How to use a part of a slide in other slides without coping and pasting? - powerpoint

Given: I have three slides with the same diagram. The difference between the slides is only some remarks over the diagram.
Every time I want to modify the diagram, I need to do the changes on all three slides.
Question: Can I have one slide with only the diagram, and somehow insert the diagram to the other three slides with the remarks so that the changes in the base diagram are reflected on the other slides automatically?

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google earth kml animatedupdate multiple changes

I cannot figure out how to apply multiple animatedupdate 'tour steps' in KML. Please help. All data is linked here to demonstrate the problem. In this example.. first open the link to the rail model - this has the snap shot that takes you (the user) to the project area. Zoom in on the northern most rail curve. Then open the other KMZ - named DOC02 ... DOC02 provides the animation (Tour) ... play the tour (part 2) and ... the hopper goes a short way around the curve, although the tour data has enough steps to almost complete the entire curve - Why are only the first 3 animated updates applied? ... At first I tried to use the guides referred to by countless other stack overflow posts on this topic. But that result was even worse. The 3d model has a location ID of t1 and an orientation ID of t2. When I use these as target ID in the animated updates - Yuck! the animation is totally incorrect, model goes directly to the end of the curve. So. I added ID's at every transform change. This idea provided better animation but the animation only uses the first 2 animated updates. If all this text just gives people a headache, just let me know and I will provide a video ... I probably will make one later today anyway. Thanks for your patience.
overhead rail model in KMZ Google Earth
3d hopper model set go move around curve in KMZ Google Earth
https://developers.google.com/kml/documentation/touring#gxanimatedupdate-and-the-tour-timeline
The above link will take you to the kml documentation page which specifically states that:
"Animated updates run parallel to the timeline - that is, the tour continues directly to the next tour primitive in the playlist, while the animated update is taking place. The gx:duration controls the length of time it takes for the update to occur, but doesn't delay the next tour primitive. To allow an animated update to complete before the next action takes place, insert a gx:Wait, with a duration equal to the duration of the update, between the animated update and the following tour primitive. In addition, an animated update will be truncated if its duration extends beyond that of the last gx:FlyTo or gx:Wait element. You can either change the appropriate gx:duration values, or insert an additional gx:Wait element at the end of the playlist to give the animated update time to complete.
Which essentially is telling you that AnimatedUpdate will not keep the tour going. Only flyTo and Wait will prolong the tour. The reason why your tour ends after the first 2 animations is because that is all the animations it can get through within the tour length.
Basically, to fix your issue, insert a gx:wait with a duration >= your AnimatedUpdate's duration after EACH AnimatedUpdate. This will prolong the tour and allow your animations time to complete before the tour ends. (because the gx:wait prolongs the tour)
(Alternatively, add a long enough Wait at the beginning, much like you did with the end.)
Also see: https://developers.google.com/kml/documentation/touring#tour-timelines

zest layout algorithm draws nodes too close to each other

I am using org.eclipse.zest.core.viewers.GraphViewer.setLayoutAlgorithm to set the layout algorithm.
My problem is that when the graph is rendered the nodes are drawn very close to each other and sometime on top of each other.
is there a way to get around this vs writing your own layout algorithm?
This is an old question, but of course you can write new Layout Algorithms for the zest.layout component. As you can see most of them extends from AbstractLayoutAlgorithm.
Also you can change the existing layouts, since it is open source. I dont know which one you were using, but the size of the rows and columns for the most layouts is determined/calculated in the preLayoutAlgorithm Function. So here you can change everything as you like. You may have to test step by step the changes in the visualization.

D3: How to create a circular flow / Sankey diagram with 2 arcs

I want to create a plot that visualizes the flow between the major that a person graduated in and the profession/sector they are working in after 1.5 years after graduating. I thought about using a Sankey diagram for this like the image below
But wanted to make this slightly more visually interesting by making the left side (the majors studied) and the right side (the jobs) into two arcs. So it mights start to look as a Chord diagram, but with the two arcs pulled apart a bit . The example below sort of shows the idea of the two arcs (although not the correct flows between them)
The Hierarchical Edge bundling example of citations also looks somewhat similar to what I want to achieve, but here the lines have no thickness to show the number of people that flow from one end to the other and no 2 separate arcs (although I could create two white sections with no flows to imitate a separation)
Does anybody have any examples on how to create a circular / arc like Sankey diagram? Or should I try this from a Chord diagram perspective?
Thank you for your help!
I figured out how to do it myself, but it requires a bit of code changes. So I wrote an extensive tutorial on how to do it. You can find it here

Delphi - Programming Algorithm to find next point to draw component

Good day All,
I am developing a program that will resemble warehouse in a "graphical" manner.
The representation is very basic and I am using:
1. TGroupBox (as parent container)
2. TPanel (as the shelves in the "warehouse" aka parent container.
The challenge I need help with.
If I have 2 or more Groupboxes to draw dynamically.
How can I determine the next Point to start drawing.
So far my code is working very well with only 2 Groupboxes but I need an intelligent algorithm or way to calculate the next point on my canvas to draw the warehouse.
I am sure I can do this by scanning pixel for pixel and check of another components is at that point but there must be a more cleverly algorithm that can assist :)
Also remember the Groupboxes could be rectangles, square. IOW: Height & Width can differ.
How can I do this?
EDIT1:
Sorry my explanation might be lacking. I am not painting them myself. Just creating them in code and positioning them dynamically. Unfortunately I can not post a picture due to reputation points too low. I will try to explain better. Let say I have 3 warehouses. Warehouse 1 contains 2 rows and 3 columns (shelves). And Warehouse 2 contains 20 rows and 5 columns. I have created Warehouse 1 (Groupbox Component) in code, positioned it at point 0, 0 on my parent control. Warehouse 2 can now either be created to the right or bottom of Warehouse 1. Depending on what makes most sense (screen real estate) in terms of the open space available on parent. And then also for Warehouse 3, how can I in code determine where to place it on my parent container? Position? And obviously I cant just always assume to draw the next warehouse to the bottom of the previous one. The previous warehouse might for example - only contain 1 row and 1 shelve which will make it a very small in size and and therefore it will make sense to draw next warehouse to it's right. But if previous warehouse's width is large then it would make sense to draw next warehouse to its bottom.
http://www.programmer.co.za/downloads/SOW.png http://www.programmer.co.za/downloads/SOW.png
If you cant find any good answers, i think you you can do some research on "cut list" algorithms. Take a look at DelphiForFun site.

Algorithm to place images next to stories in a constrained 4-column newspaper grid

This question is about any code or pointer that facilitates layout of images "near" to stories within a constrained and well-defined grid.
These are the basics and inputs:
The entire object is called a newspaper. It has a set of stories (of varying text length)
Each story can either have an image associated to it, or not
The newspaper is laid out into 4 columns automatically. Text flows from top left to bottom right, down each column
Images can be placed into fixed positions - top left, top centre, top right, left centre, centre, right centre, bottom left, bottom centre, bottom right
When an image is placed, it can span between 1 to 3 columns. The height is automatically adjusted to fit the proportions, based on the span which is set.
All the actual layout work (and images flowing around the text) is done - what is required of the algorithm is the decision making only
The overall problem is to place stories in the fixed layout in an interesting way such that pictures are near to the stories associated with them, and also exhibit an interesting variation of position and span, so as to make the printed reading experience interesting and aesthetically pleasing.
This is the work required of the algorithm:
When a story with a picture is placed into the newspaper, at least
one edge of the picture must touch the story which it relates to.
We need to decide whether or not to re-order the stories so that the image density is not too biased in one area e.g. the first 4 pages have lots of pictures and the rest of the newspaper is just text.
If we choose to re-order and shuffle stories, then what is the optimal approach to resolving this placement problem?
In general, I'm not sure if this falls under the bin-packing problem - in the sense that stories can be re-ordered to minimise white-space; because we need images to be placed "near" to stories.
Any pointers to how to approach this problem, or code that facilitates a similar class of problem is appreciated.
Lets say that an ordering of stories will have those stories text appearing one after another in column order. If the story has a picture then the picture could be above/below/left/or right of the story text
Generate all possible orders of stories and pictures
Discard the order if any picture position won't fit (it can't be to the left of the leftmost column, or if placed where specified, the picture doesn't end up in one of the allowed locations).
You are left with a set of possible story/picture orders that fit the placement rules. You might then display them in miniature and have sub-editors choose the best.

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