When viewing the Highstock two pane example on a touch device, moving the chart by touchdrag, or performing a pinch zoom causes the chart to render the second pane incorrectly (looks like it ignores the yAxis offset).
Any thoughts for a workaround / config change that might help?
It looks like a bug, so I reported to our developers here: https://github.com/highslide-software/highcharts.com/issues/2000
Related
I have a problem. I am using the newest version of Xcode, Swift 5.1 and Charts danielgindi pod. I turned on the zooming of the LineChart and I want to customise this zooming. Here is a picture of the chart https://imgur.com/a/3Cpi89v . I want the zooming to be only on the edges of the chart, not everywhere. What I mean, If the user zoom in the spot that is close to the bottom part, only to zoom into the edges of the line, like this: https://imgur.com/a/W50yMXP, only for the red areas. The same should be for the top part. Is there any way to do this.
I'm using openseadragon with the excellent svg overlay plugin.
On Chrome, the app behaves as expected: users can tap to zoom in until a table rendered in SVG is fully visible, the note on the table is legible.
Here's the link to the demo. Zoom out to see the SVG version of the table appear, overlaying the fuzzy raster version of the background.
On Safari on iOS or OSX when zooming past a seemingly arbitrary threshold the table and everything on it start to disappear. The point of disappearance seems to depend on other factors I don't understand, hence this question for insight. For example, a orange circle drawn with two.js will disappear when the scale transform is precisely 51201 (at 51200 the circle is there). For the more complex table SVG, elements on the table will disappear at different scale levels, between ~23000 to 50000. Sometimes they'll disappear and then reappear upon a slight zoom in. Sometimes they'll disappear on zoom and then reappear as I pan around, the objects nearing the edge of the viewport.
IE 11 has a very similar issue.
Has anyone dealt with this before or solved it?
That's a really slick project!
In my experience, that kind of problem with SVG disappearing has to do with extreme amounts of zoom. The good news is you should be able to work around it by changing your viewport coordinates. By default the width of the image is a viewport value of 1, but you can set your image to be width 10,000 or some such, which will look exactly the same on the screen, but it means that the SVG thinks it's zoomed out a lot at first, so when you zoom in you can go a lot further.
If you're using two.js, another possible fix would be to switch over to canvas rendering and use https://github.com/altert/OpenSeadragonCanvasOverlay.
Btw, I'd love to share your project when it's done... please file a ticket at https://github.com/openseadragon/site-build/issues when you're ready and we can add it to http://openseadragon.github.io/examples/in-the-wild/.
I want to draw graph in iOS native app (Making app using auto layout and Xcode 6.1)..after googling I found core plot lib for drawing graph.
I am struggling with this library to do make pie,bar,donut and line chart as I want.
I used the examples which are in 'examples' folder of this library.
How do I make graph to adjust when app is rotating and takes auto
layout constraints?
For bar/line chart-I don't get idea to make graph compact or make
scroll when there is large data to show on x or y axis?
For any chart- How do I show legends(title or explanation for
graph)?
How do I show values on bar/pie/line itself(Value on each
pie slice / every bar/ every line point)?
Can I set X and Y axis start and end point?
Please help if anybody have an idea? Thanks in advance.
The Plot Gallery example app demonstrates all of these things. You'll need to use the latest code from GitHub (release 1.5.1 doesn't have some of the newer features like auto layout; 1.6 will be out soon, but isn't quite ready yet).
The iOS version of the Plot Gallery uses a storyboard and auto layout to control the UI.
Set allowsUserInteraction to YES on the plot space to enable pinch zoom and scrolling behavior. You can disable pinch gestures and keep the scrolling behavior with the allowPinchScaling property on the hosting view.
Many of the Plot Gallery demos have legends. Look for CPTLegend in the code. Ask a more specific question if you need more help with this.
These are known as "data labels" in Core Plot. Many of the Plot Gallery demos have them. You can set a formatter and text style on the plot to turn them on, or use a plot delegate to have more control over each label.
Set the xRange and/or yRange of the plot space associated with the axes to control the coordinate space of the plot area.
Recently I have encountered a strange behavior from CPTRangePlot (I'm using Core-Plot 1.3).
I have a set of 365 data to display on the screen using CPTRangePlot. It works fine if all 365 points are displayed on the screen.
However, if I zoom in by using plotSpace:willChangePlotRangeTo:forCoordinate method to a certain level, the fill area will be distorted and the plot will be filled incorrectly. If I scroll to another plot range, the distorted area becomes fine and but another distorted area appears.
Everything goes back to normal if I zoom out.
Here are the images for your reference:
Before Zoom in:
After Zoom in:
Any idea what happening here? All other plot types (Scatter, Trading, Bar) work fine when I zoom in/out or scroll :-(
P/S: I tried the latest version of Core-Plot (1.4+) but no success.
This looks like a Core Plot bug—it is skipping points that fall outside the visible area when drawing the fill. Please report this on the Core Plot issue tracker.
I am using XNA 3.1 for the a game development, I am having little issue with the mouse position, I am also providing the screen shots of the issue, for now in the code below I am trying to display text "Start" exactly at mouse Position but the location of the the text is around 200 - 250 pixels away from the cursor instead to be at the same point where the cursor is on game window.
void MenuMainMenuDraw()
{
// Main Menu After Draw
// Menu Option After Draw
MouseState ms = Mouse.GetState();
spriteBatch.DrawString(fontMenu, "Start"
, new Vector2(ms.X, ms.Y)
, Color.Red);
spriteBatch.DrawString(fontMenu, "Options"
, new Vector2((float)MENU_GLOBAL.MENU_POSITION_X, (float)MENU_GLOBAL.OPTION_POSITION_Y)
, Color.Red);
spriteBatch.DrawString(fontMenu, "Leader's Board"
, new Vector2((float)MENU_GLOBAL.MENU_POSITION_X, (float)MENU_GLOBAL.HIGHSCORE_POSITION_Y)
, Color.Red);
}
Regards
MGD
There are a few possible causes that I can think of. I can't see anything directly wrong with the code snippet that you posted, so if none of these things resolve it, post more of your code.
Does the same problem occur when you create a new SpriteFont using the default font face? It may be a problem with the spacing in the font you're currently using.
In your spriteBatch.Begin(...) code are you supplying a transformMatrix? If so, try just using spriteBatch.Begin() with no arguments. Are you doing anything unusual like applying an Effects to your SpriteBatch drawing?
Are you drawing to a render target that is then redrawn to the screen?
I've had mouse position issues that seemed strange if my game window was actually larger than the resolution of the computer screen that I was running the game on. Its a quick check but it just might help. (Also remember that XNA draws images from the center point, but I believe by default draws test from the text's upper left corner). Hope that helps