d3.js. How to organize bubbles along the line without overlaps? - layout

I want to make such kind of bubble chart:
But only i can do is here - http://jsfiddle.net/zeleniy/h646uopc/6/.
jsfiddle code mock
How i can move them apart to escape overlapping. I understand that in some cases bubbles will be shifted along the x axis because of chart height limit. But in any case i do not know how to do it? And i am not sure that want to use force layout to scatter bubbles. I want do draw it at once.

Finally i do it - http://zeleniy.me/stretched-bubble-chart.html.
You should use force layout with specific gravity implementation. Read this article for details - http://vallandingham.me/building_a_bubble_cloud.html

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How to prevent west and East elements from overlapping center in BorderLayout

I'm trying to create a layout in this sketch
I want to have a vertical slider in the center, one SpanLabel on the left and another on the right.
I've tried using BorderLayout, but the SpanLabels overlap the slider if their texts are long. Is there a Layout that I could use to achieve a similar style or something I could do to fix BorderLayout?
CenterAbsolute and CenterCenter don't help in fixing this.
I'd use a TableLayout with percentages for each column to achieve this sort of layout.
BorderLayout assumes the preferred size of the elements on the sides/top/bottom isn't too big to cover everything so it's a bit problematic in some use cases.

android wipe animation when button bar slide up

I'm trying to create slidingup animation in android application to change between two view of layout.
I've tried from this tutorial
but the second screen didn't come like what I want.
I want the second layout to come like a wipe animation, like the following picture at the bottom
Refer this:
https://android.googlesource.com/platform/frameworks/base/+/ab51002847ea3dcdc0ba14eb330ab9ec292a9789/packages/SystemUI/src/com/android/systemui/statusbar/phone/PhoneStatusBar.java
In the above code, focus on the animateCollapsePanels method
I was able to implement a similar transition by using a clipping Path. Because I didn't want my transition to rule out the use of Layouts in the clipped view, I implemented the clipping at the Layout level following this answer: Custom Layout that rounds the corners of its content
The clipping is no anti-aliased and you would need to do use instead PorterDuff and XferMode based solutions otherwise, but for a linear wipe animation like you're describing, clipping in the layout will achieve what you want. Basically you're doing a linear reveal whereas the accepted answer I linked does a circular clip.

What is the proper way of drawing label in OpenGL Viewport?

I have a multiviewport OpenGL modeler application. It has three different viewports : perspective, front and top. Now I want to paint a label for each viewport and not succeeding in doing it.
What is the best way to print a label for each different perspective?
EDITED : The result
Here is the result of my attempt:
I don't understand why the perspective viewport label got scrambled like that. And, Actually I want to draw it in the upper left corner. How do I accomplished this, because I think it want 3D coordinate... is that right? Here is my code of drawing the label
glColor3f(1,0,0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glRasterPos2f(0,0);
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen("Perspective"), GL_UNSIGNED_BYTE, "Perspective"); // Draws The Display List Textstrlen(label)
glPopAttrib();
I use the code from here http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=13
thanks
For each viewport switch into a projection that allows you to supply "viewport space" coordinates, disable depth testing (glDisable(GL_DEPTH_TEST)) and depth writes (glDepthMask(GL_FALSE)) and draw the text using one of the methods used to draw text in OpenGL (texture mapped fonts, rendering the full text into a texture drawing that one, draw glyphs as actual geometry).
Along with #datenwolf's excellent answer, I'd add just one bit of advice: rather than drawing the label in the viewport, it's usually easier (and often looks better) to draw the label just outside the viewport. This avoids the label covering anything in the viewport, and makes it easy to get nice, cleanly anti-aliased text (which you can normally do in OpenGL as well, but it's more difficult).
If you decide you need to draw the text inside the viewport anyway, I'll add just one minor detail to what #datenwolf said: since you generally do want your text anti-aliased (even if the rest of the picture isn't) you generally want to draw the label after all the other geometry of the picture itself. If you haven't turned on anti-aliasing otherwise, you generally will want to turn it on for drawing the text.

How do I put tick labels inside of a line graph in Flot

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I think with those two abilities, you cannot do what you're looking for.
Check out this flot bug for some code modifications that might get you to what you want: http://code.google.com/p/flot/issues/detail?id=191
How is this question different than this one?
jQuery Flot data/axis labels on top of graph
For that one, someone suggests negative labelMargins

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