Does the Highcharts-Vue wrapper support 'gauge' and 'heatmap' chart types? - vue.js

https://github.com/highcharts/highcharts-vue
I don't see examples of these in the demo and there is nothing mentioned in the docs. I'm wondering if it is simply not possible or just not demoed because of their more complicated nature.
I will also need to use Charts appendData prototype to make a line chart real-time. Is this possible using the wrapper? I'm thrown by the following in the docs but not sure it it's directly related;
You can access the Chart object instance if necessary (e.g when need
to get some data or use any of Chart.prototype functions), by calling
specific Vue component instance chart field, but it is not supported
to update the chart using its built-in functions

Indeed, the highcharts-vue package supports all official modules included in Highcharts, so it's not necessary to produce every demo from demos site using Vue wrapper. I made the examples with gauge and heatmapseries specially for you, so please take a look on them.
I will also need to use Charts appendData prototype to make a line chart real-time. Is this possible using the wrapper?
A component is watching for changes on provided chart configuration, so if you will update your data (e.g by pushing new points into a series.data), then highcharts-vue will detect it, and automatically update the chart. That's the most recommended way of implementation. If you would like to use some Chart's or Series prototype functions, of course you can do that, but please note that causes inconsistency between the chart data and the data defined within component. Just need to access chart's reference like it is described in Chart object reference section.
Live examples:
https://codesandbox.io/s/vue-template-uqu1p (Gauge),
https://codesandbox.io/s/vue-template-8z2f5 (Heatmap)

Related

Error implementing anychart circular gauge in vue

I'm evaluating Anychart's gauge component with Vue 2. The example from github works fine (with pie, bars and line graphs), but when I try to set the chart to the type 'gauge' or 'circular-gauge' it's not found. Are there any additional steps to follow in order for this to work?
The Circular Gauge requires adding the Core and Circular Gauge modules as stated in the AnyChart Documentation. I guess you are missing the Circular Gauge module. Try adding that and refer to the documentation if you need additional information.

Adding "properties" to objects in a Blender scene

I am just starting my dive into Blender coming mainly from Quake's Radiant. I am trying to research whether it will fit the need I have for a level editor replacement. So with that in mind, here is my question:
What is the best method for creating and storing a set of prefab "entity" objects such as health packs, ammo pickups, and "moveable" objects such that they have a set of "properties" that can be changed within Blender?
I have found this page, but I am still getting lost as to how to integrate them on a per object basis and achieve the desired result:
https://docs.blender.org/manual/en/dev/editors/properties_editor.html
Note: It is not my goal to use the Blender game engine - just attach values to things for me to export to my own engine.
Edit1: Found an article discussing the topic although it seems very outdated:
https://www.gamasutra.com/blogs/IwanGabovitch/20120524/171032/Using_Blender_3D_as_a_3d_map_editor_rather_than_programming_your_own_from_scratch.php
Example:
// entity 105
{
"inv_item" "2"
"inv_name" "#str_02917"
"classname" "item_medkit"
"name" "item_medkit_11"
"origin" "-150 2322 72"
"triggerFirst" "1"
"triggersize" "40"
"rotation" "0.224951 0.97437 0 -0.97437 0.224951 0 0 0 1"
}
While we can manually add custom properties to any object, these are added to the specific object so can be unique to each object.
A better way of integrating new properties is to use bpy.props, these can be added to an objects class in blender, this means every object will have the same properties available.
You can setup a custom panel to edit your properties, like this simple example. Both the properties and panel as well as your object exporter can be defined in an addon which you can have enable at startup so that it is available every time you run blender. An addon also makes it easier for you to share your game editor with others.
The link I found seems to be the best option and allow for the most flexibility. The source code for the Super Tux Kart plugins serve as a great reference implementation:
https://sourceforge.net/p/supertuxkart/code/HEAD/tree/media/trunk/blender_26/

Using materials on 3D models created in Blender

I want to make a shape that can't be constructed using the SceneKit build in geometry models so I want to use some other 3D modeling program for that. I am interested if those models (created for example in Blender) can act as models that can be created directly in SceneKit. I want to be able to apply materials and change the object's color in code, and want to know beforehand if this is possible with imported models.
I know I can export the model in .dae (Collada file) and like this I can for sure use the model, but can't change its material.
If it is possible to change it in some other way I would appreciate if you could briefly explain how the object should be exported from Blender (in which format).
Actually yes you can change the material in a Collada (dae) format.
The materials are contained in the class SCNMaterial.
Here are the methods you can use to access the material:
First you have probably the easiest method of material access:
SCNNode.geometry.firstMaterial
This method gives your the first material that the object is using.
Next you have entire material access:
SCNNode.geometry.materials
This method gives you an NSArray containing all the materials that the object is using.
Then finally you have the good'ol name access:
[SCNNode.geometry.materialWithName: NSString]
This method gives you an NSArray containing all the materials that the object is using.
And in the apple docs:
What is SCNNode.geometry? Find out here
Material access and manipulation.
A side note:
To actually control the color/image of a SCNMaterial you need to use SCNMaterialProperty
A SCNMaterial is made up of several SCNMaterialPropertys.
For more info please read the docs

Can add my own custom snippets to Big Commerce

I have tried to upload my own snippet that replaces the create new account text that is held in the %%LNG_NewCustomerIntro2%% variable. Of course I am thinking this would be as simple as 123 but I guess not.
Does a snippet have to be registered? Or should I just comment out the current code in the snippet I need (or hide it with css) and then add in my code?
It seems this is common with bigcommerce....
Any suggestions
No, you can not introduce custom snippets to BigCommerce. Snippets refer to a function in the core application to supply data (thus requiring core code). It is better to remove the existing snippet and provide your own code within the panel or layout file.

TypeScript Intellisense works differently if I define Object in Different Ways

I am trying to convert some existing JavaScript code by using TypeScript, One example I am using is to create Highcharts classes, the Highcharts definition is from https://github.com/borisyankov/DefinitelyTyped/blob/master/highcharts/highcharts.d.ts
We all know HighchartsOptions has a property title.
If I define the object in this way, I have intellisense
But if I define object this way
I don't have the intellisense.
Any specific reason why Visual Studio behaves differently?
It's just a bug. See this issue on CodePlex to track when it gets fixed.