AndroidPlot - Labels and text - androidplot

I am a non-developer product manager for an application built in both Android and iOS. We have a bar graph in iOS that provides text for the content of the graph. It displays Totals for each bar, and percentages for each segment of each bar.
In Android, using AndroidPlot (so I understand) we just display the bars with different color segments and no percent totals or totals. I am told by the developer that we can't show more.
I would display the images here, but stackoverflow tells me I don't have enough reputation points to do this. I have created a link to my dropbox with the images https://www.dropbox.com/sh/2uocm5bn79rerbe/AAB7s9QEEYIRIgXhKbUAaOyDa
Is it possible to use AndroidPlot to emulate this iOS chart or at least represent to same information to the end user?

Your developer is more or less correct but you have options. Androidplot's BarRenderer by default provides only an optional label at the top of each bar, which in your iOS images is occupied by the "available", "new", "used" and "rent" label. That label appears to be unused in your Android screenshot so one option would be to utilize those labels do display your totals.
As far as exactly matching the iOS implementation with Androidplot, the missing piece is the ability to add additional labels horizontally and vertically along the side of each bar. You can extend BarRenderer to do this by overriding it's onRender(...) method. Here's a link for your developer that shows where in the code he'll want to modify onRender(...).
I'd suggest these modifications to add the vertical labels:
Invoke Canvas.save(Canvas.ALL_SAVE_FLAG) to store the default orientation of the Canvas.
Use Canvas.translate(leftX, bottom) to center on the bottom left point of the bar
Rotate the Canvas 90 degrees using Canvas.rotate(90) to enable vertical text drawing
Draw whatever text is needed along the side of the plot; 0,0 now corresponds to the bottom left corner of the bar so start there when invoking canvas.drawText(x,y).
Invoke Canvas.restore() to restore the canvas' original orientation.
After implementing the above, adding horizontal "%" labels should be self evident but if you run into trouble feel free to ask more questions along the way.
UPDATE:
Here's a very basic implementation of the above. First the drawVerticalText method:
/**
*
* #param canvas
* #param paint paint used to draw the text
* #param text the text to be drawn
* #param x x-coord of where the text should be drawn
* #param y y-coord of where the text should be drawn
*/
protected void drawVerticalText(Canvas canvas, Paint paint, String text, float x, float y) {
// record the state of the canvas before the draw:
canvas.save(Canvas.ALL_SAVE_FLAG);
// center the canvas on our drawing coords:
canvas.translate(x, y);
// rotate into the desired "vertical" orientation:
canvas.rotate(-90);
// draw the text; note that we are drawing at 0, 0 and *not* x, y.
canvas.drawText(text, 0, 0, paint);
// restore the canvas state:
canvas.restore();
}
All that's left is to invoke this method where necessary. In your case it should be done once per BarGroup and should maintain a consistent position on the y axis. I added the following code to the STACKED case in BarRenderer.onRender(...), immediately above the break:
// needed some paint to draw with so I'll just create it here for now:
Paint paint = new Paint();
paint.setColor(Color.WHITE);
paint.setTextSize(PixelUtils.spToPix(20));
drawVerticalText(
canvas,
paint,
"test",
barGroup.leftX,
basePositionY - PixelUtils.dpToPix(50)); // offset so the text doesnt intersect with the origin
Here's a screenshot of the result...sorry it's so huge:
Personally, I don't care for the fixed y-position of these vertical labels and would prefer them to float along the upper part of the bars. To accomplish this I modify my invocation of drawVerticalText(...) to look like this:
// needed some paint to draw with so I'll just create it here for now:
Paint paint = new Paint();
paint.setColor(Color.WHITE);
paint.setTextSize(PixelUtils.spToPix(20));
// right-justify the text so it doesnt extend beyond the top of the bar
paint.setTextAlign(Paint.Align.RIGHT);
drawVerticalText(
canvas,
paint,
"test",
barGroup.leftX,
bottom);
Which produces this result:

Related

Calculating the correct width to resize image to display in a CListCtrl

At the moment I am having to fudge my code like this:
CRect rcList;
m_ListThumbnail.GetClientRect(rcList);
rcList.DeflateRect(25, 25);
// Use monitor 1 to work out the thumbnail sizes
CRect rcMonitor = m_monitors.rcMonitors.at(0);
m_iThumbnailWidth = rcList.Width();
double dHt = ((double)rcMonitor.Height() / (double)rcMonitor.Width()) * (double)m_iThumbnailWidth;
m_iThumbnailHeight = (int)dHt;
I fudge it by deflating the rectangle by 25. m_ListThumbnail is a CListCtrl and I am trying to render my thumbnails so that I do not need a horizontal scroll bar.
When I render the thumbnails of the monitors, I attempt to massage these thumbnail values (incomplete):
nWidth = m_iThumbnailWidth;
double dHt = ((double)rcCapture.Height() / (double)rcCapture.Width()) * (double)m_iThumbnailWidth;
nHeight = (int)dHt;
if (nHeight > m_iThumbnailHeight)
{
AfxMessageBox(L"Need to investigate!");
}
Where rcCapture is the size of the monitor.
If I remove the DeflateRect line, my window displays like this:
As you can see, it is note as I expected. There is a horizontal scroll bar and I have to resize quite a bit to see the thumbnail:
All I want to compute is a set of thumbnail dimensions so that the scaled down monitor image is going to fit in the CListCtrl. I don't really want the user to have to resize the window.
Update
With my adjusted code which now uses the primary monitor aspect ratio to work out the thumbnail sizes (as added above) renders the app with better whitespace:
That was the reason of the extra space at the bottom because the monitors were 16:9 and I was squishing into 4:3. So that is fixed.
But as you can see, using the CListCtrl client width is not sufficient.
Update
This is the rendering code:
// Set the mode first!
SetStretchBltMode(dcImage, COLORONCOLOR);
int iTop = (m_iThumbnailHeight - nHeight) / 2;
// Copy (and resize)
bRet = ::StretchBlt(dcImage, 0, iTop,
nWidth,
nHeight,
dcScreen.m_hDC,
rcCapture.left,
rcCapture.top,
rcCapture.Width(),
rcCapture.Height(), SRCCOPY | CAPTUREBLT);
The control renders the icon with a margin. When I used GetItemPosition function it indicated that the x value was 21. This is why my DeflateRect(25, 25) worked. But I don;t know how the CListCtrl computed that margin value.
Eventually I found out how to do this without deflating, by using the SetIconSpacing function. Like this:
m_ListThumbnail.SetIconSpacing(
CSize(m_iThumbnailWidth, ::GetSystemMetrics(SM_CXHSCROLL)));
Once the above has been done the window looks like this:
Things might be a little different when there are 3 or 4 monitor thumbnails, thus causing a vertical scroll bar. But I only have two monitors to test with.

Efficient way of scaling hundreds of QGraphicItems

I have a zoomable QGraphicsView with scene that contains hundreds (and even thousands) of datapoints. The points are represented by QGraphicsEllipseItems and collected into a QGraphicsItemGroup. When the view is zoomed in to I want datapoints to stay at a constant size (i.e., the distances between neigbouring points increase but the sizes stay the same). Right now I achieve this by running this code every time the user zooms in:
#get all the QGraphicsEllipseItems that make up the QGraphicsItemGroup
children = graphics_item_group.childItems()
for c in children:
#base_size_x and base_size_y are the sizes of the
#untrasformed ellipse (on the scene) when zoom factor is 1
#New width and height are obtained from the original sizes and
#the new zoom factors (h_scale, v_scale)
new_width = base_size_x/h_scale
new_height = base_size_y/v_scale
#The top-left corner of the new rectangle for the item has to be recalculated
#when scaling in order to keep the center at a constant position
#For this, the center of the item has to be stored first
old_center_x = c.rect().center().x()
old_center_y = c.rect().center().y()
#New coordinates of the rectangle top left point are calculated
new_topleft_x = old_center_x - new_width/2.
new_topleft_y = old_center_y - new_height/2.
#Finally a new rectangle is set for the ellipse
c.setRect(new_topleft_x, new_topleft_y, new_width, new_height)
This code works. The problem is that it is quite slow (without the compensatory scaling zooming in/out works very smoothly). I tried turning off antialiasing for the view but it makes things look pretty ugly. Is there anything else that I can do to make the processing/redrawing faster?
In the constructor of the QGraphicsItem:
setFlag(ItemIgnoresTransformations);
When you zoom, the item will remain the same size, and you won't have to manually scale it.

Rounded corner when change LoadMoreElement background color in Monotouch Dialog

I'm trying using this code :
LoadMoreElement elm = new LoadMoreElement (normalCaption, loadingCaption, tapped);
elm.BackgroundColor = UIColor.Blue; // new UIColor (27,109,192,1);
elm.TextColor = UIColor.White;
This results in a complete blue rectangular cell with no rounded corners.
What I'm missing?
The LoadMoreElement is only intended to be used in the middle of the table, not on the corners.
If you want to use it, you will need to write custom code to render the corners, you can see some sample code in the ImageElements.

fix a splash screen image to display in j2me

In my j2me App I have tried canvas which works great on Nokia phone but doesn't run on samsung. For that I have to switch to some FORM which in both cases works but only issue is of size, if I create smaller image to fit for both phone screens, one (samsung) shows that ok but other (nokia) leaves a lot more space and vice versa.
I need to have code that could stretch my image and just fix if to the screen size which I basically get by form.getHeight() and form.getWidth() property. I wonder if there is property of Image.createImage(width, height) then why doesn't it stretch it to the value I provide?
my code for that is below
try {
System.out.println("Height: " + displayForm.getHeight());
System.out.println("Width: " + displayForm.getWidth());
Image img1 = Image.createImage("/bur/splashScreen1.PNG");
img1.createImage(displayForm.getHeight(), displayForm.getWidth());
displayForm.append(new ImageItem(null, img1, Item.LAYOUT_CENTER, null));
} catch (Exception ex) {
}
Image
A single image will not fit all screens. But more will do.
The smaller logo image should be less than 96x54, as this is the smallest screen resolution. This image can be used up to the resolution of 128x128 without problems. With bigger resolutions it will look tiny, though.
The bigger logo image should be a bit bigger than 128x128 and can be used up to 240x320.
The code bellow gives as example of how to implement this.
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.Graphics;
class Splash extends javax.microedition.lcdui.Canvas {
Image logo;
Splash () {
if (getWidth() <= 128) {
// sl stands for Small Logo and does not need to have a file extension
// this will use less space on the jar file
logo = Image.createImage("/sl");
} else {
// bl stands for Big Logo
logo = Image.createImage("/bl");
}
}
protected void paint (Graphics g) {
// With these anchors your logo image will be drawn on the center of the screen.
g.drawImage(logo, getWidth()/2, getHeight()/2, Graphics.HCENTER | Graphics.VCENTER);
}
}
As seen in http://smallandadaptive.blogspot.com.br/2008/10/showing-splash.html
wonder if there is property of Image.createImage(width, height) then why doesn't it stretch it to the value I provide?
Parameters in this method have nothing to do with stretching, see API javadocs:
public static Image createImage(int width, int height)
Creates a new, mutable image for off-screen drawing.
Every pixel within the newly created image is white.
The width and height of the image must both be greater than zero.
Parameters:
width - the width of the new image, in pixels
height - the height of the new image, in pixels
Image class (API javadocs) has two more createImage methods that use parameters called "width" and "height" - one with six, another with four arguments but none of these has anything to do with stretching.
In createImage with six arguments, width and height specify size of the region to be copied (without stretching) from source image.
In method with four arguments, width and height specify how to interpret source ARGB array, without these it would be impossible to find out if, say, array of 12 values represents 3x4 image or 4x3. Again, this has nothing to do with stretching.

Retrieving a CGRect from a transformed CGContext and apply to a UIView

I am drawing a PDF page into a CGContext.
In order to properly draw it, I am applying some transformations to the context.
The pdf page rendered rect is smaller than the view's rect.
I want to create a third view that has exact same frame as the part of the view that has a pdf rendered.
My solution works, but not entirely. Sometimes (a lot of times) the rect is wrong.
This is what I am doing:
- (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)context {
CGContextSaveGState(context);
// apply transforms to context
// draw pdf page
CGRect calculatedFromRect = CGRectApplyAffineTransform(pageRect, CGContextGetCTM(context));
CGContextRestoreGState(context);
// now draw a green rect to test the frame on a not transformed context
GContextSetFillColorWithColor(context, [UIColor greenColor].CGColor);
CGContextFillRect(context, calculatedFromRect);
self.thirdView.frame = calculatedFromRect;
}
The thirdView is red. When both rects (view and drawing) are equal, I see a brown rect on the screen (red with alpha on top of the green rect). But sometimes I can see they two separated from each other (offset and size difference...when this happens, the thirdView.frame is bigger than calcularedRect).
Since all the involved views have the same size and coordinates, not converting the coordinates with convertRect:fromView: shouldn't be a problem. But I tried this and the result was the same.

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