Match indexOfVisiblePointClosestToPlotAreaPoint to one axis? - macos

I am trying to achive a mouse over high light with is common in stock charts.
Is it possible to match indexOfVisiblePointClosestToPlotAreaPoint to the closest point in only one axis (and not care of the other axis at all), as green line in the screendump. The point may not be the closest point if you consider both X and Y-axis (= red line), which Core Plot correctly calculates now.
Am I too tired or is there a way to only match "vertically" which point is the closest or I am going down the wrong path using indexOfVisiblePointClosestToPlotAreaPoint for this? ;-)
Thanks in advance!

The plot data is sorted from left to right. Find the data points on either side of the green line. It's trivial to determine which one is closer to the line. A simple linear search is fine if you don't have a lot of data. Use something more efficient like a binary search if you have many data points.

Related

How to increase the coordinate resolution of a d3-geo chart

I have a GeoJSON file with small details and features that I want to render using D3. Unfortunately, important details are lost because D3
removes polygon coordinate pairs that are closely spaced.
I've set up a small example to show this. Both links use the exact same GeoJSON data, rendered with both D3-geo and mapbox through github.
Specifically, notice the two areas marked by the red circles.
https://bl.ocks.org/alvra/eebb06be793bc06ff3ae01e6945298b6
https://gist.github.com/alvra/eebb06be793bc06ff3ae01e6945298b6
The top one one marks a part of polygon that is rounded using many closely spaced coordinate pairs, but D3 removes most points and just draws a rough square end.
The lower red circle marks a tiny triangle that is removed altogether. The adjacent polygons should touch exactly, but are also affected by D3's loss of precision.
I haven't found any documentation about D3's coordinate precision or a (configurable) feature size limit.
I've tried decreasing D3-geo's EPSILON and related EPSILON2 values and that removes this problem (for me), although I'm sure even smaller features will still be affected.
Assuming this is related to the fact that D3 uses proper geodesics for polygon segments, while the other mapping libraries just draw straight lines (in the output coordinate space),
I was hoping that this process can only introduce new points.
I haven't been able to find other users experiencing similar problems with small features, although I'm surprised this has never come up before.
Does anyone have an idea about the proper way to deal with this?
Through epsilon, I've narrowed the problem down to this use of pointEqual(). This indicates the problem is with clipCircle considering closely spaced coordinates equal and removes them.
Indeed, if I disable circular clipping projection.clipAngle(null), the problem disappears.

Match numerical data points with pre-defined grid

I have data from some experiment that should resemble a known grid-structure. However, the data
is off by some unknown angle
is distorted in an unknown way
may contain some displaced points
For an example, please have a look at this picture:
As you can see, the (nice looking) grid is distorted (the angle between the red indicators I drew is not 90deg) and is also rotated a little bit (the horizontal red line is not really horizontal). In addition, on rhe right top and bottom you can see some defects of the structure.
Are there tools I could use to match the data to some grid that I define and thereby find out the corrected data point positions? If not, could you give me some hints to appropriate algorithms to accomplish this? I have googled and thought for a while, but did not come up with a nice (and simple) solution.

jqplot remove half dot circle when value is zero instead of full dot circle

I already read the api documentation from top to bottom many times already, searching for a solution to make a full dot instead of a half dot when the value is zero. To get the picture right this is my sample. I have been trying many ways to force it to full dot circle, but no luck. Thank you for the help. :D
Using another plugin was no option for me since that will require more time, and time is really really important to me right now cause I am already lacking on it. Well basically my solution was a cheat way or basically a noob way. I actually used two divs, then just combine those two, the first graph only has the bar graph, and the 2nd graph only contains the two line graphs. I basically modified it using css to merge the two graphs, hide some of the unwanted axis, ticks and stuffs from one graph and then I get this result

Best approach for specific Object/Image Recognition task?

I'm searching for an certain object in my photograph:
Object: Outline of a rectangle with an X in the middle. It looks like a rectangular checkbox. That's all. So, no fill, just lines. The rectangle will have the same ratios of length to width but it could be any size or any rotation in the photograph.
I've looked a whole bunch of image recognition approaches. But I'm trying to determine the best for this specific task. Most importantly, the object is made of lines and is not a filled shape. Also, there is no perspective distortion, so the rectangular object will always have right angles in the photograph.
Any ideas? I'm hoping for something that I can implement fairly easily.
Thanks all.
You could try using a corner detector (e.g. Harris) to find the corners of the box, the ends and the intersection of the X. That simplifies the problem to finding points in the right configuration.
Edit (response to comment):
I'm assuming you can find the corner points in your image, the 4 corners of the rectangle, the 4 line endings of the X and the center of the X, plus a few other corners in the image due to noise or objects in the background. That simplifies the problem to finding a set of 9 points in the right configuration, out of a given set of points.
My first try would be to look at each corner point A. Then I'd iterate over the points B close to A. Now if I assume that (e.g.) A is the upper left corner of the rectangle and B is the lower right corner, I can easily calculate, where I would expect the other corner points to be in the image. I'd use some nearest-neighbor search (or a library like FLANN) to see if there are corners where I'd expect them. If I can find a set of points that matches these expected positions, I know where the symbol would be, if it is present in the image.
You have to try if that is good enough for your application. If you have too many false positives (sets of corners of other objects that accidentially form a rectangle + X), you could check if there are lines (i.e. high contrast in the right direction) where you would expect them. And you could check if there is low contrast where there are no lines in the pattern. This should be relatively straightforward once you know the points in the image that correspond to the corners/line endings in the object you're looking for.
I'd suggest the Generalized Hough Transform. It seems you have a fairly simple, fixed shape. The generalized Hough transform should be able to detect that shape at any rotation or scale in the image. You many need to threshold the original image, or pre-process it in some way for this method to be useful though.
You can use local features to identify the object in image. Feature detection wiki
For example, you can calculate features on some referent image which contains only the object you're looking for and save the results, let's say, to a plain text file. After that you can search for the object just by comparing newly calculated features (on images with some complex scenes containing the object) with the referent ones.
Here's some good resource on local features:
Local Invariant Feature Detectors: A Survey

Raytracing (LoS) on 3D hex-like tile maps

Greetings,
I'm working on a game project that uses a 3D variant of hexagonal tile maps. Tiles are actually cubes, not hexes, but are laid out just like hexes (because a square can be turned to a cube to extrapolate from 2D to 3D, but there is no 3D version of a hex). Rather than a verbose description, here goes an example of a 4x4x4 map:
(I have highlighted an arbitrary tile (green) and its adjacent tiles (yellow) to help describe how the whole thing is supposed to work; but the adjacency functions are not the issue, that's already solved.)
I have a struct type to represent tiles, and maps are represented as a 3D array of tiles (wrapped in a Map class to add some utility methods, but that's not very relevant).
Each tile is supposed to represent a perfectly cubic space, and they are all exactly the same size. Also, the offset between adjacent "rows" is exactly half the size of a tile.
That's enough context; my question is:
Given the coordinates of two points A and B, how can I generate a list of the tiles (or, rather, their coordinates) that a straight line between A and B would cross?
That would later be used for a variety of purposes, such as determining Line-of-sight, charge path legality, and so on.
BTW, this may be useful: my maps use the (0,0,0) as a reference position. The 'jagging' of the map can be defined as offsetting each tile ((y+z) mod 2) * tileSize/2.0 to the right from the position it'd have on a "sane" cartesian system. For the non-jagged rows, that yields 0; for rows where (y+z) mod 2 is 1, it yields 0.5 tiles.
I'm working on C#4 targeting the .Net Framework 4.0; but I don't really need specific code, just the algorithm to solve the weird geometric/mathematical problem. I have been trying for several days to solve this at no avail; and trying to draw the whole thing on paper to "visualize" it didn't help either :( .
Thanks in advance for any answer
Until one of the clever SOers turns up, here's my dumb solution. I'll explain it in 2D 'cos that makes it easier to explain, but it will generalise to 3D easily enough. I think any attempt to try to work this entirely in cell index space is doomed to failure (though I'll admit it's just what I think and I look forward to being proved wrong).
So you need to define a function to map from cartesian coordinates to cell indices. This is straightforward, if a little tricky. First, decide whether point(0,0) is the bottom left corner of cell(0,0) or the centre, or some other point. Since it makes the explanations easier, I'll go with bottom-left corner. Observe that any point(x,floor(y)==0) maps to cell(floor(x),0). Indeed, any point(x,even(floor(y))) maps to cell(floor(x),floor(y)).
Here, I invent the boolean function even which returns True if its argument is an even integer. I'll use odd next: any point point(x,odd(floor(y)) maps to cell(floor(x-0.5),floor(y)).
Now you have the basics of the recipe for determining lines-of-sight.
You will also need a function to map from cell(m,n) back to a point in cartesian space. That should be straightforward once you have decided where the origin lies.
Now, unless I've misplaced some brackets, I think you are on your way. You'll need to:
decide where in cell(0,0) you position point(0,0); and adjust the function accordingly;
decide where points along the cell boundaries fall; and
generalise this into 3 dimensions.
Depending on the size of the playing field you could store the cartesian coordinates of the cell boundaries in a lookup table (or other data structure), which would probably speed things up.
Perhaps you can avoid all the complex math if you look at your problem in another way:
I see that you only shift your blocks (alternating) along the first axis by half the blocksize. If you split up your blocks along this axis the above example will become (with shifts) an (9x4x4) simple cartesian coordinate system with regular stacked blocks. Now doing the raytracing becomes much more simple and less error prone.

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