d3.js : getting the bars width or X position right? - svg

I have a weird issue in my bar graph realized using d3.js: the 1 px padding between each rectangle appears irregular. I gather either or both the width or x position are the culprit but i don't understand what i'm doing wrong: the width is a fraction of the svg area and the X position is obtained via a D3 scale.
I've put a demo here: http://jsfiddle.net/pixeline/j679N/4/
The code ( a scale) controling the x position:
var xScale = d3.time.scale().domain([minDate, maxDate]).rangeRound([padding, w - padding]);
The code controlling the width:
var barWidth = Math.floor((w/dataset.length))-barPadding;
Thank you for your insight.

It's irregular because you are rounding your output range (rangeRound). In some cases, the distance between two bars is 3 pixels and sometimes only 2. This is because the actual x position is a fractional value and ends up being rounded one way in some cases and the other way on other cases.
You can mitigate the effect but changing rangeRound to range, but that won't eliminate it entirely as you'll still get fractional pixel values for positions. The best thing to do is probably to simply increase the padding so that the differences aren't as obvious.

Related

Calculate the number of circles that fit on the circumference of another circle

I'm looking for an algorithm (or pseudo code) that can calculate the maximum number of (smaller) circles with diameter "s" that can be squeezed into the circumference of another (larger) circle with radius "r" ...
Image: http://teasy.space/images/terracolony-squeezingcircles2.jpg
You can alternate between radius/diameter etc if you wish -- as these are the only 2 parameters (other than the center (large circle) coordinate) that i have, i.e. that are known ...
The outer circles may not overlap but can fit "snug" together ...
After various upgrades to my routine through the years, I'm currently using an algorithm that is not perfect (and it needs to be accurate or the galaxy breaks down lol)
which does a broad interpolation between small outside circle diameter and large inside circle circumference, to somewhat accurately plot the circle count in a polygon style fitting pattern, which causes problems (i.e. overlaps) when using larger outside circles ...
; try to fit a random number of circles
num_Circles = Rand( min,max )
; check if the number of circles exceed the maximum that can fit
If num_Circles * SmallCircle_Diameter > LargeCircle_Circumference
; adjust the amount accordingly
num_Circles = LargeCircle_Circumference / SmallCircle_Diameter
End If
Another assumption is that the size of the smaller outer circles never exceeds that of the larger inner circle ...
something less to worry about ;)
I'm using this algorithm for one of my projects called Terra Colony, based on Gravity Well, a 2D space/gravity realtime colonization simulation game with moons, planets, stars, black/white holes, etc
Image: http://teasy.space/images/terracolony-squeezingcircles1.jpg
This is an issue that has plagued this project for over a decade!
Hopefully you can point me in the right direction :D
I have previously done many experiments and wrote different programs to find a solution, and have traveled the internet looking for formulas and solutions which in the end are very close, but not close enough! :P
Thank you! <3
Teasy
P.S. I tried to add the tag "circumference" but it apparently requires "1500 reputation" (points i guess, maybe to prevent spam)
There is formula that establishes relation between radius of big circle R, radius of small circle r and number of (touching) small circles N
R = r / Sin(Pi/N)
So maximum number of small circles might be found as
Sin(Pi/N) = r / R
Pi / N = arcsin(r / R)
and finally
N = Pi / arcsin(r / R)
Example:
R=5
r=2.5
so
N = Pi / arcsin(1/2) =
Pi / (Pi/6) =
6
Given the diam. of the small circle 'd' and the number of them 'c'
then the dia. of the large circle 'D' is
D=d/sin(180/c)

itext7 how to consider rotation angle in TextPlusYExtractionStrategy

The text positioning (y) is determined by the TextPlusYExtractionStrategy perfectly when the rotation angle is 0 (portrait). In case of rotation angle is 90 degree (landscape) the position y provided from left to right instead of top to bottom. How to consider the rotation to get the text position y in when the page is 90 degree.
The below code helped me to resolve my issue.
if(rotation == 90){
chunkY = chunk.getLocation().getStartLocation().get(Vector.I1);
}
Constructor of TextPlusYExtractionStrategy can take the rotation angle, and use the Vector.I1 which is x co-ordinate of the chunk.
The issue will solve only the landscape (rotation=90) issue to find the Y coordinate of the search text.

How to clamp the output of CIPerspectiveTransformWithExtent filter?

I'm using a CIPerspectiveTransformWithExtent filter to apply homographies (perspective warp) to images on OS X. So far, so good, and I can get the desired warping applied to my images.
I'm still struggling however with the border behavior. I would like the output of the filter to be clipped outside the original image domain:
I managed to do it for the lower and left borders by shifting the origin of the inputExtent rectangle of the correct amount. For example, if the lower left corner is projected to x = -10 then using extent.origin.x = 10 will correctly clip the left border;
on the other hand, the upper and right borders are always shown in the output image. For example, if the rightmost corner is projected to x = width + 10, setting the extent via extent.origin.x = 0, extent.size.width = width; does not work an the rightmost corner remains visible.
Am I doing anything wrong here? or maybe I'm not trying the right way to achieve my goal?

How to find custom shape speicific area?

please , see following image, here you can see blue rectangle is custom shape bounds and custom shape is shoe , i want to find area of a portion written in image and i want that area in form of rectangle
do is there any path iterator concept ?
Note
custom shape i derived from image of the same size.
I would do it like this:
1.create table for all bounding box-rect perimeter lines
each value in it will represent the empty space length form border line to shape
something like this:
the values are found by simple image scanning until first non space color found
2.now bruteforce find the biggest rectangle area
x,y = top left corner
for xs = 1 to bounding box width
now scan the max valid height of rectangle from x to x + xs (x grows to the right)
// it should be the min y0[x..x+xs]
remember the biggest valid area/size combination
do this for all 4 combinations (star from the other corners)
I now Brute-force is slow but
you can divide perimeter lines not by pixels but with some step instead
also I am sure this can be optimized somehow
for example by derivation of perimeter find the extremes and check from them backwards
when the size will start shrinking then stop ...
of course take in mind that on complicated shapes this optimization will not work ...

Simple Trigonometry?

EDIT - Thanks for all the answers everyone. I think I accidentally led you slightly wrong as the square in the picture below should be a rectangle (I see most of you are referencing squares which seems like it would make my life a lot easier). Also, the x/y lines could go in any direction, so the red dot won't always be at the top y boundary. I was originally going for a y = mx + b solution, but then I got stuck trying to figure out how I know whether to plug in the x or the y (one of them has to be known, obviously).
I have a very simple question (I think) that I'm currently struggling with for some reason. I'm trying to have a type of minimap in my game which shows symbols around the perimeter of the view, pointing towards objectives off-screen.
Anyway, I'm trying to find the value of the red point (while the black borders and everything in green is known):
It seems like simple trigonometry, but for some reason I can't wrap my head around it. I just need to find the "new" x value from the green point to the red point, then I can utilize basic math to get the red point, but how I go about finding that new x is puzzling me.
Thanks in advance!
scale = max(abs(x), abs(y))
x = x / scale
y = y / scale
This is the simple case, for a square from (-1, -1) to (1, 1). If you want a different sized square, multiply the coordinates by sidelen / 2.
If you want a rectangle instead of a square, use the following formula. (This is another solution to the arbitrarily-sized square version)
scale = max(abs(x) / (width / 2), abs(y) / (height / 2))
x = x / scale
y = y / scale
Let's call the length of one side of the square l. The slope of the line is -y/x. That means, if you move along the line and rise a distance y toward the top of the square, then you'll move a distance x to the left. But since the green point is at the center of the square, you can rise only l/2. You can express this as a ratio:
-y -l/2
——— = ———
x d
Where d is the distance you'll move to the left. Solving for d, we have
d = xl/2y
So if the green dot is at (0, 0), the red dot is at (-l/2, xl/2y).
All you need is the angle and the width of the square w.
If the green dot is at (0,0), then the angle is a = atan(y/x), the y-coordinate of the dot is w/2, and therefore the x-coordinate of the dot is tan(1/a) * (w/2). Note that tan(1/a) == pi/2 - tan(a), or in other words the angle you really want to plug into tan is the one outside the box.
Edit: yes, this can be done without trig, too. All you need is to interpolate the x-coordinate of the dot on the line. So you know the y-coordinate is w/2, then the x-coordinate is (w/2) * x/y. But, be careful which quadrant of the square you're working with. That formula is only valid for -y<x<y, otherwise you want to reverse x and y.

Resources