Tableau marks card size - size

Does anyone knows how to customize size of a Marks card in Tableau?
On Marks card I have multiple measures so every time i want to get to the bottom I have to scroll. I have plenty of unused space below so I started to wonder if there is an option to change the size of this card so it would show all of the measures.
enter image description here

There is no such particular option where you can resize your marks card.
However, you can drag it to top / right and see if your marks fit in there.
You might like to place this as idea in Tableau Community Forums .
https://community.tableau.com/community/ideas

Related

Positioning items dynamically for different screensizes

Good morning!
I'm currently trying to create a view similar to this mockup.
I have put down 3 different screen sizes so you can see the issue.
I have a header background image (grey box) with an angled bottom. On the right I want to display an image, which obviously needs to be positioned.
Positioning it horizontally is no issue but how can I position the image vertically? I have it positioned fixed for one screen size but obviously need to make it flexible.
Any ideas? Help would be much appreciated!
David
You can definitely use measure as #rajesh pointed out, or you can use Dimensions. As far as getting the layout consistent across devices, using position absolute and measuring the device height should allow you to get consistency across these devices.
Check out this example I set up, it should be a good starting point at least.
https://rnplay.org/apps/pSzCKg

"[img]" tag formatting for x% simple visualization code and full link to directly load in 1:1 scale

I just want to know a simple complement to the code [img] to get it to be shown at a X% of its original size.
I was thinking about [img width="50%" height="50%"] but that doesn't make any sense. Instead of a huge code, what could I place in the brackets to show the image at a X% scale?
Is that a PHP code?
And the other question. I've seen a little "tag" you could place in the direct link that could load an image into its full resolution or a lower size. I tried to find on the web, but I don't know how to describe being specific in my search criteria. For example, I pasted something like http://example.com/image.jpg=fullscreen and the image would load on the entire screen instead of clicking over it to zoom in. Or could it be http://example.com/image.jpg=half to show in half resolution.

Watchkit: Best way to display a lot of data

I am currently learning to develop a watch kit App and I need to display a lot of text. I am using the watch kit label, but it won't show all the text data. It gets cut off. Is there a watch kit object that can display a lot of text and perhaps allow you to scroll through it? I haven't seen this question on stackoverflow so perhaps this question can help others as well.
Set the number of lines for your WKInterfaceLabel to zero. That will allow the label to grow to the size of the content. Also, be sure that the size for the height is set to "Size to Fit Content" in your storyboard.

Drawing "boxes" on my PDF output

I am working on a corporate-level summary report for my employer. Because this is a fairly high-level report, I'm trying to "pretty" it up a bit (I think the standard SAS output is exceptionally ugly). I've managed to include graphics using ODS REGION and the like, but I'm having trouble generating a fairly basic bar chart.
All I want to do is draw boxes onto the PDF file by specifiying X,Y and W,H and the background color. I've gotten close using this SUGI paper (which employs ODS REGION with a PROC GSLIDE).
That works OK, but I've run into many vexing little issues. For example:
There's a minimum height and width for GSLIDE (appx 3 points) which has made it very difficult to represent small numbers on my bar graph
The corners of GSLIDE are slightly rounded, causing strange looking "artifacts" when attempting to overlay and stack them
There's apparently a "maximum" width (appx 480 points). I think I might be able to solve this with the GOPTIONS VSIZE attribute, but I have to be careful because if the ODS REGION and GSLIDE are exactly the same size, then SAS (for some reason) thinks that the GSLIDE is bigger than the REGION and fails to render GSLIDE properly.
I've searched the internet for an easier approach, but it seems there are few SAS programmers trying to do what I'm doing. I know that I'm reinventing the wheel a bit in that SAS providers bar charts via SAS/GRAPH, but they don't provide the level of customization I need to display the results the way I want them.
How can I draw a simple rectangular shape, with nice square corners, and no weird width/height limitations, on a PDF file?
This isn't direclty relevant to the question, but since it's been brought up, here's an idea of what the bar chart looks like:
Each row measures a metric across a mutually exclusive sub-section of a larger population. The Gray bar represents the total size of the population being measured. The blue bar measures the metric (and the reported number is the metric across the sub-section). The "white bar" is the size of the total population. (The light blue bar is an alternate metric displayed only for those who are curious - it will always be smaller than the blue bar.) Some sub-sections contain no data, so they are displayed as "N/A".
There's also a rolling total. So, after one or a few sub-sections are reported, they are rolled into the rolling total. The gray background groups the related sub-sections, with the rolling total reported at the bottom.
This is pretty much exactly what I want this chart to look like. If it can be done using standard SAS charts, I'd be happy to use them - but I think it's been easier to get this effect on my own by painting the graph myself.
I found a partial answer... you can use a LayoutRegion defined via PROC TEMPLATE to set the background color of an ODS REGION. You still must "put something" within the region to force SAS to render it (for example, ODS TEXT = " ";), but it removes at least one pain point: minimum and maximum sizes.
Unfortunately, the corners are still rounded, but I'll update this answer if I can figure out a way to fix that via an attribute or something.

Rendering a 2D Map in a Game - Cropping and Scrolling

OK.
I'm in essense trying to make my own interpretation of the NES hardware, so I can make a game that ideally would resemble what a NES game would look like. I'm currently stuck with how to adjust how to draw the playfield to the video memory (back buffer).
BACKBUFFER
The NES had restrictions on the nametable, or backbuffer. For my example, the backbuffer is 256x240pixels big, or the size of one screen. If I drew this to the TV, it would fill up the screen perfectly. Now, if I drew this to the screen with an offset of X=5, the entire image would be shifted and would wrap around the screen.
For example.....
ORIGINAL, NO OFFSET: DRAWN WITH OFFSET OF X=5:
ABCDEFGHIJK GHIJKABCDEF
DRAWN WITH OFFSET OF X=-5:
FGHIJKABCDE
The screen is split up into squares 8x8 pixels each, totalling 32x30 rows and columns. (256x240 pixels). The offset is represented in pixels - not columns; so in theory, I could offset the screen by 5 pixels and every column would be shifted to the right by five pixels.
LEVEL DESIGN
My stages are made up of screens, containing data that is represented in 16x15 rows and columns, each by 16x16 pixels. This is to emulate how many NES games stored level data - each tile holds info about what should be in each 8x8 block.
E.g.:
AA
BC with A,B,C,D representing what 8x8 graphic should go where
Level design is represented by this as well, with each number being a different screen and - meaning nothing, null.
-----
-123-
---4-
--54-
-----
CHARACTER PLACEMENT
This is easy. I already know how I can determine which table, row, and column my characters are on based on their absolute positioning. I can also determine the relative positioning within the screen.
With this info, I can easily figure out which columns are to the left and right of the character, if any (if the character is at the left side of screen 1, thered be no more level left)
SO HERE'S THE QUESTION DUN DUN DUN
How do I draw my levels to the screen, so that they scroll from one to the next.
It would be relatively easy to draw one full screen at a time, and when the character gets to the edge just flip to another screen.
However, the problem I'm conceptually having is that I need to 'stream' the level data onto the screen. That, lets say the character moves 24 pixels to the right. The BG needs to move as well.
So, I need to adjust the scrolling of the backbuffer by 24 pixels. However, just scrolling alone will cause the screen to wrap over, diplsaying old portion of the level. So, while scrolling I need to make sure to draw new pieces of the level to the back buffer. But before I can do that, I need to figure out which tiles need to get drawn first. And if the person goes 24 pixels to the left, I need to redraw tiles onto the backbuffer and change the offset accordingly as well.
And let's not forget that if the character moves right and there's no more level data to be drawn, there should be no offset but instead the character gets closer to the side of the screen (instead of being centered in the middle of the screen via the X axis).
Basically, I just have a lot of different numbers and values stuck in my mind right now - trying to wrap my head around many concepts and they caused my brain to turn into goo. Anyone have any perspective on how I can approach this?
EDIT: Using VB.Net. C# is applicable as well ( I program in both)
The way the NES did it was with 4 name tables, each 256x240. When you scrolled one off the screen, the adjacent one would scroll on. To get "worlds" bigger than 512x480, you update the name table at the positions that are offscreen.
Generally, a cartridge would have a giant table in ROM with all of the level data, and would track the overall position with 1 or 2 RAM variables. Then when the game scrolled, it would update the RAM variables, use those to lookup the level data table and copy in the new level data into the parts of the name table that were offscreen.
So actually your back buffer should be 512x480, and you only show a 256x240 portion of it.
Have you looked at the disassembly for any NES games that have large scrolling worlds? I think a partial disassembly of Metroid is out there somewhere...
...yeah, found some docs at romhacking.net
Metroid disassembly; not real well commented but with a little effort it shouldn't be too hard to figure it out.
Another disassembly that is commented better.
EDIT: In the 2nd disassembly posted above, look in MetroidGameEnginePage.txt at the "SetupRoom" routine and the "DrawRoom" routine; also the routine at label LEB4D shows how the name table is updated in one case. Also look at the extensive comments above the "GetNameTable" routine. In general, a text search for "name table" throughout the document will get you lots more.
EDIT EDIT: Also at romhacking.net; the memory map for SMB might be useful.
I would set up a grid of image controls and load the levels from a database that stores what column and row each picture is relative to the level. Once the image that represents the game's character gets far enough to the right (you would have to store its location in some module level variables) of the screen you would load the next column of images (while shifting all of the other images one to the left and removing the first column).