I've made a line chart on MPAndroidChart and would like the output to only show two decimal places.
This is the code I've used to round off the data. The data was originally in a Long ArrayList. I converted it to float because Android Studio wanted it to be in float.
private static final DecimalFormat df = new DecimalFormat("0.00");
ArrayList<Entry> dataVals = new ArrayList<Entry>();
for (i=0; i<sampleSize; i++){
float k = list.get(i)/1000;
df.setRoundingMode(RoundingMode.UP);
df.format(k);
dataVals.add(new Entry((float) (i), k));
}
The datapoints sometimes show two decimal places and sometimes three. I can't work out why.
Does anyone know how to ensure it always rounds off to decimal places?
// Create a custom ValueFormatter that rounds to two decimal places
ValueFormatter formatter = new ValueFormatter() {
#Override
public String getFormattedValue(float value) {
return String.format(Locale.getDefault(), "%.2f", value);
}
};
// Set the ValueFormatter on the chart
chart.getAxisLeft().setValueFormatter(formatter);
If you want to control the formatting of the numbers displayed over each data point, you have to define a value formatter on the data set (not the axis - which controls the format of the numbers on the chart axes). For example, to show 2 decimal places for all points, you would add this (using your existing decimal formatter df):
dataSet.setValueFormatter(new ValueFormatter() {
#Override
public String getFormattedValue(float value) {
return df.format(value);
}
});
A more complete example:
// declare the formatter as a class member
private static final DecimalFormat df = new DecimalFormat("0.00");
// Prepare your list of Entries (no need to do anything with the
// formatter here)
ArrayList<Entry> dataVals = new ArrayList<Entry>();
for (i=0; i<sampleSize; i++){
float k = list.get(i)/1000;
dataVals.add(new Entry((float) (i), k));
}
// set the formatter mode (only need to call this once,
// not inside the loop)
df.setRoundingMode(RoundingMode.UP);
// create a LineDataSet from your list of entries
LineDataSet dataSet = new LineDataSet(dataVals, "Values");
// Set a value formatter on the data set (to control
// how the numbers over the points are shown) and
// call your data formatter here
dataSet.setValueFormatter(new ValueFormatter() {
#Override
public String getFormattedValue(float value) {
return df.format(value);
}
});
Note You can also define this formatter on the LineData object instead of the LineDataSet if you have multiple data sets and want to apply the same formatter to all of them. The syntax is the same as setting it on the LineDataSet.
LineData data = new LineData(dataSet);
data.setValueFormatter(new ValueFormatter() {
#Override
public String getFormattedValue(float value) {
return df.format(value);
}
});
I am a beginner in Unity and I am currently making a simple game. I have a problem managing the flow of my minigame. The minigame is simply finding an object, when I found and tap on the item name below will be shaded or marked or there can be animation just to indicate that the item is found.
What I want to do is to get the name of the objects that need to be found and set them randomly in the three (3) item names below. like every time this minigame opens the names of the items are randomly placed in the 3 texts. And when the item is found the name below will be marked or shaded or anything that will indicate it is found, but for now I will just set it inactive for easier indication. How can I properly do this whole process?
The objects inside the scene are button for them to have onCLick() events
Correction: the term choices are wrong because they just display the name of the items that you need to find, just in case you get confused with the term choice in my minigame. I will fix it.
Here is the visuals for the minigame:
The script I currently have for when the objects was clicked:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
[SerializeField] Button pillowBtn, pcBtn, lampBtn;
// [SerializeField] TextMeshProUGUI choice1, choice2, choice3;
// FROM THE SOLUTION
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] List<TextMeshProUGUI> textBoxes;
// METHOD NAMES IS TEMPORARY
public void pillowClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void desktopClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void lampClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
}
You asked for a lot and I hope I understood your intention.
first, if you want to randomly choose an amount of game objects from your game, I think the best way to do it is by adding the refernece of all the game objects you want to choose from radomly inside a list of game objects and then randomly take a game object of the list and make it a child of another game object I call "fatherGoTranform" on my code like that:
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] float numOfGO = 4;
[SerializeField] Transform fatherGoTranform;
void Start()
{
for(int i=0;i<numOfGO;i++)
{
int index = Random.Range(0, gameObjectWanted.Count-1);
GameObject currentGO = gameObjectWanted[index ];
currentGO.transform.parent = fatherGoTranform;
gameObjectWanted.RemoveAt(index);
}
}
and then to click on a game object and the do with what you want try this:
void Update()
{
//Check for mouse click
if (Input.GetMouseButtonDown(0))
{
RaycastHit raycastHit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out raycastHit, 100f))
{
if (raycastHit.transform != null)
{
//Our custom method.
CurrentClickedGameObject(raycastHit.transform.gameObject);
}
}
}
}
I have not checked the code so if there is an error tell me and I will fix it
This is the solution that worked for my problem. I randomly placed numbers to the list according to childCount and every index indicate the index of the text that I want to put them on which I get as a Transform child.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
// [SerializeField] Button pillowBtn, pcBtn, lampBtn;
[SerializeField] GameObject choices, v1, finishPanel;
// RANDOM NUMBER HOLDER FOR CHECKING
private int randomNumber, foundCount;
// RANDOMIZED NUMBER LIST HOLDER
public List<int> RndmList = new List<int>();
private void Awake()
{
foundCount = 0;
RndmList = new List<int>(new int[v1.transform.childCount]);
for (int i = 0; i < v1.transform.childCount; i++)
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
while (RndmList.Contains(randomNumber))
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
}
RndmList[i] = randomNumber;
// Debug.Log(v1.transform.GetChild(randomNumber-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text = v1.transform.GetChild(randomNumber - 1).name;
}
}
public void objectFound()
{
string objectName = EventSystem.current.currentSelectedGameObject.name;
Debug.Log("you found the " + objectName);
for (int i = 0; i < choices.transform.childCount; i++)
{
if (objectName == choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text)
{
// Debug.Log(i);
// choices.transform.GetChild(i).gameObject.SetActive(false);
// choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
if(RndmList.Contains(i+1))
{
// Debug.Log(i);
// Debug.Log(v1.transform.GetChild(RndmList[i]-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
v1.transform.GetChild(RndmList[i]-1).GetComponent<Button>().enabled = false;
foundCount++;
}
}
}
if(foundCount == v1.transform.childCount)
{
finishPanel.SetActive(true);
}
}
}
I have two 3d buttons in my scene and when I gaze into any of the buttons it will invoke OnPointerEnter callback and saving the object the pointer gazed to.
Upon pressing Fire1 on the Gamepad I apply materials taken from Resources folder.
My problem started when I gazed into the second button, and pressing Fire1 button will awkwardly changed both buttons at the same time.
This is the script I attached to both of the buttons
using UnityEngine;
using UnityEngine.EventSystems;
using Vuforia;
using System.Collections;
public class TriggerMethods : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
Material _mat;
GameObject targetObject;
Renderer rend;
int i = 0;
// Update is called once per frame
void Update () {
if (Input.GetButtonDown("Fire1"))
TukarMat();
}
public void OnPointerEnter(PointerEventData eventData)
{
targetObject = ExecuteEvents.GetEventHandler<IPointerEnterHandler>(eventData.pointerEnter);
}
public void OnPointerExit(PointerEventData eventData)
{
targetObject = null;
}
public void TukarMat()
{
Debug.Log("Value i = " + i);
if (i == 0)
{
ApplyTexture(i);
i++;
}
else if (i == 1)
{
ApplyTexture(i);
i++;
}
else if (i == 2)
{
ApplyTexture(i);
i = 0;
}
}
void ApplyTexture(int i)
{
rend = targetObject.GetComponent<Renderer>();
rend.enabled = true;
switch (i)
{
case 0:
_mat = Resources.Load("Balut", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 1:
_mat = Resources.Load("Khasiat", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 2:
_mat = Resources.Load("Alma", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
default:
break;
}
}
I sensed some logic error and tried making another class to only manage object the pointer gazed to but I was getting more confused.
Hope getting some helps
Thank you
TukarMat() is beeing called on both buttons when you press Fire1. If targetObject is really becoming null this should give an error on first button since it's trying to get component from a null object. Else, it'll change both as you said. Make sure OnPointerExit is beeing called.
Also, it seems you are changing the shared material.
The documentation suggests:
Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of a renderer use material instead.
So, try changing the material property instead of sharedMaterial since it'll change the material for that object only.
afaik The TableView in javafx have 2 column resize policies: CONSTRAINED_RESIZE_POLICY and UNCONSTRAINED_RESIZE_POLICY, but I want columns is resized to fit the content of theirs cells
I think it's a simple problem in other platform (like datagridview in C#) but can not resolve
After 3 years I come back to this problem again, some suggestions are calculating the size of text of data in each cell (it's complicated depending on font size, font family, padding...)
But I realize that when I click on the divider on table header, it's resized fit to content as I want. So I dig into JavaFX source code I finally found resizeColumnToFitContent method in TableViewSkin, but it is protected method, we can resolve by reflection:
import com.sun.javafx.scene.control.skin.TableViewSkin;
import javafx.scene.control.Skin;
import javafx.scene.control.TableColumn;
import javafx.scene.control.TableView;
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
public class GUIUtils {
private static Method columnToFitMethod;
static {
try {
columnToFitMethod = TableViewSkin.class.getDeclaredMethod("resizeColumnToFitContent", TableColumn.class, int.class);
columnToFitMethod.setAccessible(true);
} catch (NoSuchMethodException e) {
e.printStackTrace();
}
}
public static void autoFitTable(TableView tableView) {
tableView.getItems().addListener(new ListChangeListener<Object>() {
#Override
public void onChanged(Change<?> c) {
for (Object column : tableView.getColumns()) {
try {
columnToFitMethod.invoke(tableView.getSkin(), column, -1);
} catch (IllegalAccessException | InvocationTargetException e) {
e.printStackTrace();
}
}
}
});
}
}
Note that we call "tableView.getItems()" so we have to call this function after setItems()
After testing the previous solutions I finally found one that worked for me.
So here is mine (call the method after inserting the data into table):
public static void autoResizeColumns( TableView<?> table )
{
//Set the right policy
table.setColumnResizePolicy( TableView.UNCONSTRAINED_RESIZE_POLICY);
table.getColumns().stream().forEach( (column) ->
{
//Minimal width = columnheader
Text t = new Text( column.getText() );
double max = t.getLayoutBounds().getWidth();
for ( int i = 0; i < table.getItems().size(); i++ )
{
//cell must not be empty
if ( column.getCellData( i ) != null )
{
t = new Text( column.getCellData( i ).toString() );
double calcwidth = t.getLayoutBounds().getWidth();
//remember new max-width
if ( calcwidth > max )
{
max = calcwidth;
}
}
}
//set the new max-widht with some extra space
column.setPrefWidth( max + 10.0d );
} );
}
I think just by overriding a call back function that returns true will solve your problem it will disable the re-sizing of columns and all columns will be re-sized to fit the content of their cells.
Example:
TableView<String[]> table = new TableView<>();
table.setColumnResizePolicy(new Callback<TableView.ResizeFeatures, Boolean>() {
#Override
public Boolean call(ResizeFeatures p) {
return true;
}
});
If you want that only one column fills the remaining width of a table, I have found a pretty straight forward solution, which is short and does not require the hacky reflection solution described above:
DoubleBinding usedWidth = columnA.widthProperty().add(columnB.widthProperty()).add(columnC.widthProperty());
fillingColumn.prefWidthProperty().bind(tableView.widthProperty().subtract(usedWidth));
Or to make it short:
// automatically adjust width of columns depending on their content
configAttributeTreeTable.setColumnResizePolicy((param) -> true );
I have used the other solutions on this question, and it works pretty good. However, the downside of this is when the width of the TableView is greater than the required width of the TableColumns together. I have created a hack to solve this problem, and it works OK:
orderOverview.setColumnResizePolicy((param) -> true );
Platform.runLater(() -> FXUtils.customResize(orderOverview));
where FXUtils.customResize() is created as follows:
public static void customResize(TableView<?> view) {
AtomicDouble width = new AtomicDouble();
view.getColumns().forEach(col -> {
width.addAndGet(col.getWidth());
});
double tableWidth = view.getWidth();
if (tableWidth > width.get()) {
TableColumn<?, ?> col = view.getColumns().get(view.getColumns().size()-1);
col.setPrefWidth(col.getWidth()+(tableWidth-width.get()));
}
}
I hope this could be helpful for other people as well!
This is the way I found :
tableview.setColumnResizePolicy( TableView.CONSTRAINED_RESIZE_POLICY );
idCol.setMaxWidth( 1f * Integer.MAX_VALUE * 50 ); // 50% width
nameCol.setMaxWidth( 1f * Integer.MAX_VALUE * 30 ); // 30% width
ageCol.setMaxWidth( 1f * Integer.MAX_VALUE * 20 ); // 20% width
This code autoresizes all column widths in relational proportions to the table width,
while it can fix the first column width to a given value when table width is lower than x
// To generalize the columns width proportions in relation to the table width,
// you do not need to put pixel related values, you can use small float numbers if you wish,
// because it's the relative proportion of each columns width what matters here:
final float[] widths = { 1.2f, 2f, 0.8f };// define the relational width of each column
// whether the first column should be fixed
final boolean fixFirstColumm = true;
// fix the first column width when table width is lower than:
final float fixOnTableWidth = 360; //pixels
// calulates sum of widths
float sum = 0;
for (double i : widths) {
sum += i;
}
// calculates the fraction of the first column proportion in relation to the sum of all column proportions
float firstColumnProportion = widths[0] / sum;
// calculate the fitting fix width for the first column, you can change it by your needs, but it jumps to this width
final float firstColumnFixSize = fixOnTableWidth * firstColumnProportion;
// set the width to the columns
for (int i = 0; i < widths.length; i++) {
table.getColumns().get(i).prefWidthProperty().bind(table.widthProperty().multiply((widths[i] / sum)));
// ---------The exact width-------------^-------------^
if (fixFirstColumm)
if (i == 0) {
table.widthProperty().addListener(new ChangeListener<Number>() {
#Override
public void changed(ObservableValue<? extends Number> arg0, Number oldTableWidth, Number newTableWidth) {
if (newTableWidth.intValue() <= fixOnTableWidth) {
// before you can set new value to column width property, need to unbind the autoresize binding
table.getColumns().get(0).prefWidthProperty().unbind();
table.getColumns().get(0).prefWidthProperty().setValue(firstColumnFixSize);
} else if (!table.getColumns().get(0).prefWidthProperty().isBound()) {
// than readd the autoresize binding if condition table.width > x
table.getColumns().get(0).prefWidthProperty()
.bind(table.widthProperty().multiply(firstColumnProportion));
}
}
});
}
}
advice to put the code in an separated TableAutoresizeModel class, there you can handle further calculations, for example on hiding columns add listener...
#HarleyDavidson 's answer in kotlin
val String.fxWidth: Double
get() = Text(this).layoutBounds.width
// call the method after inserting the data into table
fun <T> TableView<T>.autoResizeColumns() {
columnResizePolicy = TableView.UNCONSTRAINED_RESIZE_POLICY
columns.forEach { column ->
column.setPrefWidth(
(((0 until items.size).mapNotNull {
column.getCellData(it)
}.map {
it.toString().fxWidth
}.toMutableList() + listOf(
column.text.fxWidth
)).maxOrNull() ?: 0.0) + 10.0
)
}
}
This will set the minimum width of columns based on the font and the text, so that the column names wont be cropped.
public static void setDataTableMinColumnWidth(TableView<?> dataTable)
{
for (Node columnHeader : dataTable.lookupAll(".column-header"))
{
var columnString = columnHeader.getId();
if (columnString != null)
{
for (Node columnHeaderLabel : columnHeader.lookupAll(".label"))
{
var tableColumn = dataTable.getColumns()
.stream()
.filter(x -> x.getId()
.equals(columnString))
.findFirst();
if (columnHeaderLabel instanceof Label && tableColumn.isPresent())
{
var label = (Label) columnHeaderLabel;
/* calc text width based on font */
var theText = new Text(label.getText());
theText.setFont(label.getFont());
var width = theText.getBoundsInLocal()
.getWidth();
/*
* add 10px because of paddings/margins for the button
*/
tableColumn.get()
.setMinWidth(width + 10);
}
}
}
}
}
How to use:
dataTable.needsLayoutProperty()
.addListener((obs, o, n) -> setDataTableMinColumnWidth(dataTable));
For the Columns, the id property needs to be set first:
TableColumn<BundImportTask, String> columnTask = new TableColumn<>("My Column");
columnTask.setId("MyColumnId");
columnTask.setCellValueFactory(data -> new SimpleStringProperty(data.getValue()
.fileName()));
I implemented a solution that it's fairly more complicated than the ones that I found here, but that allows a specific column to be resized by double clicking on the header, while still letting the user resize columns manually.
This is achieved by listening to click events on the header of the table (TableHeaderRow). When a double click occurs, the specific column header is found by matching the mouse event X and Y.
Note: to make this work it's necessary that each column has an ID set.
// when skin is loaded (hence css), setup click listener on header to make column fit to content max width on double click
tableView.skinProperty().addListener((a, b, newSkin) -> {
TableHeaderRow headerRow = (TableHeaderRow) tableView.lookup("TableHeaderRow");
NestedTableColumnHeader headers = (NestedTableColumnHeader) (headerRow.getChildren().get(1));
headerRow.setOnMouseClicked(evt -> {
if (evt.getClickCount() != 2 || evt.getButton() != MouseButton.PRIMARY) return;
// find the header column that contains the click
for (TableColumnHeader header : headers.getColumnHeaders()) {
if (header.contains(header.parentToLocal(evt.getX(), evt.getY()))) {
fitColumnWidthToContent(header.getId());
}
}
evt.consume();
});
});
The method that takes care of the resizing is the following:
private void fitColumnWidthToContent (String colId) {
// find column matching id
TableColumn column = null;
for (TableColumn tempCol : tableView.getColumns()) {
if (tempCol.getId().equals(colId)) {
column = tempCol;
break;
}
}
if (column == null) {
throw new IllegalStateException("Column ID doesn't match any actual column");
}
// set default width to column header width
Text text = new Text(column.getText());
double max = text.getLayoutBounds().getWidth();
for (int i = 0; i < tableView.getItems().size(); i++ ) {
if (column.getCellData(i) == null) continue;
text = new Text(column.getCellData(i).toString());
double textWidth = text.getLayoutBounds().getWidth();
if (textWidth > max) {
max = textWidth;
}
}
column.setPrefWidth(max + 12);
}
I hope this can be useful to anyone.
In order to allow also manual resizing, it's necessary to add a bit more code on table initalization:
// listen to width changes in columns and set to pref width (otherwise if for example width changes because of
// user resizing the column, applying the old pref width won't work because it stayed the same)
for (TableColumn col : tableView.getColumns()) {
col.widthProperty().addListener((obs, oldVal, newVal) -> {
col.setPrefWidth(newVal.doubleValue());
});
}
I have implemented a solution for TreeTableView. It is still in evolution but it manifests now promising results. Hereafter a description of the solution.
In the control skin class, I added to the control children the TreeTableView and an invisible VBox. A cell factory provide derived cells to the target TreeTableColumn. The derived cells wrap a Label node which is added or removed to the invisible VBox according to the empty property, and which its prefWidth is set according to the cell width. The cells make use of:
getProperties().put(Properties.DEFER_TO_PARENT_PREF_WIDTH, Boolean.TRUE)
I override the cell's computePrefWidth() method as follow:
#Override
protected double computePrefWidth(double height) {
return Double.max(_box.prefWidth(-1.0), super.computePrefWidth(height) + 24.0);
}
The Vbox width property is bind to the TreeTableColumn's prefWidth. This is required to resize as well the header of the column.
Is worth to note, that at the time being, to simplify the development of a solution, this approach works well with built in sort, order, and resize feature disabled. Ie.
_nameColumn = new TreeTableColumn<>("Name");
_nameColumn.setResizable(false);
_nameColumn.setReorderable(false);
_nameColumn.setSortable(false);
Happy coding
After long research. Best Solution is..
tblPlan.setColumnResizePolicy((param) -> true );
Platform.runLater(() -> customResize(tblPlan));
"Custom Resize"
public void customResize(TableView<?> view) {
AtomicLong width = new AtomicLong();
view.getColumns().forEach(col -> {
width.addAndGet((long) col.getWidth());
});
double tableWidth = view.getWidth();
if (tableWidth > width.get()) {
view.getColumns().forEach(col -> {
col.setPrefWidth(col.getWidth()+((tableWidth-width.get())/view.getColumns().size()));
});
}
}
<TableView fx:id="datalist" layoutX="30.0" layoutY="65.0" prefHeight="400.0" AnchorPane.bottomAnchor="100.0" AnchorPane.leftAnchor="30.0" AnchorPane.rightAnchor="30.0" AnchorPane.topAnchor="100.0">
<columns>
<TableColumn fx:id="number" minWidth="-1.0" prefWidth="-1.0" style="width: auto;" text="number" />
<TableColumn fx:id="id" minWidth="-1.0" prefWidth="-1.0" text="id" />
<TableColumn fx:id="name" minWidth="-1.0" prefWidth="-1.0" text="name" />
<TableColumn fx:id="action" minWidth="-1.0" prefWidth="-1.0" text="todo" />
</columns>
**<columnResizePolicy>
<TableView fx:constant="CONSTRAINED_RESIZE_POLICY" />
</columnResizePolicy>**
</TableView>
I'm looking for a way to customize a column chart. Open office and Excel produce the following chart for a column with values 1, 2, 3, 3, 2. But, I'd like to generate a chart with the following properties.
The chart should have five bars.
All bars must be of the same height.
The chart should color bars based on their values. In this example, the chart should use three colors because there are three different values.
If you know of any other software package that can automatically generate such a chart, I'd be glad to try it out.
In Excel you can not do this in simple steps. The only options you have in Excel is to change the color of each column manually or vary the color by point as you can see here. I think that through VBA code you can get there.
I'd recommend the use of Microsoft ASP.NET built-in chart control. It'll give you lots of customization possibilities. I'll try to post a working sample.
Edit:
Just managed to get a working sample:
This is the aspx page code:
<%# Page Title="Home Page" Language="C#" MasterPageFile="~/Site.master" AutoEventWireup="true"
CodeBehind="Default.aspx.cs" Inherits="WebApplication2._Default" %>
<%# Register assembly="System.Web.DataVisualization, Version=4.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" namespace="System.Web.UI.DataVisualization.Charting" tagprefix="asp" %>
<asp:Content ID="HeaderContent" runat="server" ContentPlaceHolderID="HeadContent">
</asp:Content>
<asp:Content ID="BodyContent" runat="server" ContentPlaceHolderID="MainContent">
<asp:Chart ID="Chart1" runat="server" Width="300px">
<Series>
<asp:Series Name="Series1" ChartArea="ChartArea1" MarkerSize="1">
<Points>
<asp:DataPoint XValue="1" YValues="1" />
<asp:DataPoint XValue="2" YValues="2" />
<asp:DataPoint XValue="3" YValues="3" />
<asp:DataPoint XValue="4" YValues="3" />
<asp:DataPoint XValue="5" YValues="2" />
</Points>
</asp:Series>
</Series>
<ChartAreas>
<asp:ChartArea Name="ChartArea1">
<AxisX Interval = "1"></AxisX>
</asp:ChartArea>
</ChartAreas>
</asp:Chart>
</asp:Content>
This is the code-behind code I implemented - not bullet proof because it needs more testing...
public partial class _Default : System.Web.UI.Page
{
private static Dictionary<System.Drawing.Color, double> dictionary =
new System.Collections.Generic.Dictionary<System.Drawing.Color, double>();
private Color CreateRandomColor()
{
Random randonGen = new Random();
Color randomColor = Color.FromArgb(randonGen.Next(255), randonGen.Next(255), randonGen.Next(255));
return randomColor;
}
protected void Page_Load(object sender, EventArgs e)
{
FormatChart();
}
private bool IsColorUsed(Color color)
{
return dictionary.Any(kvp => kvp.Key == color);
}
private void FormatChart()
{
foreach (var point in Chart1.Series[0].Points)
{
// Point with same Y value already exist?
var sameYValue = dictionary.Any(kvp => kvp.Value == point.YValues.First());
if (sameYValue)
{
//Getting the Y point...
var yValue = dictionary.FirstOrDefault(kvp => kvp.Value == point.YValues.First());
// Applying same color...
point.Color = yValue.Key;
}
else // Different Y value
{
Color color = CreateRandomColor();
// Getting a new Color that isn't used yet...
while (IsColorUsed(color))
{
color = CreateRandomColor();
}
point.Color = color;
dictionary.Add(color, point.XValue);
}
}
}
}
This is the resulting chart:
alt text http://www.freeimagehosting.net/uploads/22d240b0e0.png