AndroidPlot - Position TextLabelWidget not consistently on different devices - androidplot

I have a chart show info of apps, but when run it on devices android. The position of text on chart not consistently.
These images illustrate the problem: https://drive.google.com/folderview?id=0B7-CxJHQ5ZnjYjVlTlFQdElWRGM&usp=sharing
I use TextLabelWidget in AndroidPlot. How to keep position of TextLabelWidget on chart with the same image1 in link above on devices?

The problem appears to be that your plot area is set to fill the width of the screen and since the bars are evenly distributed in that space, their x positions are essentially fractions of the screen width.
At the same time you have labels that appear to be positioned using absolute positioning. As an example, this code will position 4 labels at 0%, 25%, 50% and 75% screen width, 80 pixels down from the top of the screen:
txtWidget1.position(0, XLayoutStyle.RELATIVE_TO_LEFT, PixelUtils.dpToPix(80), YLayoutStyle.ABSOLUTE_FROM_TOP, AnchorPosition.LEFT_TOP);
txtWidget2.position(0.25f, XLayoutStyle.RELATIVE_TO_LEFT, PixelUtils.dpToPix(80), YLayoutStyle.ABSOLUTE_FROM_TOP, AnchorPosition.LEFT_TOP);
txtWidget3.position(0.50f, XLayoutStyle.RELATIVE_TO_LEFT, PixelUtils.dpToPix(80), YLayoutStyle.ABSOLUTE_FROM_TOP, AnchorPosition.LEFT_TOP);
txtWidget4.position(0.75f, XLayoutStyle.RELATIVE_TO_LEFT, PixelUtils.dpToPix(80), YLayoutStyle.ABSOLUTE_FROM_TOP, AnchorPosition.LEFT_TOP);
There are some other factors that you are also probably going to need to deal with such as bar width but this should get you closer. You may find this doc useful as far as a guide for the different positioning methods.
Another tool to consider using if you aren't using it already is the Configurator. This will let you set your positions etc. inside xml and override values based on screen size, orientation, etc.

Related

UWP Typography recommendations do not seem to work

I am building a UWP application and thought I should honor the Microsoft guidelines with respect to drawing my text. The full typography guidelines can be found at this location.
The guidelines specify the text size and line height. The line height should always be a multiple of 4, to enable good scaling behavior across device and screen sizes. Here is the guideline for the Subtitle text style: -
As can be seen the text size is 20 pixels and the line height 24. But if you create a TextBlock and use the provided SubtitleTextBlockStyle it does not draw correctly. Here is the code to test: -
<TextBlock Style="{ThemeResource SubtitleTextBlockStyle}"
Text="SubtitleTextBlockStyle SubtitleTextBlockStyle SubtitleTextBlockStyle SubtitleTextBlockStyle"/>
You actually get text space at 26 and 27 pixels alternating: -
I tried setting the Margin and Padding of the TextBlock to zero and explicitly setting the LineHeight to be 24. It makes no difference.
It you place two TextBlock instances in a vertical StackPanel then you get a different spacing again, 28 pixels in line spacing between the two sets of text. To me it looks like the guidelines are impossible to actually implement.
Has anybody had any look implementing there own styles that match the guidelines? Or are they simply crap?

Fabric JS object scaling

I have grouped a set of six squares that form a rectangle and placed a set of 12 circles at the vertices onto the canvas. The first screen shot below shows the unscaled version. The issue is that the rectangle object height and width do not change as I scale it up or down. See the second screen shot.
I have tried to scale up or down and check the dimensions of the rectangle using two methods
1) canvas._objects
2) canvas.getObjects()
Neither of these objects reflect the new dimensions of the scaled group of squares. This must be an error in Fabric JS unless someone can suggest a workaround. Your input is appreciated.
you need to use the scaleX/Y factor from the rect object to calculate the stretched height/width.

How computers draw transparency?

In real life, transparency (or opacity) can be explained in a "simple" way by how much an object can reflect light, or how much of it pass through. So if an object is transparent light pass trough it, reflect on whatever is behind it and the light get back to us.
How computers simulate this behavior? I mean, we as developers, have many abstractions and APIs to set alpha levels and opacities of our pixels but how computers translates this into a bitmap to the screen?
What I think is happening: Both back and front colors are "combined" to result in a third color and this is then draw to screen. Eg: transparent white over back red on screen will be painted as pink!
Yes, you have it right. The "back" color is combined with the "front" color in proportion to the opacity of the front color.
For a single color channel, e.g. red, with opacity from 0 to 1:
new = old * (1 - opacity) + front * opacity

Ignoring touches on transparent areas cocos2dx

I have an image of size 480x800 pixels and there is a icon on one corner which I need to place. What I want is that to ignore all touches on the transparent areas and detect only the area where the icon is.
I found a solution in SO to this problem but it just tells the code to be used. I need to know exactly where to put that code since I am a beginner and don't know much about cocos2d so I expect a step by step solution.
Cocos2d 2.0 - Ignoring touches to transparent areas of layers/sprites
Do not use glReadPixels because it affected by bugs in android drivers. You can translate CCTouch to CCPoint in image coordinates using convertTouchToNodeSpace, and read image pixel at given point.
Create CCImage from file that contains semi-transparent picture, and read one pixel at tap point; it should be {0,0,0,0} for transparent area.
Don't forget to check that tap is not outside picture, and create pixel index in CCImage::getData() array with formulae unsigned index = x * imageWidth + y.

How do I display same "proportional" text size on different resolutions?

I draw some text on screen using ID3DXFont::DrawText. This text should be displayed the same regardless of screen resolution.
For example, if screen resolution is low, text wrapped and when it is higher text is not wrapped. How can I avoid such situation? I want text size to be connected to screen resolution so if resolution is lower I want the text to be relatively smaller so that no wrapping happens. Is there any way?
Thanks in advance
Below is a logical solution. It doesn't have any of the code or procedures needed to make work in direct X but having done something similar outside of DirectX I wanted to share the logic
Working on whatever default screen resolution you want set the font to be the size needed.
Find the percentage of the screen height the font size you chose takes up.
Then having stored that value when you go to render again, in the final version of the program, calculate the font size based on the screen size and the percentage
What I was working in had functions like GetTextHeight and properties on the font size to allow you to set the height (which in turn set the font size appropriately). So if can find anything similar to this in DirectX than this could be a route for you to take.

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