Here is top of my log:
I had merged a branch and have changed my mind. I know it is only cosmetic but I want it to look like a U shape on the flow chart. Not a continuous line. And I no longer have the actual branch to play with.
What I would like to do is:
Edit the commit shown in green. It should say v17.1.1 !
Move the 3 magenta ones into a U shaped branch on the log.
Can I do this?
Thank you.
Update
I have messed up a bit it seems:
Update 2
If I switch off the master-temp branch (that was copied at the existing HEAD before the rebase) it looks like this:
Not quite how I wanted.
Update 3
Managed to follow this:
Correctly merging a feature branch using TortoiseGit
I am happy now:
Related
** EDIT **
I found a solution. Not a great one, but one that worked. I had to move all the stories from new to committed en masse. Once I did that, moved them back to new and now I can filter by iteration path on the burndown chart. Coincidentally, the sprint burndown works now as well. Equally as annoying and the same solution worked on both of these. For whatever reason, it didn't assign the team to the story till the story was committed in the back end...
** End EDIT **
I've been having this issue for a while now and while I've found more creative ways to work past this issue. It won't stop and now i'm in a situation where I need it to work.
The situation is pretty simple:
Platform: Azure DevOps
Problem: Burndown Widget loses data when filter is applied
When I apply a filter against a backlog for a team using either Area path or Iteration path, the burndown chart goes blank and says there isn't any data. But when I remove the filter I see the entirety of the backlog for the team.
I'm trying to show an exclusive area in the burndown chart which is a child of the main area which the team is a part of. I can see the entirety of the backlog assigned to the team, but some of these stories, 120 to be exact) are a part of another area/project under the same team's work space. It's a continuation of the same team/project with an additional scope, so there's an iteration also assigned.
Yet if I filter for area path, or iteration path, of which these stories belong. I get nothing.
The areas and iterations are assigned to the team in the team config. Suggestions?
I need to do this grouped bar chart like this one but the .renderType() doesn`t work. Are there any solutions to do a chart like this? Thanks!
You're right, it's non-trivial to find a branch or fork of dc.js and use it in your project.
The PR you linked is rather old and was replaced by this one. Unfortunately all grouped bar implementations had design shortcomings and none are ready to merge, which is why we still have to use forks or branches of the code.
Instead of renderType the API on this fork changed to
.groupBars(true)
The fork and branch for the new PR are here:
https://github.com/jaklub/dc.js/tree/grouped-or-stacked-bars
The artifacts (dc.js and dc.css) can be found on the grouped-or-stacked-bars-artifacts branch.
One way to fetch them is using jsdelivr:
https://cdn.jsdelivr.net/gh/jaklub/dc.js#grouped-or-stacked-bars-artifacts/dc.js
https://cdn.jsdelivr.net/gh/jaklub/dc.js#grouped-or-stacked-bars-artifacts/dc.css
Or, if you're using npm, you can declare the dependency as so:
"dc": "git+git#github.com:jaklub/dc.js#grouped-or-stacked-bars-artifacts"
Shorter version for any recent version of npm:
"dc": "jaklub/dc.js#grouped-or-stacked-bars-artifacts"
Although this is a fork of the last major version (3) of dc, it's compatible with the latest d3, as demonstrated in this demo fiddle.
Clearly you need a lot more horizontal space in order to display grouped bars, but that's a separate issue.
I have 2 questions need your help.
I would like to add a button on each plot to be a setting button. I use label with event listener and it works well ( as shown in attached file). However, my client asked me to change from normal text to graphic icon? How should I proceed?
As you can see from the attached image, the third plot is macd series. The value rage is from -3e-8 to 3e-8 (by my observation). I manually set the maximum and minimum, and it get incorrect scale as shown.
How should I set the maximum and minimum for yScale?
I don't know how to get maximum and minimum value from a series. Can you suggest me?
A1 – Unfortunately, the current version of AnyChart doesn't provide an opportunity to add custom-made buttons inside the chart. But you can use a trick and use stage based layout. It means that the container includes a stage. The stage includes the stock chart all other elements by layers. Using this approach you can place an image (icon) upon the plot and set a listener just as for the 'settings' label.
For details, please, check the sample in the comment below.
A2 - We are planning to fix this behavior in 8.4.2 update (approximately by the end of November 2018).
I will notify you when the fix becomes available.
As a temporary workaround, you can get min /max value from your MACD indicator. For details, please, check the sample in the comment below.
You can apply min/max to the yScale of plot #0 like this:
chart.plot(0).yScale().minimum(minValue);
chart.plot(0).yScale().maximum(maxValue);
We are glad to inform you that we have released 8.4.2 update which brings many fixes and improvements. This update also includes a fix on the issue you reported. Now calculation of min/max of Y-scale works properly with small values. Update your binaries to get the fix.
Xcode 9.2. I have enabled test coverage, written some tests and run them.
On the right side of the editor, Xcode shows if a code has been tested or not by displaying red or green rectangles.
However, I don't know what is the meaning of a rectangle with stripes.
I have not managed to find an answer in Xcode guides or help files.
Screenshot:
The striped rectangles indicate partial code coverage. Somebody just asked this question elsewhere and in looking at some test cases, I realized that if you hover your mouse over a line with the stripes, you get something like this:
As you'll notice, part of the line is green and part of it is red. The green part is for the condition which comes under code coverage since that part was executed. The red part is for the error message which was not executed since the test passed. Hope that makes sense?
I am using r82.
I have a mesh with multiple materials. I can change their opacity just fine, but how they are rendered is what I would call "splotchy". I have been using ThreeJs for a while, and EDIT: was able to get the transparency working in a past version (r67) with the same model in a significantly more consistent way. So I was wondering if there is something that now I need to set that I didn't need to set before or if I am just overlooking something. Upon revisiting my older code and testing it again, I found that the same transparency issues were present. It was simply a matter of there not being as obvious "splotches" (and not testing enough, I'm sure). Here is a screenshot.
Here are a few more pictures I took that highlight the issue a bit better. I have the outside wall in a light grey and the floors a dark grey in the model and can toggle the outside walls to be visible or not. In these pictures I have one face of the outside wall purple and a face of the floor in the room on the other side of the wall green.
Based on the angle of the camera, it makes part of the green floor face invisible even though there is only one face between the camera and it.
The materials are all double sided already and there is no sign of this until the transparency is on. I found a similar question that suggested changing the mesh.setFaceCulling (or something similar) but that seemed to be from an older version and wasn't in r82.
Thanks for any help in advance!
EDIT:
I started looking into the old version of threeJS and the current version's source code to see what is done differently regarding transparency. I found transparentObjects, which is an array of the objects (I believe faces) that are going to be rendered and are in sorted based on "reversePainterSortStable". There is another list of objects (I believe for the materials objects, maybe?) called opaqueObjects that uses "painterSortStable". So to see if changing the sort order would change the outcome of how things are looking when transparent I changed it so that transparentObjects got sorted by "painterSortStable" and it did change how things showed up significantly (granted it didn't fix my problem since it just removed some problem spots and created new ones).
So the short version, it looks like it is an issue with the renderOrder of the faces.
That being said, I tried finding how the r67 version of the code handled the "renderOrder" of the faces since it wasn't something that (to my knowledge) could be set in that version and just did it automatically. But I have had no such luck tracking down how it was done as of yet.
So I see two possibilities. 1) find out how the past version correctly did transparency (at least for my purposes) and change the logic in the current version to use that. Or 2) find how to properly set the renderOrder of the faces based on the camera position in the scene. Will look into the second option first, but figured it would be good to document this for others looking to help answer or that have a similar problem.
EDIT 2:
So digging through the source code for threeJs and noticed something about the transparentObjects array I mentioned in the previous edit. The first, that I cannot for the life of me figure out how it gets populated since it doesn't seem like it is added to anywhere in the code. The second is that I think it is being populated with duplicates of the entire building object/mesh (see screenshot below).
The z indexes all seem to be the same. as well as the ids and the objects are all of type "mesh" (of the ones I looked through, granted, since there are a few thousand). So I was going to figure out why its adding what is being added to the array, but that is when I stumbled across the issue of not finding where in the code that the transparentObjects array actually get populated.
EDIT 3:
WestLangley, I tried setting the depth test for the outer wall material to false and got this. Like I said in my response comment, even if it did work it wouldn't fix the issues experienced with the camera inside the building, but wanted to follow up none the less (see snapshot below).