Final answer:
To draw an image programmatically, one would create functions such as 'drawHistogram' for constructing histograms, 'drawIcon' for rendering icons, and 'drawSketch' for general sketching tasks, which would be orchestrated by a main drawing routine.
Step-by-step explanation:
To plan the code to draw the specified image, you would typically break down the task into discrete functions or steps, each responsible for handling a different part of the drawing process. Here are examples of the functions one might create:
drawHistogram: This function would take input data and construct a histogram with the given number of intervals. It would scale the axes and utilize a drawing library or graphics context to render the histogram on the screen.
drawIcon: This function would include sub-functions like drawPlaybackButton and drawDeleteFunction to render the respective icons based on pre-determined geometry or graphic assets.
drawSketch: This function would be used for general sketching tasks, such as creating an annotated sketch of an image or designing a concept. It could make use of freeform drawing tools provided by a graphics library.
These functions would be combined in a main drawing routine that orchestrates the drawing process, ensuring each element is drawn in the correct order and position on the canvas.