AndroidPlot: Adding and Removing XYSeries - java

I'm having a problem with this implementation:
if(blueActive) {
blueFormat = new LineAndPointFormatter(Color.rgb(0,0,255), null, null);
blue = new SimpleXYSeries(xArray,yArray, selectedDate);
Log.e(TAG , "blueActive");
cvPlot.addSeries(blue, blueFormat);
}
if(redActive) {
redFormat = new LineAndPointFormatter(Color.rgb(255,0,0), null, null);
red = new SimpleXYSeries(xArray,yArray, selectedDate);
Log.e(TAG , "redActive");
cvPlot.addSeries(red, redFormat);
}
if(greenActive) {
greenFormat = new LineAndPointFormatter(Color.rgb(0,255,0), null, null);
green = new SimpleXYSeries(xArray,yArray, selectedDate);
Log.e(TAG , "greenActive");
cvPlot.addSeries(green, greenFormat);
}
cvPlot.redraw();
The series are plotted with the correct xArray and yArray, but when the graph redraws, all the plots are the same color. I'm looking for this code to redraw the plot with three different colors. Am I doing something logically wrong here?

Although this question wasn't very descriptive with the other code involved, ultimately the answer was to add this into the onClick that started the process of adding the plots:
xArray.clear();
yArray.clear();
The lines were overlapping, and when the next color was added, since the red plot was selected after blue, the two arrays grew to include the points of the blue and red, making it look like the color wasn't changing. In other words, the red array included the blue array, and since those points were identical to the blue plot, I couldn't see the blue plot since the red plot was on top!
I had set up a Log.d long before this problem but really didn't notice the array doubling since I didn't log the count because I only wanted to see that the x and y values were populating.
Log your array counts and clear your arrays rook dawg!!

Related

How do I fade a BufferedImage when manipulating it's pixel data?

I am trying to do something I have never done before.
My goal is to be able to manipulate the opacity of a BufferedImage. First off, I do not use Graphics. I am developing a simple Game Engine and I only use pixel data from BufferedImages.
What have I tried?
I made my own "Image" class that takes in a BufferedImage.
BufferedImage image = null;
try {
image = ImageIO.read(Image.class.getResourceAsStream(resourcePath));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
width = image.getWidth();
height = image.getHeight();
hasAlpha = image.getColorModel().hasAlpha();
pixels = image.getRGB(0, 0, width, height,null,0,width);
After that I proceeded to my rendering code. I have a function called "drawImage()" that takes the image and it's data and then puts it out on a specific spot on the screen depending on the users wishes. I however want the user to choose it's opacity as well.
I started out by taking the pixel data for that pixel and I instead made a Color.
Color c = new Color(image.getPixels()[value2],true);
The "true" statement, what I know of, says that it should "care" about Alpha.
After that I place the pixel by using this code:
pixels[x + y * pWidth] = new Color(c.getRed(),c.getGreen(),c.getBlue(),alphaValue).getRGB();
This doesn't work. It doesnt output any errors and I can change the alphaValue to a number between 0 and infinity. However one issue I found is that it doesnt affect the image at all when I change the alpha from 255 to something like 50. It stays the same. The affect comes at 0-5. Another thing that I noticed is that when I set alphaValue to something like 2 I get an animation instead of the image with lower opacity. Sounds weird, that's why I provided a .GIF of the issue:
I guarantee you that there is no code that changes the alphaValue. During that "animation" it is set to 2 and nothing else.
So something is weird here and I wonder if you guys know the issue?
It might have something to do with the Image class and that I don't set it to BufferedImage.RGBA but I don't know how I can do so when I load an image?
If you need any more information, please leave a comment and I will provide more info!
Thanks in advance!
EDIT
I clear the screen every 1/60 of a second by manipulating the backgrounds pixels (also a bufferedImage):
public void clear() {
for(int i = 0; i < pixels.length; i++) {
pixels[i] = clearColor.getRGB();
}
}
Possible issue
I did some troubleshooting and I found out that it actually somehow increased in opacity each frame as #Joni said. Somehow the opacity or alpha seems to increase each frame but I am clearing the screen between drawings. I will troubleshoot further.
UPDATE
I made so I could move the image around and found this weird behaviour:
Link to Imgur
It seems that the "alpha" isn't reset. I know that the RGB is being reset but something is really off when it comes to the Alpha.
I changed the clear function to this:
public void clear() {
for(int i = 0; i < pixels.length; i++) {
pixels[i] = new Color(clearColor.getRed(),clearColor.getGreen(),clearColor.getBlue(),255).getRGB();
}
}
And I defined clearColor as:
Color clearColor = new Color(Color.black.getRGB(),true);
That did however not work either. Does anyone have a solution?
Your game engine is drawing the image on top of itself in a loop. After drawing it enough many times the effect is the same as not having used transparency at all. The lower the alpha, the longer it takes though: with 50% alpha you need 7 frames to get 99% opacity, with 5% alpha you need about 90 frames.
For example, suppose you are drawing a pixel value of 100 on a screen that's intially 0 (black) with 50% opacity. After the first frame, the output pixel value is .5*100 + .5*0 = 50. The second frame is drawn on top of the first frame, so the output pixel value is .5*100 + .5*50 = 75. The third frame, drawn on top of the second frame, will show .5*100 + .5*75 = 87.5.
To avoid this, you need to fill a solid background color under the image in every frame.

checking to see if the image is the same

So i have a lot of questions to this but first here is my assignment.
Write a method public Picture authenticate(Picture p) which checks to
see if ”this” picture and the picture p are identical. It returns a
new picture that it the same size as ”this” picture. For each pixel
position in the original picture ”this”, compare the color of that
pixel with the color of the pixel in the same position from second
picture. If the two pixels have the same color (i.e. the original is
not modified in the copy), set the color of this position in the
resulting picture to white. If the two pixels do not have the same
color, set the color of this position in the resulting picture to the
color of the pixel from the original picture. Return the resulting
picture. If the two pictures are not the same size, the resulting
picture should contain all black pixels
This is my code as of right now
public Picture Authenticate(Picture p)
{
Pixel sourcePixel = null;
Pixel targetPixel = null;
Picture result = new Picture(this.getWidth(), this.getHeight());
for(int sourceX = 0, targetX= getWidth()-1; sourceX < getWidth(); sourceX++,targetX++)
{
for(int sourceY = 0, targetY= getHeight(); sourceY< getHeight(); sourceY++,targetY++)
{
sourcePixel = this.getPixel(sourceX,sourceY);
targetPixel = result.getPixel(targetX, targetY);
}
if (sourcePixel.getColor() == targetPixel.getColor())
targetPixel.setColor(Color.WHITE);
else
targetPixel.setColor(Color.BLACK);
}
return result;
}
Here are my questions:
How do i make p in the authenticate parameter fit into this?
Am i going about this the right way within the loop?
With my if and else statement, i feel as if that is not even close
to changing the pixel i need tooa
How do i make p in the authenticate parameter fit into this?
this is your source image; p is the target image; result is where you place the output pixels resulting from comparing the source and target.
Am i going about this the right way within the loop?
Yes, but the if/else statement belongs inside the inner loop
With my if and else statement, i feel as if that is not even close to changing the pixel i need to
You are close. Keep working on it and step through the code in your debugger to see what is actually happening.
Don't get discouraged, this is closer than you think.

Route trace using java

i want to trace the trajectory between differents points
for the test i creat points and try to link between these points
this is my code
OpenStreetMapLayer osm = new OpenStreetMapLayer();
map.addLayer(vectorLayer);
List<Point>points= new ArrayList<Point>();
Point point = new Point(44.272872,4.27826);
Point point2 = new Point(-55.272873,5.3873837);
Point point3 = new Point(5.272873,54.3873837);
points.add(point);
points.add(point2);
points.add(point3);
Point[] coord=new Point[points.size()];
points.toArray(coord);
polyline.setPoints(coord);
vectorLayer.addComponent(polyline);
Style defaultstyle = new Style();
/* Set stroke color to green, otherwise like default style */
defaultstyle.extendCoreStyle("default");
defaultstyle.setStrokeColor("#0000ff");
defaultstyle.setStrokeWidth(3);
defaultstyle.setFillColor("#adfffc");
defaultstyle.setFillOpacity(0.4);
// Make borders of selected graphs bigger
Style selectStyle = new Style();
selectStyle.setStrokeWidth(5);
StyleMap stylemap = new StyleMap(defaultstyle, defaultstyle, null);
// make selectStyle inherit attributes not explicitly set
stylemap.setExtendDefault(true);
vectorLayer.setStyleMap(stylemap);
but when i execute my code i get just a point i've asked they told me this point is the point of cordinate(0,0)
this is the screen catch of the set of points without ZOOM (the blue point)
http://img4.hostingpics.net/pics/810776sss.png
and this is the MAX ZOOM
http://img4.hostingpics.net/pics/122823ert.png
i want to know if it is a probleme of scale or what?
thanks in advance
You are using https://en.wikipedia.org/wiki/EPSG:4326 coords but OSM is using https://wiki.openstreetmap.org/wiki/EPSG:3857. The first one is in abs(180,90) where the second one is in in abs(6356752,6378137). so your points are basically at the center in spherical mercator and zooming very close will give your result. you have to convert your data e.g. using geotools

androidPlot black border

When i execute the code bellow and add in mySimpleXYPlot.getGraphWidget().getBorderPaint().setColor(Color.WHITE);
the app crashes when i launch it on my device.
what i'm trying to accomplish is getting rid of the black border around the entire graph. it is about 2cm thick on located on the top, left and bottom sides of the chart. Is there any way i can get rid of this black border?
public class MainActivity extends Activity {
private XYPlot mySimpleXYPlot;
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Create a couple arrays of y-values to plot:
Number[] days = { 1 , 2 , 3 , 4 , 5 , 6 , 7 };
Number[] values = { 380, 1433, 1965, 3200, 3651, 3215, 3217 };
// initialize our XYPlot reference:
mySimpleXYPlot = (XYPlot) findViewById(R.id.mySimpleXYPlot);
mySimpleXYPlot.getBackgroundPaint().setColor(Color.WHITE);
mySimpleXYPlot.setBorderStyle(XYPlot.BorderStyle.NONE, null, null);
mySimpleXYPlot.getGraphWidget().getBackgroundPaint().setColor(Color.WHITE);
mySimpleXYPlot.getGraphWidget().getGridBackgroundPaint().setColor(Color.WHITE);
// Domain
mySimpleXYPlot.getGraphWidget().setDomainLabelPaint(null);
mySimpleXYPlot.getGraphWidget().setDomainOriginLinePaint(null);
mySimpleXYPlot.setDomainStep(XYStepMode.INCREMENT_BY_VAL, days.length);
mySimpleXYPlot.setDomainValueFormat(new DecimalFormat("0"));
//Range
mySimpleXYPlot.getGraphWidget().setRangeOriginLinePaint(null);
mySimpleXYPlot.setRangeStep(XYStepMode.SUBDIVIDE, values.length);
mySimpleXYPlot.setRangeValueFormat(new DecimalFormat("0"));
//Remove legend
mySimpleXYPlot.getLayoutManager().remove(mySimpleXYPlot.getLegendWidget());
mySimpleXYPlot.getLayoutManager().remove(mySimpleXYPlot.getDomainLabelWidget());
mySimpleXYPlot.getLayoutManager().remove(mySimpleXYPlot.getRangeLabelWidget());
mySimpleXYPlot.getLayoutManager().remove(mySimpleXYPlot.getTitleWidget());
// Turn the above arrays into XYSeries':
XYSeries series1 = new SimpleXYSeries(
Arrays.asList(days),
Arrays.asList(values),
"Series1"); // Set the display title of the series
// Create a formatter to use for drawing a series using LineAndPointRenderer:
LineAndPointFormatter series1Format = new LineAndPointFormatter(
Color.rgb(0, 200, 0), // line color
Color.rgb(0, 100, 0), // point color
Color.CYAN); // fill color
// setup our line fill paint to be a slightly transparent gradient:
Paint lineFill = new Paint();
lineFill.setAlpha(200);
lineFill.setShader(new LinearGradient(0, 0, 0, 250, Color.WHITE, Color.GREEN, Shader.TileMode.MIRROR));
series1Format.setFillPaint(lineFill);
// add a new series' to the xyplot:
mySimpleXYPlot.addSeries(series1, series1Format);
// by default, AndroidPlot displays developer guides to aid in laying out your plot.
// To get rid of them call disableAllMarkup():
mySimpleXYPlot.disableAllMarkup();
}
}
If you want to get rid of all of the color behind your graph, you will need the following three methods. Each of which gets rid of different parts.
//This gets rid of the gray grid
mySimpleXYPlot.getGraphWidget().getGridBackgroundPaint().setColor(Color.TRANSPARENT);
//This gets rid of the black border (up to the graph) there is no black border around the labels
mysimpleXYPlot.getBackgroundPaint().setColor(Color.TRANSPARENT);
//This gets rid of the black behind the graph
mySimpleXYPlot.getGraphWidget().getBackgroundPaint().setColor(Color.TRANSPARENT);
//With a new release of AndroidPlot you have to also set the border paint
plot.getBorderPaint().setColor(Color.TRANSPARENT);
Hope this helps.
Border line can be hidden by this method:
plot.setBorderPaint(null);
plot.setPlotMargins(0, 0, 0, 0);
I was able to figure out how to fix the graph with this information but I had to pull together the information from several of these posts. There appears to be 4 different background areas:
* grid (and axis labels)
* area around the graph
* border around the graph.
* margin around the border
The background color for the grid and range/domain labels are set using
plot.getGraphWidget().getBackgroundPaint().setColor(background_color);
The area round the grid can get set by:
plot.getBackgroundPaint().setColor(background_color);
This still leaves a border that is drawn around the graph. You can either get rid of the border:
plot.setBorderPaint(null);
or set the background color
plot.getBorderPaint().setColor(background_color);
This leaves the margin around the entire plot. This can be removed using
plot.setPlotMargins(0, 0, 0, 0);
There should be a way to change the color for the margin instead of just removing it but didn't bother to figure that out.

Android draw multiple Rect as background color

I used an canvas to draw multiple textures on it. these textures are rectangles and now I want to use these textures with parts of them invisble, so I could draw background colors behind the textures to have teh same texture with different colors without adding the same picture with different colors.
I tried to add Rects like this:
for(Coordinate c : ch.getVisibleCoords()) {
ShapeDrawable sD = new ShapeDrawable();
Rect r = new Rect(c.getxS(),
c.getyS(),
(sh.getScreenWidth()-c.getxS()-sh.getTSize()),
(sh.getScreenHeight()-c.getyS()-sh.getTSize()));
sD.setBounds(r);
textureColorRects.add(sD);
}
each coordinate represents an texture the xS and yS values are the positions at the screen, for example coordinate 1|1 could have xS=0 | yS=0 and 2|1 xS=48 (48=texturesize) | yS=0. I tried this with ShapeDrawable and Rectangles itself, in the first case it will draw everything the same color expect of one y-line and in the other case it will draw just some buggy shit.
Is there another way to do this or may I didn't understood how to setup those rectangles, I can't figure out how that left, top, right, bottom stuff works.
The rest of the code is here for you so you can see how I draw the ShapeDrawables:
int i = 0;
for(Coordinate c : ch.getVisibleCoords()) {
ShapeDrawable sD = textureColorRects.get(i);
Paint color = new Paint();
color.setColor(c.getLandscape().getType().getColor());
color.setStyle(Paint.Style.FILL);
sD.getPaint().set(color);
sD.draw(canvas);
}
The textureColorRects is a list containing all ShapeDrawables.
Thank you very much for reading.
I found an solution it's a problem other people had too (was just hard to find) it's a bit hard to understand how the Rect works the values for left, top, right and bottom are seen like the beginning and the ed point for example I want a rectangle of the size 16*16 and at the point x=5|y=18 on the screen, so I need to set the right value to x+size (5+16) and the bottom to y+size (18+16). The lft and top can be set to the left upper edge of the rect (start position).

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