QCustomPlot vertical line at axis - qt

I am working QCustomPlot with Qt and need to change the color of a particular vertical grid line within the graph please let us know how we can change that I attached the image of my requirement.

The bleo code solve the issue
GraphTesting(QCustomPlot * customPlot)
{
// generate some data:
QVector<double> x(101), y(101); // initialize with entries 0..100
for (int i = 0; i < 101; ++i)
{
x[i] = i; //i / 50.0 - 1; // x goes from -1 to 1
y[i] = x[i]/2; // let's plot a quadratic function
}
// create graph and assign data to it:
customPlot->addGraph();
customPlot->graph(0)->setData(x, y);
// give the axes some labels:
customPlot->xAxis->setLabel("x");
customPlot->yAxis->setLabel("y");
customPlot->rescaleAxes();
QCPItemLine *step = new QCPItemLine(customPlot);
step->setPen(QPen(QColor(140, 0, 0)));
double begin = 25;
double first = customPlot->yAxis->range().lower;
double end = customPlot->yAxis->range().upper; //example values
step->start->setCoords(begin, first);
step->end->setCoords(begin, end);
customPlot->replot();
}

Related

How to apply an effect to an image using the mouse coordinates?

I coded a program on Processing where all the pixels on the screen are scrambled, but around the cursor. The code works by replacing the pixels with a random pixel between 0 and the pixel the loop is currently on. To find that pixel, I used the code (y*width+x)-1. This code, however, is taking pixels from the entire screen. I want the code to instead take the pixels from a 40m square around the mouse coordinates. How can I do this?
import processing.video.*;
Capture video;
void setup() {
size(640, 480);
video = new Capture(this, 640, 480);
video.start();
}
void draw() {
loadPixels();
if (video.available()){
video.read();
video.loadPixels();
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
pixels[y*width+x] = video.pixels[y*video.width+(width-x-1)];
// the code should only be applied 20 pixels around the mouse
if (dist(mouseX, mouseY, x, y) < 20){
int d = int(random(0, y*width+x-1));
pixels[y*width+x] = video.pixels[d];
}
}
}
}
updatePixels();
}
You don't need to iterate through all the pixels to only change a few.
Luckily your sketch is the same size as the webcam feed, so you're on the right track using the x + (y + width) arithmetic to convert from a 2D array index to the 1D pixels[] index. Remember that you're sampling from a 1D array currently (random 0, coords). Even if you upate the start/end index that's still a range that will span a few full image rows which means pixels to the left and right of the effect selection. I recommend picking the random x, y indices in 2D, then converting these random values to 1D (as opposed to a single index from the 1D array).
Here's what I mean:
import processing.video.*;
Capture video;
void setup() {
size(640, 480);
video = new Capture(this, 640, 480);
video.start();
}
void draw() {
loadPixels();
if (video.available()) {
video.read();
video.loadPixels();
//for (int y = 0; y < height; y++) {
// for (int x = 0; x < width; x++) {
// pixels[y*width+x] = video.pixels[y*video.width+(width-x-1)];
// // the code should only be applied 20 pixels around the mouse
// if (dist(mouseX, mouseY, x, y) < 20) {
// int d = int(random(0, y*width+x-1));
// pixels[y*width+x] = video.pixels[d];
// }
// }
//}
// mouse x, y shorthand
int mx = mouseX;
int my = mouseY;
// random pixels effect size
int size = 40;
// half of size
int hsize = size / 2;
// 2D pixel coordinates of the effect's bounding box
int minX = mx - hsize;
int maxX = mx + hsize;
int minY = my - hsize;
int maxY = my + hsize;
// apply the effect only where the bounding can be applied
// e.g. avoid a border (of hsize) around edges of the image
if (mx >= hsize && mx < width - hsize &&
my >= hsize && my < height - hsize) {
for(int y = minY; y < maxY; y++){
for(int x = minX; x < maxX; x++){
// pick random x,y coordinates to sample a pixel from
int rx = (int)random(minX, maxX);
int ry = (int)random(minY, maxY);
// convert the 2D random coordinates to a 1D pixel[] index
int ri = rx + (ry * width);
// replace current pixel with randomly sampled pixel (within effect bbox)
pixels[x + (y * width)] = video.pixels[ri];
}
}
}
}
updatePixels();
}
(Note that the above isn't tested, but hopefully the point gets across)

setVertexCount API of QGeometryRenderer and its effect on ray casting results

I create a wireframe mesh of two lines between three points:
By these functions:
Qt3DRender::QGeometryRenderer *Utils::createWireframeMesh()
{
Qt3DRender::QGeometryRenderer *mesh = new Qt3DRender::QGeometryRenderer();
Qt3DRender::QGeometry *geometry = new Qt3DRender::QGeometry(mesh);
Qt3DRender::QBuffer *vertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer,
geometry);
Qt3DRender::QBuffer *indexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer,
geometry);
QByteArray vertexBufferData;
QByteArray indexBufferData;
int vertexCount = 3; // Three vertices at (0, -1, 0) and (1, 0, 0) and (0, 1, 0)
int lineCount = 2; // Two lines between three vertices
vertexBufferData.resize(vertexCount * 3 * sizeof(float));
indexBufferData.resize(lineCount * 2 * sizeof(ushort));
// Arrow triangle is 2D and is inside XY plane
float *vPtr = reinterpret_cast<float *>(vertexBufferData.data());
vPtr[0] = 0.0f; vPtr[1] = -1.0f; vPtr[2] = 0.0f; // First vertex at (0, -1, 0)
vPtr[3] = 1.0f; vPtr[4] = 0.0f; vPtr[5] = 0.0f; // Second vertex at (1, 0, 0)
vPtr[6] = 0.0f; vPtr[7] = +1.0f; vPtr[8] = 0.0f; // Third vertex at (0, 1, 0)
ushort *iPtr = reinterpret_cast<ushort *>(indexBufferData.data());
iPtr[0] = 0; iPtr[1] = 1; // First line from index 0 to index 1
iPtr[2] = 1; iPtr[3] = 2; // Second line from index 1 to index 2
vertexDataBuffer->setData(vertexBufferData);
indexDataBuffer->setData(indexBufferData);
addPositionAttributeToGeometry(geometry, vertexDataBuffer, vertexCount);
addIndexAttributeToGeometry(geometry, indexDataBuffer, lineCount * 2);
mesh->setInstanceCount(1);
mesh->setIndexOffset(0);
mesh->setFirstInstance(0);
// How to set vertex count here?
mesh->setVertexCount(vertexCount);
mesh->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
mesh->setGeometry(geometry);
return mesh;
}
void Utils::addPositionAttributeToGeometry(Qt3DRender::QGeometry *geometry,
Qt3DRender::QBuffer *buffer, int count)
{
Qt3DRender::QAttribute *posAttribute = new Qt3DRender::QAttribute();
posAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
posAttribute->setBuffer(buffer);
posAttribute->setDataType(Qt3DRender::QAttribute::Float);
posAttribute->setDataSize(3);
posAttribute->setByteOffset(0);
posAttribute->setByteStride(0);
posAttribute->setCount(count);
posAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
geometry->addAttribute(posAttribute);
}
void Utils::addIndexAttributeToGeometry(Qt3DRender::QGeometry *geometry,
Qt3DRender::QBuffer *buffer, int count)
{
Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
indexAttribute->setBuffer(buffer);
indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedShort);
indexAttribute->setDataSize(1);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(0);
indexAttribute->setCount(count);
geometry->addAttribute(indexAttribute);
}
In above code, I tried three different statements at this line:
// How to set vertex count here?
mesh->setVertexCount(vertexCount);
mesh->setVertexCount(vertexCount * 2);
mesh->setVertexCount(vertexCount * 3);
With these results - I do some ray casting in my 3D scene which are surprisingly affected too:
Documentation explains vertexCount property of Qt3DRender::QGeometryRenderer as:
vertexCount : int
Holds the primitive count.
In my case, primitive count is line count, so I tried it but only one line is drawn:
I'm confused about setVertexCount API. Can anybody give me a hint?
vertexCount is the same value that you would pass to glDrawArrays or glDrawElements, ie it's the number of vertices involved in the drawing. Since you're using indexed rendering, that would typically be the number of indexes (assuming you're drawing all in data in the index array). So in the case above, it should be 4.
Please note we recently fixed a bug with line picking when using primitive restart, but that doesn't affect the code you included above.

Qt - QCustomPlot painting graph

I have a problem with drawing the graph in QCustomPlot library. I would like to draw a logarithm graph but I use drawing on the interval <-3;3>. Because logarithm is not defined from -3 to 0, I tried to do nothing while drawing on this interval.
I have this code:
QVector<double> x(10001), y(10001);
QVector<double> x1(10001), y1(10001);
double t=-3; //cas
double inkrement = 0.0006;
for (int i=0; i<10001; i++)//kvadraticka funkcia
{
x[i] = t;
y[i] = (-1)*t*t-2;
t+=inkrement;
}
int g=0;
for(double l=-3;l<3; l+=inkrement) {
if(l<=0.0) continue;
else {
//QMessageBox::warning(this, tr("note"), tr("l=%1\n").arg(l), QMessageBox::Ok);
x1[g] = l;
y1[g] = log10(l)/log10(exp(1.0));
//QMessageBox::warning(this, tr("note"), tr("x1=%1\ny1=%2").arg(x1[g]).arg(y1[g]), QMessageBox::Ok);
//break;
g++;
}
}
customPlot->addGraph();
customPlot->graph(0)->setData(x, y);
customPlot->addGraph();
customPlot->graph(1)->setData(x1, y1);
customPlot->xAxis->setLabel("x");
customPlot->yAxis->setLabel("y");
customPlot->xAxis->setRange(-3, 3);
customPlot->yAxis->setRange(-10, 5);
customPlot->replot();
where x1 and y1 are QVectors... But the graph is like the first point is in [0,0]. So I have then a line that connects point [0,0] with the logarithm graph and I dont know why :(
When I put l=0.0006 before the cycle, everything is OK. Can you help me with that please?
It seems that you set count of x1 and y1 before this loop. QVector is initialized with zeros. So if you don't set any value for some items then x1 and y1 will contain zero values at their end.
You should use empty QVector's and add new values if g is OK:
QVector<double> x1, y1;
//...
x1 << l;
y1 << log10(l)/log10(exp(1.0));
g variable can be removed then. And I think it's better to remove i variable and use for(double l = -3; l <= 3; l+=increment) loop.

How to draw a continuous curved line from 3 given points at a time

I am trying to draw a continuous curved line in flash. There are many methods but none of the ones I have found so far quite fit my requirements. First of all, I want to use the flash graphic api's curveTo() method. I DO NOT want to simulate a curve with hundreds of calls to lineTo() per curved line segment. It is my experience and understanding that line segments are processor heavy. Flash's quadratic bezier curve should take less CPU power. Please challenge this assumption if you think I am wrong.
I also do not want to use a pre-made method that takes the entire line as an argument (eg mx.charts.chartClasses.GraphicsUtilities.drawPolyline()).
The reason is that I will need to modify the logic eventually to add decorations to the line I am drawing, so I need something I understand at its lowest level.
I have currently created a method that will draw a curve given 3 points, using the mid-point method found here.
Here is a picture:
The problem is that the lines do not actually curve through the "real" points of the line (the gray circles). Is there a way using the power of math that I can adjust the control point so that the curve will actually pass through the "real" point? Given only the current point and its prev/next point as arguments? The code to duplicate the above picture follows. It would be great if I could modify it to meet this requirement (note the exception for first and last point).
package {
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.Stage;
import flash.geom.Point;
[SWF(width="200",height="200")]
public class TestCurves extends Sprite {
public function TestCurves() {
stage.scaleMode = "noScale";
var points:Array = [
new Point(10, 10),
new Point(80, 80),
new Point(80, 160),
new Point(20, 160),
new Point(20, 200),
new Point(200, 100)
];
graphics.lineStyle(2, 0xFF0000);
var point:Point = points[0];
var nextPoint:Point = points[1];
SplineMethod.drawSpline(graphics, point, null, nextPoint);
var prevPoint:Point = point;
var n:int = points.length;
var i:int;
for (i = 2; i < n + 1; i++) {
point = nextPoint;
nextPoint = points[i]; //will eval to null when i == n
SplineMethod.drawSpline(graphics, point, prevPoint, nextPoint);
prevPoint = point;
}
//straight lines and vertices for comparison
graphics.lineStyle(2, 0xC0C0C0, 0.5);
graphics.drawCircle(points[0].x, points[0].y, 4);
for (i = 1; i < n; i++) {
graphics.moveTo(points[i - 1].x, points[i - 1].y);
graphics.lineTo(points[i].x, points[i].y);
graphics.drawCircle(points[i].x, points[i].y, 4);
}
}
}
}
import flash.display.Graphics;
import flash.geom.Point;
internal class SplineMethod {
public static function drawSpline(target:Graphics, p:Point, prev:Point=null, next:Point=null):void {
if (!prev && !next) {
return; //cannot draw a 1-dimensional line, ie a line requires at least two points
}
var mPrev:Point; //mid-point of the previous point and the target point
var mNext:Point; //mid-point of the next point and the target point
if (prev) {
mPrev = new Point((p.x + prev.x) / 2, (p.y + prev.y) / 2);
}
if (next) {
mNext = new Point((p.x + next.x) / 2, (p.y + next.y) / 2);
if (!prev) {
//This is the first line point, only draw to the next point's mid-point
target.moveTo(p.x, p.y);
target.lineTo(mNext.x, mNext.y);
return;
}
} else {
//This is the last line point, finish drawing from the previous mid-point
target.moveTo(mPrev.x, mPrev.y);
target.lineTo(p.x, p.y);
return;
}
//draw from mid-point to mid-point with the target point being the control point.
//Note, the line will unfortunately not pass through the actual vertex... I want to solve this
target.moveTo(mPrev.x, mPrev.y);
target.curveTo(p.x, p.y, mNext.x, mNext.y);
}
}
Later I will be adding arrows and things to the draw method.
I think you're looking for a Catmull-Rom spline. I've googled an AS3 implementation for you but haven't tried it so use at your own discretion:
http://actionsnippet.com/?p=1031
Ok, the Catmull-Rom spline suggestion is a good one but not exactly what I am looking for.
The example from the link provided was a good starting point, but a bit inflexible. I have taken it and modified my original source code to use it. I am posting this as an answer because I think it is more modular and easier to understand than Zevan's blog post (no offense Zevan!). The following code will display the following image:
Here is the code:
package {
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.Stage;
import flash.geom.Point;
[SWF(width="300",height="300")]
public class TestCurves extends Sprite {
public function TestCurves() {
stage.scaleMode = "noScale";
//draw a helpful grid
graphics.lineStyle(1, 0xC0C0C0, 0.5);
for (var x:int = 0; x <= 300; x += 10) {
graphics.moveTo(x, 0);
graphics.lineTo(x, 300);
graphics.moveTo(0, x);
graphics.lineTo(300, x);
}
var points:Array = [
new Point(40, 20),
new Point(120, 80),
new Point(120, 160),
new Point(60, 160),
new Point(60, 200),
new Point(240, 150),
new Point(230, 220),
new Point(230, 280)
];
SplineMethod.setResolution(5);
graphics.lineStyle(2, 0xF00000);
graphics.moveTo(points[0].x, points[0].y);
var n:int = points.length;
var i:int;
for (i = 0; i < n - 1; i++) {
SplineMethod.drawSpline(
graphics,
points[i], //segment start
points[i + 1], //segment end
points[i - 1], //previous point (may be null)
points[i + 2] //next point (may be null)
);
}
//straight lines and vertices for comparison
graphics.lineStyle(2, 0x808080, 0.5);
graphics.drawCircle(points[0].x, points[0].y, 4);
for (i = 1; i < n; i++) {
graphics.moveTo(points[i - 1].x, points[i - 1].y);
graphics.lineTo(points[i].x, points[i].y);
graphics.drawCircle(points[i].x, points[i].y, 4);
}
}
}
}
import flash.display.Graphics;
import flash.geom.Point;
internal class SplineMethod {
//default setting will just draw a straight line
private static var hermiteValues:Array = [0, 0, 1, 0];
public static function setResolution(value:int):void {
var resolution:Number = 1 / value;
hermiteValues = [];
for (var t:Number = resolution; t <= 1; t += resolution) {
var h00:Number = (1 + 2 * t) * (1 - t) * (1 - t);
var h10:Number = t * (1 - t) * (1 - t);
var h01:Number = t * t * (3 - 2 * t);
var h11:Number = t * t * (t - 1);
hermiteValues.push(h00, h10, h01, h11);
}
}
public static function drawSpline(target:Graphics, segmentStart:Point, segmentEnd:Point, prevSegmentEnd:Point=null, nextSegmentStart:Point=null):void {
if (!prevSegmentEnd) {
prevSegmentEnd = segmentStart;
}
if (!nextSegmentStart) {
nextSegmentStart = segmentEnd;
}
var m1:Point = new Point((segmentEnd.x - prevSegmentEnd.x) / 2, (segmentEnd.y - prevSegmentEnd.y) / 2);
var m2:Point = new Point((nextSegmentStart.x - segmentStart.x) / 2, (nextSegmentStart.y - segmentStart.y) / 2);
var n:int = hermiteValues.length;
for (var i:int = 0; i < n; i += 4) {
var h00:Number = hermiteValues[i];
var h10:Number = hermiteValues[i + 1];
var h01:Number = hermiteValues[i + 2];
var h11:Number = hermiteValues[i + 3];
var px:Number = h00 * segmentStart.x + h10 * m1.x + h01 * segmentEnd.x + h11 * m2.x;
var py:Number = h00 * segmentStart.y + h10 * m1.y + h01 * segmentEnd.y + h11 * m2.y;
target.lineTo(px, py);
}
}
}
This is not a perfect solution. But unfortunately, I cannot piece together how to accomplish what I want using curveTo(). Note that GraphicsUtilities.drawPolyLine() does accomplish what I am attempting to do--the problem there is that it is inflexible and I cannot parse the code (more importantly, it doesn't appear to properly draw acute angles--correct me if I am wrong). If anyone can provide any insight, please post. For now, the above is my answer.
I code this, I think it may help:
SWF: http://dl.dropbox.com/u/2283327/stackoverflow/SplineTest.swf
Code: http://dl.dropbox.com/u/2283327/stackoverflow/SplineTest.as
I left a lot of comments on the code. I wish it helps!
Here is the theory behind the code:
A and C are the first and last point, B is the "control point" in AS3 you can draw the curve like this:
graphics.moveTo(A.x, A.y);
graphics.curveTo(B.x, B.y, C.x, C.y);
Now, D is the mid-point of the vector AC. And the mid-point of DB is the mid-point of the curve. Now what I did in the code was to move B exactly to D+DB*2 so, if you draw the curve using that point as control point, the mid-point of the curve will be B.
PS: Sorry for my poor Enlgish

Tournament Brackets algorithm

I need to create an asp.net page that auto generate a brackets tournament tennis style.
Regarding the managing of match in database, it's not a problem.
The problem is the dynamic graphics creation of brackets.
The user will be able to create tournament by 2-4...32 players.
And i don't know ho to create the graphics bracket in html or gdi...
Using Silverlight, and a Grid, You can produce something like this:
To do it, define a regular UserControl containing a Grid. (This is the default when you build a silverlight app in VS2008 with the Silverlight 3.0 SDK).
Then, add a call to the following in the constructor for the user control:
private void SetupBracket(int n)
{
var black = new SolidColorBrush(Colors.Gray);
// number of levels, or rounds, in the single-elim tourney
int levels = (int)Math.Log(n, 2) + 1;
// number of columns in the Grid. There's a "connector"
// column between round n and round n+1.
int nColumns = levels * 2 - 1;
// add the necessary columns to the grid
var cdc = LayoutRoot.ColumnDefinitions;
for (int i = 0; i < nColumns; i++)
{
var cd = new ColumnDefinition();
// the width of the connector is half that of the regular columns
int width = ((i % 2) == 1) ? 1 : 2;
cd.Width = new GridLength(width, GridUnitType.Star);
cdc.Add(cd);
}
var rdc = LayoutRoot.RowDefinitions;
// in the grid, there is one row for each player, and
// an interleaving row between each pair of players.
int totalSlots = 2 * n - 1;
for (int i = 0; i < totalSlots; i++)
{
rdc.Add(new RowDefinition());
}
// Now we have a grid of the proper geometry.
// Next: fill it.
List<int> slots = new List<int>();
ImageBrush brush = new ImageBrush();
brush.ImageSource = new BitmapImage(new Uri("Bridge.png", UriKind.Relative));
// one loop for each level, or "round" in the tourney.
for (int j = 0; j < levels; j++)
{
// Figure the number of players in the current round.
// Since we insert the rounds in the reverse order,
// think of j as the "number of rounds remaining."
// Therefore, when j==0, playersThisRound=1.
// When j == 1, playersThisRound = 2. etc.
int playersThisRound = (int)Math.Pow(2, j);
int x = levels - j;
int f = (int)Math.Pow(2, x - 1);
for (int i = 0; i < playersThisRound; i++)
{
// do this in reverse order. The innermost round is
// inserted first.
var r = new TextBox();
r.Background = black;
if (j == levels - 1)
r.Text = "player " + (i + 1).ToString();
else
r.Text = "player ??";
// for j == 0, this is the last column in the grid.
// for j == levels-1, this is the first column.
// The grid column is not the same as the current
// round, because of the columns used for the
// interleaved connectors.
int k = 2 * (x - 1);
r.SetValue(Grid.ColumnProperty, k);
int m = (i * 2 + 1) * f - 1;
r.SetValue(Grid.RowProperty, m);
LayoutRoot.Children.Add(r);
// are we not on the last round?
if (j > 0)
{
slots.Add(m);
// Have we just inserted two rows? Then we need
// a connector between these two and the next
// round (the round previously added).
if (slots.Count == 2)
{
string xamlTriangle = "<Path xmlns='http://schemas.microsoft.com/winfx/2006/xaml/presentation' "+
"xmlns:x='http://schemas.microsoft.com/winfx/2006/xaml' " +
"Data='M0,0 L 100 50 0 100 Z' Fill='LightBlue' Stretch='Fill'/>";
Path path = (Path)System.Windows.Markup.XamlReader.Load(xamlTriangle);
path.SetValue(Grid.ColumnProperty, 2 * (x - 1) + 1);
path.SetValue(Grid.RowProperty, slots[0]);
path.SetValue(Grid.RowSpanProperty, slots[1] - slots[0] + 1);
this.LayoutRoot.Children.Add(path);
slots.Clear();
}
}
}
}
}
In the above, the connector is just an isosceles triangle, with the apex pointing to the right. It is generated by XamlReader.Load() on a string.
You would also want to pretty it up, style it with different colors and fonts, I guess.
You can insert this silverlight "user control" into any HTML web page, something like embedding a flash app into a page. There are silverlight plugins for IE, Firefox, Opera, Safari, and Chrome.
If you don't want to use Silverlight, you could use a similar approach to construct an HTML table.

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