### JS
```
r=n=>n*Math.random()|0
setInterval('s.innerHTML+=`<rect x=${r(40)} y=${r(40)} fill=#${r(2**24).toString(16)} width=1 height=1>`')
```
### HTML
```
<svg id=s>
```
Since the Stack Snippet likes to break the script by parsing the `<rect>` tag, here's a [CodePen](https://codepen.io/darrylyeo/pen/ZyEOxO).
[Answer]
## LOGO, 71 bytes
The only language that I know of, being not esoteric/specially designed for codegolfing, and have `forever` function. Any idea on the `map` part?
```
pu forever[setxy random 100 random 100 setpixel map[random 256][1 1 1]]
```
[Answer]
# [shortC](//github.com/aaronryank/shortC), ~~66~~ 56 bytes
```
Dr rand()
AOZR"\e[%d;%dH\e[%d;4%dm ",r%40,r%40,r%2,r%8);
```
-10 bytes thanks to Dr. Rand. :P
```
A                                                                  main function
 O                                                                 for
  Z                                                                seed rand()
   R                                                               print
    "\e[%d;%dH                                                     coordinate placeholder string
              \e[%d;4%dm "                                         color placeholder string
                          ,rand()%40,rand()%40,rand()%2,rand()%8   fill placeholders
                                                                ); interpreter hole
```
No TIO link because you obviously can't print to the kind of terminal this requires online.
[Answer]
## Perl (on \*nix), 69 bytes
**The `\x1b`s are literal escape characters.**
Relies on `stty` command and works well on OS X.
```
{printf"\x1b[%i;%iH\x1b[48;5;%im ",map{rand$_}`stty size`=~/\d+/g,256;redo}
```
Similar to other approaches, but I liked the combination of all params into one call to `printf` so thought I'd share. Kills my terminal.
[![enter image description here](https://i.stack.imgur.com/a1sDK.png)](https://i.stack.imgur.com/a1sDK.png)
---
### Twice as many pixels, 83 bytes
```
{printf"\x1b[%i;%iH\x1b[48;5;%i;38;5;%im▄",map{rand$_}`stty size`=~/\d+/g,256,256;redo}
```
This approach uses a unicode block `▄` and a random foreground and background colour which gives a more square pixel. Kills my terminal too, but looks cooler.
[![enter image description here](https://i.stack.imgur.com/ZMymE.png)](https://i.stack.imgur.com/ZMymE.png)
[Answer]
## Bash, 104 bytes
**The `\e`s are literal escape characters.**
These are pretty much translations of my Perl submission, but using bash fork bomb style syntax! Not as clever as the other bash entry that writes directly to the display I'm afraid.
```
:(){ printf "\e[%i;%iH\e[48;5;%im " $((RANDOM%`tput lines`)) $((RANDOM%`tput cols`)) $((RANDOM%256));:;};:
```
---
### More pixels, 130 bytes
Same as my Perl answer, this uses a unicode character for the foreground and colours the background of each pixel too.
```
:(){ printf "\e[%i;%iH\e[48;5;%i;38;5;%im▄" $((RANDOM%`tput lines`)) $((RANDOM%`tput cols`)) $((RANDOM%256)) $((RANDOM%256));:;};:
```
[Answer]
# Super Chip (48)?, 12 bytes
```
0x00FF 'enter high resolution mode (64x128 pixels)
0xA209 'set I to 0x209 (second byte of draw instruction)
0xC03F 'set register 0 to a random number from 0 to 63
0xC13F 'set register 1 to a random number from 0 to 63
0xD101 'draw a sprite. x=register 1, y=register 0, height=1
0x1204 'jump to third instruction
```
I'm not sure of the exact name, but I had to use this instead of normal Chip-8 because of the 40x40 pixel limitation.
[Answer]
# [QBIC](https://drive.google.com/drive/folders/0B0R1Jgqp8Gg4cVJCZkRkdEthZDQ), 34 bytes
```
screen 12{pset(_r640|,_r480|),_r16
```
Unfortunately, QBIC doesn't set a `SCREEN` mode by default, so that eats some bytes. `PSET` is an illegal command in QBIC's default graphical context.
## Explanation
```
screen 12           Set the screen to a mode supporting (colored) graphics
{                   DO until the compiler is killed by ctrl-scroll lock
pset                PSET is a QBasic command to set one pixel
(_r640|,_r480|)     it takes a set of coords (x, y) which QBIC chooses at random with _r
,_r16               and a color (1,16)
```
## Sample output
@Anonymous found an error in QBIC's `rnd()` function. Fixing that gives the output below. Thanks!
[![enter image description here](https://i.stack.imgur.com/tIhvL.png)](https://i.stack.imgur.com/tIhvL.png)
[Answer]
# GW-Basic, 47 bytes (tokenised)
```
0 SCREEN 7:RANDOMIZE TIMER:WHILE 1:PSET(RND*40 MOD 40,RND*40 MOD 40),RND*16 AND 15:WEND
```
To get it down to 47 bytes, you'll have to strip spaces and trailing zeroes and end of file character manually.
]