Higstock add all series dynamically - json

I've a Higstock lineal graph. Sometimes I need to show just one serie, other times I need two or three series to draw.
Obviously, this is an example of adding series dynamically. I put:
$(function() {
var chart = new Highcharts.StockChart({
// ...
series: []
// ...
})
chart.addSeries({name : "Value1",data : value1Data});
chart.addSeries({name : "Value2",data : value2Data});
chart.addSeries({name : "Value3",data : value3Data});
But not working, the chart needs to have at least one serie with data values in "series" node, not allowing an empty series node, like I put before.
I need to add all my series dynamically.
Anyone can help me? Thanks.
Example: http://jsfiddle.net/8aP69/1/
FYI: The graph only draws the navigation bar.

After many little test, a man that I loved him give me the solution.
I need to set initial series node like that:
series: [{ name: "Serie1", data : [null]}] // first serie has to be null
And after that, adding data point for first serie.
chart.series[0].setData(data1); // adding his data here

Related

How to draw timelines in a tree table

I am writing an analyzer to visually see where my application is spending time. The interface that I am trying to achieve (see below) is something similar to a tree table with
lines or boxes to denote response time.
be a collapsible tree like graph
the ability to display metrics in the table columns (e.g., start time, cost, etc)
the ability to display the labels or description and metrics on the left and lines on the right
I create the following diagram (see below) in R -- unfortunately, although the graph production is automated, the approach is not interactive. I was wondering if you could suggest a better way -- maybe a tree table. I looked at many Swing, JavaFx tree table examples. I have not seen an example that has lines (time lines) in a tree table.
Any suggestions would be greatly appreciated. Thanks in advance.
You can show any node in a TreeTableCell using the grahic property in javaFX. This includes Rectangles.
This is a simple example of showing bars in a column using Rectangles:
// Arrays in TreeItems contain {startValue, endValue} (both positive)
TreeItem<int[]> root = new TreeItem<>(new int[]{0, 10});
root.getChildren().addAll(new TreeItem<>(new int[]{0, 5}), new TreeItem<>(new int[]{5, 10}));
TreeTableView<int[]> ttv = new TreeTableView<>(root);
// Column displaying bars based on data of TreeItem. Do not use this as
// the first column, otherwise the alignment be off depending on the
// distance to the root.
TreeTableColumn<int[], int[]> column = new TreeTableColumn<>();
column.setCellValueFactory(c -> c.getValue().valueProperty());
final double BAR_SIZE = 20;
column.setCellFactory((t) -> new TreeTableCell<int[], int[]>() {
// the bar
private final Rectangle rectangle = new Rectangle(0, 10);
{
setContentDisplay(ContentDisplay.GRAPHIC_ONLY);
// bar invisible by default
rectangle.setVisible(false);
setGraphic(rectangle);
}
#Override
protected void updateItem(int[] item, boolean empty) {
super.updateItem(item, empty);
if (!empty && item != null) {
// resize and display bar, it item is present
rectangle.setWidth((item[1] - item[0]) * BAR_SIZE);
rectangle.setTranslateX(item[0] * BAR_SIZE);
rectangle.setVisible(true);
} else {
// no item -> hide bar
rectangle.setVisible(false);
}
}
});
// add a columns new column
// add a additional empty column at the start to prevent bars being
// aligned based on distance to the root
ttv.getColumns().addAll(new TreeTableColumn<>(), column);
Things you need to do
use a data type different to int[]; the cell value factory and TreeTableCell needs to be adjusted accordingly; an example of a more complex model can be found e.g. in the oracle tutorial: https://docs.oracle.com/javase/8/javafx/user-interface-tutorial/tree-table-view.htm
Choose better colors; These colors could e.g. be stored in a Map and created if a new one is needed.
add additional colums

Adobe After Effects: Keep "Expression-Relations" when duplicating multiple layers

just wanted to ask, whether there is a way to keep the relations of expressions going when duplicating layers.
E.g. I have two layers, "LayerA" and "LayerB". Now I have an expression going on in "LayerB" saying, that its position always equals the position of "LayerA".
Now when I duplicate those two and get "LayerA 2" and "LayerB 2" I want the expression in "LayerB 2" to reference to "LayerA 2"'s position rather than "LayerA"'s position!
While it is no problem to simply change the expression when there is only one of them, it gets quite hard when you have multiple expressions going on ...
You might end up wanting to organize your comp differently, but, given your example (and exactly those name lengths), this position expression will work to find the appropriate 'target layer':
//base name to work from:
baseName = "Layer";
//length of that:
nameLen = baseName.length;
//this layer's name:
myName = thisLayer.name;
if (myName.length == nameLen) {
//if they are the same, then it is the original
// (non-duplicated) version
thisComp.layer("LayerA").transform.position;
} else {
//get tail string, the space and number:
tailStr = myName.substring(nameLen+1, myName.length);
//build new target layer name with "A":
targetName = myName.substring(0, (nameLen)) + "A" + tailStr
//new line pointing to target layer:
thisComp.layer(targetName).transform.position;
}

getting a random element from an array of movieclips(or labels in a timeline) in Flash CC . Actionscript 3

I am making a pretty neat quiz-game in flashCC right now and I definitely need your help.
My skills are more on the design then the programming side. So to many of you this might seem a baby question (and asked many times before) but from all the answers I saw so far, I couldn't get any results for my project.
So here is the thing :
I need the EXACT script for creating an array (with movieclips inside? or instance names of mcs? How does this even work?)
and a method, to pick a random element of this array without repeats until the "game is over".
Paul
The easiest way to pick a random element from an array without repeating is to first sort the array with a "random" function, then pop or shift items out of it until the array is empty.
Let's say you have an array of items which can be filled with either instances or instance names, you've chosen instance names: :
var FirstArray:Array = ["blau", "orange", "green"];
Now, you'll need a random sort function:
// you do not need to modify this function in any way.
// the Array.sort method accepts a function that takes in 2 objects and returns an int
// this function has been written to comply with that
function randomSort(a:Object, b:Object):int
{
return Math.random() > .5 ? -1 : 1;
}
The way a sort function normally works is it compares two objects and returns -1 if the first item precedes the second item, 1 if the opposite is true, and 0 if they are the same.
So what we're doing in the function above is returning -1 or 1 randomly. This should get the array all jumbled up when you call:
FirstArray.sort(randomSort);
Now that the array is randomly sorted, you can begin pulling items from it like so:
if(FirstArray.length) // make sure there's at least one item in there
{
// since you are using instance names, you'll need to use that to grab a reference to the actual instance:
var currentQuizItem:MovieClip = this[FirstArray.pop()];
// if you had filled your array with the actual instances instead, you would just be assigning FirstArray.pop() to currentQuizItem
// every time you call pop on an array, you're removing the last item
// this will ensure that you won't repeat any items
// do what you need to do with your MovieClip here
}
else
{
// if there aren't any items left, the game is over
}
When strung together, the above code should be enough to get you up and running.
You could try something like:
var array:Array = [1, 2, 3, 4, 5];
var shuffledArray:Array = [];
while (array.length > 0)
{
shuffledArray.push(array.splice(Math.round(Math.random() * (array.length - 1)), 1)[0]);
}
trace('shuffledArray: ', shuffledArray, '\nrandom item: ', shuffledArray[0]);

Pushing elements to an array in Jade

I am trying to create an array in Jade and then loop through another and create a new array from it. I am doing something like:
.metadata4
- var prepopulate = []
- if (entry.artist_ids)
- for (var artist in entry.artist_ids)
- var name = entry.artist_ids[artist]
- prepopulate.push({id: name, name: name})
input(type='text', class='token-input', data-url="/query", data-pre=prepopulate)
All this works awesome. However, it seems to add an extra element onto the end of the list (like its pushing the function push to the array or something). Anyone know why this may be?
I am not sure why this is happening and also didn't test it. as a workaround, what you can do is, declare a new var i = 0;
and then increment it inside the for. and put prepopulate.push({id: name, name: name}) inside an if statement, like if(i < entry.artist_ids.length - 1){...push...}
I cannot reproduce this behavior, using the following data
entry = { "artist_ids": {1: "hello", 2:"robert"} }
I get the following data-pre:
[{"id":"hello","name":"hello"},{"id":"robert","name":"robert"}]
which is exactly what you wrote (although I suspect you wanted to replace id's name value with artist)
Maybe you could post your entry object?

Creating a user generated list in flash

I'm trying to create a flash application that will keep track of user generated values. The app should basically allow the user to input the name of the item and it's cost. The total costs should then be added up to show a total value to the user. I can probably figure out how to add the values together, but I'm not really sure how to allow the user to create a list and then allow the user to save it. Can anyone point me towards a tutorial or point me in the right direction?
I am using variables to add user inputed numbers to come up with a total. The first problem is that actionscript 3.0 does not allow variables for texts. I just converted it to 2.0 to fix this. The second problem, is when I test the app and put in my values and click submit, I get NaN in the total values field. Is there a reason why it wouldn't add the values?
Here is the code I used for the submit button:
on (release) {
total = Number(rent) + Number(food) + Number(travel) + Number(entertainment) + Number(bills);
}
Am I missing anything?
Can I give the input text instance names and then give them variables? How are some ways to go about this?
Thanks for the help!
Have an object array, say for example
var stack:Array = new Array();
Then push the item name and it's cost to that array when user inputs, like
stack.push({item:AAA, cost:xx});
So that you can generate the list whenever you want with that array.
You have to see how this works in code. A list in actionscript could be stored inside an array, vector, dictionary or even an Object.
Var myList:Array = [];
myList.push({name: "item 1", cost: 5 });
myList.push({name: "item 2", cost: 7.5 });
If you want to grab the 'product' of "item 1" from the list, you have to create a function for that, lets call it getProductByName
function getProductByName(name:String):Object
{
for each(var product:Object in myList)
{
if (product.name === name) return product;
}
return null; // no match found
}
You can call that function like this:
var product = getProductByName("item 1");
trace(product.cost); // 5
And you can alter the product, so lets make it more expensive
product.cost += 1;
trace(product.cost); // 6
Have fun! If you are using classes, you would create one for the product, with public name and cost, and in that case you'de better use a vector, to ensure working with the right type.
This is what fixed the issue for me in action script 3.0:
myButton.addEventListener(MouseEvent.CLICK, addThem);
function addThem(e:MouseEvent)
{
totalField.text = String ( Number(field1.text) + Number(field2.text) + ....);
}
I also had to name the instances appropriately.