Dygraph Y-axis interactive zoom fails if in programmatic zoom - zooming

I am using dygraphs for charting temperature and humidity values of thermal chambers taken at one minute intervals. I allow the user to programmatically specify the Y-axis extremes if desired.
If the temperature range is -40 to +100 degrees, the user can select a range of -50 to -30 degrees to highlight this area. If the user attempts to interactively zoom in further, the y-axis jumps to something like the -400 degree range.
I suspect the math being performed is not using the displayed y-axis extremes. The same is also true for looking at points in the extreme positive range also.

I was using an input box of type number for the min and max data for the axis. Using the values as shown below:
g.updateOptions({
isZoomedIgnoreProgrammaticZoom: true,
valueRange: [ymin.value, ymax.value]
});
caused the problem. The zoom function appeared to work properly but trying to perform an interactive zoom on the already zoomed graph caused the values for the new zoom to be completely out of scale.
I added parseFloat() as shown below:
g.updateOptions({
isZoomedIgnoreProgrammaticZoom: true,
valueRange: [parseFloat(ymin.value), parseFloat(ymax.value)]
});
and everything works.
I hope this helps someone.

Related

Is it possible to limit the device/camera movement in Facebook AR Studio?

For example there is an image using canvas with a rectangle in World Space. In doing so the camera/device can look around freely with the image placed into the "real" world. I wonder if there is a way to limit that "movement", spanning left to right, top to bottom but the device/camera view is limited at a certain point. Even if users turn the device/camera 360degrees, the view is stuck at a certain point. Say if the user pans left the camera/device stops at rotationY: 9, If right then stops at rotationY :-15, rotationX is stuck at 0.
I saw there's a BoundBox in the documentation but not sure what that is. There's a DeviceMotionModule but no idea how to use it. I don't know what the script example given is suppose to do.
Look into using DeviceMotion. https://sparkar.com/ar-studio/learn/documentation/reference/classes/devicemotionmodule
The script example rotates the 3d plane according to the rotation of the phone.
You will have to do some maths to position your objects according to rules and signal you get from DeviceMotion.
Using the reactive module you can access the "Clamp" method which is actually made to restrict values between two bounds. I recently found this out because I had a similar problem. From this page
clamp(x: ScalarSignal, min: ScalarSignal, max: ScalarSignal): ScalarSignal
Returns a signal with the value that is the value of the given x signal constrained to lie between the values of the given min and max signals.
Note: The behavior is undefined if min is greater than max.

Horizontal barplot x value base point

Who is the fastest, smartest R user out there??? Easy fix for pros!
I am creating a horizontal barplot and displaying results from traits as a percentile. The industry I work in has the 100th percentile as the lowest and zero the highest. So that is no problem plotting that as you can see with my current command: barplot(mydata$Percentile, names.arg=mydata$Trait,horiz=T,las=1,xlim=c(100,0),base=50)
abline(v=50, lty=2)
Current version
Currently I have the 100th percentile on left and zero on right. The bars on the plot however come from the right hand side of the plot.
PROBLEM: I would like them to start from 50. For what I am looking to do please see the picture attached from a MATLAB example where they have set the base value at 25. MATLAB example
One possibility to solve this is to subtract 50 from your values and plot this without axis.than you adapted your axis:
values <- c(100, 10, 55, 30, 120)
barplot(values-50, horiz=T, axes=F)
axis(side=1, labels=seq(0,120,20), at=seq(0,120,20)-50, xpd=T)
ps: I guess your first lines, the opening, prevent a lot of people to answer.

Large ratio values ssrs chart

I have a bar chart that show the count of number of models for each agency,
The problem is that I have a large difference between the values that makes the report to look not so good.
Does anyone have any ideas of a good way to resolve this problem?
Have you considered using a logarithmic scale?
With your chart Right-click the y-axis, and click Vertical Axis Properties.
In Axis Options, select Use logarithmic scale.
Leave the Log base text box as 10 (this is the scale most commonly used by logarithmic charts)
This will display a chart with a scale that goes up by a factor of 10 for each ‘unit’ up, so the distance between 1 and 10 is the same as that between 100 and 1000.
For example the shown dataset is displayed as this chart when using the logarithmic scale
This method is a simple and recognised way to clearly show values of widely different scales.
Update
If want an indicative bar for the vales that are 1 then you could use the expression
=iif(Fields!val.Value = 1, Fields!val.Value * 1.1, Fields!val.Value)
To make all values that are 1 equal to 1.1 so showing a tiny bar appearing a the bottom of the chart, as seen here
Unfortunately I don't know of a way to change that first 1 to a zero (formatting-wise). This is partly because you are now using a logarithmic scale and zero and negative values don't really exist. This is due to a fundamental property of logarithms in mathematics, that
LOG10(10)= 1
LOG10(1) = 0
LOG10(.1)=-1
Therefore, when you perform a log10 of zero, it just doesn't exist.

AS3 smooth rotation direction

I'm not very good with radial calculations, I can't imagine thus I can't be sure. I need some explanation of Math.atan2() thing, please.
Usual task - to make an object rotate after the mouse. I get the differences, get the angle, I see angles in the text areas and DIRECTLY the object does follow the mouse. What I need now is everything to be smooth. I need angles to be 0-360 but after 180 object rotation becomes -180 and counts backwards, and mouse rotation becomes -90 after 270 and also counts back to 0.
More deeply, I want a smooth rotation, it means a set speed of say 2 per frame, to meet the mouse angle the shortest way. It takes to set conditions and I can't do that cause I don't even understand the logic of these values. They are almost random! I don't need it to be done or copied, I need to understand to move on so if you could please explain how does it work and what I do wrong...
Code is simple:
angle = Math.atan2(deltaY,deltaX)/(Math.PI/180) + 90; //+90 cause it lacks it to look at the mouse//
Object01.rotation = angle;
So the problem is I don't even get how it works... if 2 values are different the object can't point at the mouse but it does. Numbers lie and if I need something based on these numbers it will be wrong. Very wrong... Need organization. Meaning I want everything to be ready for further coding that will be based on the rotations to not jump up and down cause of misfit ends.
Add: Explanation of how does it happen, what I described above. Why such a chaos of the values? And an advice on how could I arrange it for further coding, just as I said. Animation alone wont work if I want to make rotation an element of important events such as shooting direction and aiming speed. Or changes of speed rotation of a lockpicked lock. Or anything much more complicated that wont work if I don't make straight and clear values: from A to Z, from 1 to 10, no 8s between 2 and 3, no R before B, no mouse angle 270 when object facing it -90 when they both started from 0 and reached 180 together.
Oh, and as I said, mouse facing works but when I try to make a certain speed of chasing mouse the shortest way it turns the object wrong directions in all 4 quarters. I assume it's also about this arctangens thing that has issues with delta values becoming negative in different quarters. And when I change it, some other value goes wrong... So I need to know exactly what I'm doing to know what's wrong and how to fix it. So yep. Need explanation. Please.
Add2: angleZ = Math.atan2(oppSide,adjSide)/(Math.PI/180);
So I divided rotation to 4 quarters, for each I count atan as opp. side to adj. side, then add 90, 180 and 270 respectively. My mouse rotation does 360, but the object that follow through simple object.rotation = angleZ; still goes to 180, then from -180 to 0 on the left side. Why does it ignore the simple command? The rotation fits but I need it to be equal, no surprises! Why is it happening? How can a number I directly set to be equal to another number as a base of the action change itself to the one of same rotation but completely different number? It doesn't even know it's degrees! It's as simple as "object.rotation, please be equal to the number I choose!"
It's just different coordinate systems. Like how x starts at 0 at the left of the stage, goes +x to the right, and -x to the left, object rotation starts at 0˚ pointing up, and goes +180˚ clockwise and -180˚ anti-clockwise.
Math.atan2 happens to start at 0 pointing left (-x), and go +270˚ clockwise and -90˚ anti-clockwise, which is annoying, but it just means you have to convert between coordinate systems by adding 90˚.
You can spin something around over and over of course, so the numbers jump so that they always stay within the same range, because 361˚ is the same as 1˚, and -270˚ is the same as 90˚. You can tell an object to rotate outside of the -180˚ to 180˚ range, and it will normalise the rotation to within those values.
As mitim described, to smoothly animate rotation you'll either need to use Event.ENTER_FRAME, a Timer, or a tweening library like TweenLite. Most tweening libraries can work out the shortest rotation direction for you, but otherwise you can simply calculate both and see which is smaller.
As an idea, since it seems like you know the angle you need to rotate towards and it's direction, would it be easier to just animate towards that angle to get your smooth rotation? Basically treat it like any other animatable property and just add on your rotation speed (2 degrees it looks like) per frame tick, until it reaches the desired rotation.
Find angle amount needed to rotate by
Figure out if clockwise or counter clockwise direction and set the rotation amount. This can be figured out by checking if the angle is great then 180 / positive or negative
Add the rotation amount * direction every frame tick, until the desired rotation is less then or equal to the rotation amount per frame
Set rotation to desired rotation

Microsoft Reporting Server Chart x-axis question

I have a simple chart, and on the x-axis I have numbers ranging from 10000 to 10031.
The numbers are from a SQL call, and these values have values, which are plotted on the y-axis, just a simple chart.
The chart is only showing six of the numbers between 10000 and 10031, and having the user figure out the other numbers, I suppose to avoid clutter.
I would like all of the x-axis number to show up, and to fit it will need to be rotated 90 degrees.
I cannot find a setting to make all of the numbers show up.
In "Axis Properties", select "Axis Options" and put in "1" for the expression to show all. "2" will show every other, and the default, "0" will mean for Reporting Services to optimize as it sees fit, usually between every fourth or sixth element.