Struggling with OxyPlot - oxyplot

Been learning C#, and WPF for about 5 or 6 weeks now, and I'm working as an Intern on a project . Not doing to bad, but right now I'm stuck and I cant figure out why. Trying to migrate a WinForms application over to WPF. The old application used Z-graphs, written the code for OxyPlot, but my graphs arent showing and I have no idea why.
XAML
<Border BorderBrush="{StaticResource chromeBrush}" BorderThickness="5 5 5 5" Margin="2 3 0 2" Grid.Column="3" Grid.ColumnSpan="36" Grid.Row="3" Grid.RowSpan="33" Background="Black">
<DockPanel>
<DockPanel.DataContext>
<local:Main/>
</DockPanel.DataContext>
<oxy:Plot Model="{Binding openPlot}" />
</DockPanel>
</Border>
And the C#
public partial class Main : Window
{
public Dictionary<string, DoorData> doorList;
public Main()
{
//this.InitializeComponent();
doorList = new Dictionary<string, DoorData>();
}
public DoorData doorGraphs = new DoorData();
private void unitList_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
string selectedUnit = unitList.SelectedItem.ToString();
doorGraphs = doorList[selectedUnit];
this.Title = selectedUnit + " Open";
PlotModel openPlot = new PlotModel();
List<SmartDDUOperation> values = doorGraphs.Data;
doorGraphs.FilterToType(SmartOperationType.Open);
IEnumerable<SmartDDUOperation> drawOrder = values.OrderByDescending(x => x.TimeStamp);
List<LineSeries> linePointsArray = new List<LineSeries>();
foreach (SmartDDUOperation doorOp in drawOrder)
{
List<Tuple<double, double>> points = new List<Tuple<double, double>>();
points = doorOp.GetTimePoints2();
LineSeries linePoints = new LineSeries();
foreach (Tuple<double, double> p in points)
{
DataPoint XYPoint = new DataPoint(p.Item1, p.Item2);
linePoints.Points.Add(XYPoint);
}
linePointsArray.Add(linePoints);
}
LinearAxis Xaxis = new LinearAxis();
Xaxis.Maximum = 6;
Xaxis.Minimum = 0;
Xaxis.Position = AxisPosition.Bottom;
Xaxis.Title = "Time (s)";
openPlot.Axes.Add(Xaxis);
LinearAxis Yaxis = new LinearAxis();
Yaxis.Maximum = 12;
Yaxis.Minimum = 1;
Yaxis.Position = AxisPosition.Left;
Yaxis.Title = "Door Position";
openPlot.Axes.Add(Yaxis);
// Adds each series to the graph
foreach (var series in linePointsArray)
{
openPlot.Series.Add(series);
}
}
Using the following namespaces...
enter using OxyPlot;
using OxyPlot.Annotations;
using OxyPlot.Series;
using OxyPlot.Axes;
Like I said, only a beginner, so there is probably some obvious mistakes in there. Feel free to point them out and educate me.
Thanks

You are declaring your PlotModel inside of a method... It is going to be out of scope when you leave the function. So you are binding to nothing. Your PlotModel needs to be publicly accessible and declared in your ViewModel/Main.

I am new to OxyPlot myself. From what I know, you may need to include a using
using OxyPlot.WPF;
declaration.
Also a call to
openPlot InvalidatePlot(true);
may be needed to trigger a redraw.
You might need to add a
openPlot.Series.Clear();
Before you add your series, if there is any way that you might be adding those series again.

Related

WPF DataGrid deleted rows don't get updated (deleted) in the database

I have a DataGrid in my application, whose XML definition is as follows:
<DataGrid x:Name="grid"
DockPanel.Dock="Top"
Visibility="{Binding gridVisibility}"
CellStyle="{StaticResource ValidationReadyCellStyle}"
IsSynchronizedWithCurrentItem="True"
HorizontalAlignment="Stretch"
HorizontalContentAlignment="Stretch"
VerticalContentAlignment="Stretch"
ColumnWidth="*"
ItemsSource="{Binding DBtable, ValidatesOnExceptions=False,
NotifyOnSourceUpdated=True, TargetNullValue={x:Static system:String.Empty}, Mode=TwoWay, UpdateSourceTrigger=PropertyChanged}"
AutoGenerateColumns="True" AutoGeneratingColumn="grid_OnAutoGeneratingColumn" CanUserAddRows="True"
BeginningEdit="grid_OnBeginningEdit" PreviewKeyDown="grid_OnPreviewKeyDown" RowEditEnding="grid_OnRowEditEnding" CellEditEnding="grid_OnCellEditEnding">
<DataGrid.RowValidationRules>
<local:RowValidationChecker ValidationStep="UpdatedValue"/>
</DataGrid.RowValidationRules>
</DataGrid>
As can be seen, the ItemsSource is bound to a table named DBtable, depending on which the rows/columns are automatically generated. Following is the code snippet used for connecting to and updating the database:
public bool SaveToDB(DataTable table, string tableName)
{
var msSqlConnectionClass = new MsSqlConnectionClass(MsSqlLogin.Default.Server,
MsSqlLogin.Default.LoremIpsumDB, MsSqlLogin.Default.UID,
MsSqlLogin.Default.Password, MsSqlLogin.Default.WinAuth);
SqlConnection msSqlConnection = msSqlConnectionClass.getMsSqlConnection();
msSqlConnection.Open();
try
{
string strSQL = "SELECT * FROM " + tableName;
SqlDataAdapter da = new SqlDataAdapter(strSQL, msSqlConnection);
SqlCommandBuilder command = new SqlCommandBuilder(da);
da.UpdateCommand = command.GetUpdateCommand();
da.DeleteCommand = command.GetDeleteCommand();
da.InsertCommand = command.GetInsertCommand();
da.Update(table);
msSqlConnection.Close();
}
catch (Exception e)
{
ServiceLog.AddLogInfo(e.ToString());
msSqlConnection.Close();
return false;
}
return true;
}
The problem is, although any addition or edit operation done in the DataGrid gets perfectly updated in the database, I am unfortunately unable to achieve the same behaviour for the deletion operation. The deletion is done in the source itself, so when I check the row count after a deletion operation (for which I use DBtable.Rows.RemoveAt()), DBtable shows me that the row is deleted, however the changes are not reflected in the database after the update attempt made using the SaveToDB() function shown above. What should I do?
I found the problem. Apparently
Dbtable.Rows.RemoveAt(selectedIndex);
does not let the data table know that a deletion command has been issued. Hence, when an update command is run over the database, no deletion is seen and executed. Instead, using
row = DBtable.Rows[selectedIndex];
row.Delete();
solved the problem.
Something similar confused me as well. Here is a solution for those who may encounter this page while searching later.
public DataTable GetMembers()
{
conn = new SqlCeConnection(#"Data Source = DataModel.sdf");
dataAdapter = new SqlCeDataAdapter("Select * from Members", conn);
commandBuilder = new SqlCeCommandBuilder(dataAdapter);
dataTable = new DataTable();
dataAdapter.Fill(dataTable);
dataTable.RowChanged += new DataRowChangeEventHandler(dataTable_RowChanged);
dataTable.RowDeleted += new DataRowChangeEventHandler(dataTable_RowDeleted);
dataTable.DefaultView.ListChanged += DefaultView_ListChanged;
return dataTable;
}
void DefaultView_ListChanged(object sender, System.ComponentModel.ListChangedEventArgs e)
{
if (e.ListChangedType == System.ComponentModel.ListChangedType.ItemDeleted)
{
try
{
dataAdapter.Update(dataTable);
}
catch (Exception ex)
{
System.Windows.MessageBox.Show(ex.Message);
}
}
}

dynamically change a part of the variable path

I know this question has been asked a bunch of times, but none of the answers (or at least what i took away from them) was a help to my particiular problem.
I want to dynamically change a part of the variable path, so i don't have to repeat the same code x-times with just two characters changing.
Here's what i got:
In the beginning of my script, i'm setting the reference to PlayerData scripts, attached to the GameManager object like this:
var P1 : P1_Data;
var P2 : P2_Data;
function Start(){
P1 = GameObject.Find("GameManager").GetComponent.<P1_Data>();
P2 = GameObject.Find("GameManager").GetComponent.<P2_Data>();
}
Later, i want to access these scripts using the currentPlayer variable to dynamically adjust the path:
var currentPlayer : String = "P1"; //this actually happens along with some other stuff in the SwitchPlayers function, i just put it here for better understanding
if (currentPlayer.PlayerEnergy >= value){
// do stuff
}
As i was afraid, i got an error saying, that PlayerEnergy was not a part of UnityEngine.String.
So how do I get unity to read "currentPlayer" as part of the variable path?
Maybe some parse function I haven't found?
Or am I going down an entirely wrong road here?
Cheers
PS: I also tried putting the P1 and P2 variables into an array and access them like this:
if (PlayerData[CurrentPlayerInt].PlayerEnergy >= value){
// do stuff
}
to no success.
First of all,
var currentPlayer : String = "P1"
here P1 is just string, not the previous P1/P2 which are referenced to two scripts. So, if you want, you can change
currentPlayer.PlayerEnergy >= value
to
P1.PlayerEnergy >= value
or,
P2.PlayerEnergy >= value
But if you just want one function for them, like
currentPlayer.PlayerEnergy >= value
Then you have to first set currentPlayer to P1/P2 which I assume you are trying to do. You must have some codes that can verify which player is selected. Then, maybe this can help -
var playerSelected: int = 0;
var currentPlayerEnergy: int = 0;
.....
//Use your codes to verify which player is selected and then,
if (playerSelected == 1) {
currentPlayerEnergy = P1.PlayerEnergy;
} else if (playerSelected == 2) {
currentPlayerEnergy = P2.PlayerEnergy;
}
//Now use your favorite function
if (currentPlayerEnergy >= value) {
//Do stuff
}
As there was no reply providing the answer I needed, I'll share the solution that did the trick for me, provided by a fellow student.
Instead of having the PlayerData scripts pre-written, I generate them using a public class function in a Playermanager script. This generates the Playerdata as attached scripts, saved into an array.
I can then access them through Playermanager.Playerlist[Playernumber].targetvariable.
Which is what I wanted to do, only with the Playerdata being attached to a script instead of a gameobject. And it works great!
Here's the full code of my Playermanager Script:
//initialise max players
public var maxplayers : int = 2;
// Initialise Playerlist
static var Players = new List.<PlayerData>();
function Start () {
for (var i : int = 0; i < maxplayers; i++){
var Player = new PlayerData();
Players.Add(Player);
Players[i].PlayerName = "Player " + i;
}
DontDestroyOnLoad (transform.gameObject);
}
public class PlayerData {
public var PlayerName : String;
public var PlayerEnergy : int = 15;
public var Fleet : List.<GameObject> = new List.<GameObject>();
}
As you see, you can put any type of variable in this class.
I hope this helps some of you who have the same problem.
cheers,
Tux

Small AS2 OOP Issue

I'm working with Actionscript 2 (not ready to upgrade yet, although it's irreverent to the problem) but I'm having trouble with OOP and classes.
I've got a "Tool" class, written like so:
class com.Tool {
public var self:MovieClip;
private static var Type:String;
function Tool(T:String, X:Number, Y:Number) {
Type = T;
self = _root.createEmptyMovieClip("obj"+_root.getNextHighestDepth(), _root.getNextHighestDepth());
self._x = X;
self._y = Y;
self.width = 36;
self.height = 36;
self.onRollOver = function() {
trace(Type);
}
}
}
I create 3 of them in the main script like so:
var toolPan:Tool = new Tool("pan", 0, 0);
var toolSquare:Tool = new Tool("square", 0, 38);
var toolLine:Tool = new Tool("line", 0, 76);
It all works great, except the onRollOver. It's supposed to output the unique "Type" string, but it always outputs "line" (the last Type Tool created) regardless which one I roll over.
Needless to say, I'm still a beginner to all this. But it seems like they're all sharing the same variable :/ How do I make these variables unique to each object created?
Thank you very much!
It's because it's type static, so the value is shared by all instances of that class. Remove it and it should work.
private var Type:String;

How to calculate square root in sqlite

I need to calculate an euclidean distance in a sqlite database.
Does anyone know how to calculate square roots in sqlite beside writing and loading a dynamic library for math functions?
I am close to resorting to the fast inverse square root algorithm in here http://en.wikipedia.org/wiki/Fast_inverse_square_root though it might to turn into more fun than I need right now.
And as a side note, it'd be great to figure out how to do power (which is the generalized question, and is cleaner coding than multiplying a number by itself).
Thanks,
Simone
Well, I have a semi-answer.
Yes it involves a 3rd party, but you don't have to write it yourself : did you check the last extension on this page ?
It includes several math functions, and amongst them is sqrt().
Warning: this answer is dependent on the coding language. In my case C#.
User defined SQLite functions was for me a pain to implement. Finally, after a long time of searching I was able to implement it in my C# code. Main function looks like this:
[SQLiteFunction(Arguments = 1, FuncType = FunctionType.Scalar, Name = "Sqrt")]
class Sqrt : SQLiteFunction
{
public override object Invoke(object[] args)
{
return Math.Sqrt(Double.Parse(args[0].ToString()));
}
}
Registration of custom function:
SQLiteFunction.RegisterFunction(typeof(Sqrt));
And using in select:
SQLiteCommand com = new SQLiteCommand("select sqrt(10.42)", connection);
You can download full example here: http://db.tt/qzeNXwso
Or, if you want only view code (or get through all parts of my code), I paste below full working example code for calculate square root in SQLite database, because is very hard to find any working code for this. To create and run this example do this 6 steps:
Create new project (my name is Sqrt)
Include SQLite reference to your project: Solution Explorer -> References (right click: Add reference) -> Assemblies - Extensions - System.Data.SQLite (check) -> OK
Open App.config and replace to this (without this step you maybe get Mixed mode assembly error):
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup useLegacyV2RuntimeActivationPolicy="true">
<supportedRuntime version="v4.0"/>
</startup>
</configuration>
Replace your Form1.Designer.cs with this code:
namespace Sqrt
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.txb_Input = new System.Windows.Forms.TextBox();
this.txb_Output = new System.Windows.Forms.TextBox();
this.label1 = new System.Windows.Forms.Label();
this.label2 = new System.Windows.Forms.Label();
this.btn_Calcualte = new System.Windows.Forms.Button();
this.SuspendLayout();
//
// txb_Input
//
this.txb_Input.Location = new System.Drawing.Point(131, 12);
this.txb_Input.Name = "txb_Input";
this.txb_Input.Size = new System.Drawing.Size(201, 20);
this.txb_Input.TabIndex = 0;
//
// txb_Output
//
this.txb_Output.BackColor = System.Drawing.Color.WhiteSmoke;
this.txb_Output.Location = new System.Drawing.Point(131, 38);
this.txb_Output.Name = "txb_Output";
this.txb_Output.ReadOnly = true;
this.txb_Output.Size = new System.Drawing.Size(201, 20);
this.txb_Output.TabIndex = 0;
//
// label1
//
this.label1.AutoSize = true;
this.label1.Location = new System.Drawing.Point(12, 15);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(31, 13);
this.label1.TabIndex = 1;
this.label1.Text = "Input";
//
// label2
//
this.label2.AutoSize = true;
this.label2.Location = new System.Drawing.Point(12, 41);
this.label2.Name = "label2";
this.label2.Size = new System.Drawing.Size(39, 13);
this.label2.TabIndex = 1;
this.label2.Text = "Output";
//
// btn_Calcualte
//
this.btn_Calcualte.Location = new System.Drawing.Point(257, 64);
this.btn_Calcualte.Name = "btn_Calcualte";
this.btn_Calcualte.Size = new System.Drawing.Size(75, 23);
this.btn_Calcualte.TabIndex = 2;
this.btn_Calcualte.Text = "Calculate";
this.btn_Calcualte.UseVisualStyleBackColor = true;
//
// Form1
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(344, 98);
this.Controls.Add(this.btn_Calcualte);
this.Controls.Add(this.label2);
this.Controls.Add(this.label1);
this.Controls.Add(this.txb_Output);
this.Controls.Add(this.txb_Input);
this.Name = "Form1";
this.Text = "Root square example";
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.TextBox txb_Input;
private System.Windows.Forms.TextBox txb_Output;
private System.Windows.Forms.Label label1;
private System.Windows.Forms.Label label2;
private System.Windows.Forms.Button btn_Calcualte;
}
}
Open Form1.cs (code) and replace code with this:
using System;
using System.Data.SQLite;
using System.Windows.Forms;
namespace Sqrt
{
// definition of custom sqlite function
[SQLiteFunction(Arguments = 1, FuncType = FunctionType.Scalar, Name = "Sqrt")]
class Sqrt : SQLiteFunction
{
public override object Invoke(object[] args)
{
return Math.Sqrt(Double.Parse(args[0].ToString())); // return result of math sqrt function
}
}
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
this.btn_Calcualte.Click += new System.EventHandler(this.btn_Calcualte_Click);
}
private void btn_Calcualte_Click(object sender, EventArgs e)
{
if (txb_Input.Text.Length == 0)
return;
try { SQLiteConnection.CreateFile(AppDomain.CurrentDomain.BaseDirectory + "test.s3db"); }
catch { }
SQLiteConnection con = new SQLiteConnection("Data Source=test.s3db");
SQLiteFunction.RegisterFunction(typeof(Sqrt)); // register custom function
con.Open();
SQLiteCommand com = new SQLiteCommand("select sqrt(" + txb_Input.Text.Replace(',', '.') + ")", con); // select result
string res = com.ExecuteScalar().ToString();
txb_Output.Text = res;
}
}
}
Run, try and enjoy.
This is an approximation of sqrt for numbers under 10000. It can be extended for arbitrary numbers, and can be extended to arbitrary precision as needed. This kind of tabular interpolation is what happens in most fast implementations anyway:
case when weight >= 1 and weight<=10 then 1+0.240253073*(weight-1)
when weight>=10 and weight<=100 then 3.16227766+0.075974693*(weight-10)
when weight>=100 and weight<=1000 then 10+0.024025307*(weight-100)
else 31.6227766+0.007597469 *(weight-1000) end
And there's the curious fact that each factor you use in such a power-of-10 square root interpolation table is 0.316227766 times the previous one - so you can make this work for an arbitrarily large number, or even stuff a table full of these values to make it work for any number. (Could that lead to some compression here?)
Or this cute one for log10 of integers, using the length function (an interpolation table might work better here, but I like that log10 and length() are similar, and that this works for any integer - no interpolation needed.
((length(x)+length(x*2)+length(x*3)
+length(x*4)+length(x*5))/5.0)-1.0
A better math head than I can probably come up with better and denser approximations. Considering that most sqrt functions in c use approximations anyway - this is a pretty good solution.
This is the only native way of doing it.
As far as I know - you can't do that using only core functions.
Here is the list of native functions Core functions and a list of aggregate functions Aggregate functions.
To solve your problem, you can write your own UDF (user defined function) as illustrated HERE
Only if math functions are not available... and really only in desperation because this isn't gonna be fast...
-- bisect to find the square root to any tolerance desired
with
input(n) as (select 500), --input
sqrt(lo, hi, guess, n, i) as (
select 1, n, n/2, n, 0 from input
union all
select case when guess*guess < n then guess else lo end,
case when guess*guess < n then hi else guess end,
case when guess*guess < n then (hi+guess)/2.0 else (lo+guess)/2.0 end,
n ,
i +1 from sqrt
where abs(guess*guess - n) > 0.0001), -- tolerance
sqrt_out(x, n) as (select guess, n from sqrt order by sqrt.i desc limit 1)
select * from sqrt_out
2021-03-12 (3.35.0)
Added built-in SQL math functions(). (Requires the -DSQLITE_ENABLE_MATH_FUNCTIONS compile-time option.)
Built-In Mathematical SQL Functions
sqrt(X) Return the square root of X. NULL is returned if X is negative.

XAML DataGrid filtering won't apply the filter

I'm trying to create a form that has two tabs, each with a DataGrid with a different filter on it. I've created the filters as such:
ObservableCollection<ParcelVoucherDetails> _voucherDetails = new ObservableCollection<ParcelVoucherDetails>();
CollectionView cvFreightOut = new CollectionView(_voucherDetails);
cvFreightOut.Filter += FreightOutFilter;
dgFreightOut.ItemsSource = cvFreightOut;
CollectionView cvFreightIn = new CollectionView(_voucherDetails);
cvFreightIn.Filter += FreightInFilter;
dgFreightIn.ItemsSource = cvFreightIn;
I then created the filters as such:
public bool FreightOutFilter(object o)
{
ParcelVoucherDetails p = o as ParcelVoucherDetails;
if (p != null)
{
return (p.Type == "Freight Out");
}
return false;
}
public bool FreightInFilter(object o)
{
ParcelVoucherDetails p = o as ParcelVoucherDetails;
if (p != null)
{
return (p.Type == "Freight In");
}
return false;
}
Now, here's where it gets annoying. During a later event, when I add items to the ObservableCollection, I can see the filters firing and accepting or denying the filter as expected, but ALL the items still appear on both DataGrids.
I've tried using CollectionViewSource, and that also doesn't work. The only way I can get any filtering to work at all is to skip the ObservableCollection and use a DataTable with DataViews. I'd like to avoid that here, because of the convenience in the rest of the code for using the ObservableCollection.
Has anyone seen this actually work, and if so, how?
I finally found it after banging my head on the wall. I feel ridiculous right now, but I had to share the solution:
ListCollectionView cvFO = new ListCollectionView(_voucherDetails);
cvFO.Filter += FreightOutFilter;
dgFreightOut.ItemsSource = cvFO;
ListCollectionView cvFI = new ListCollectionView(_voucherDetails);
cvFI.Filter += FreightInFilter;
dgFreightIn.ItemsSource = cvFI;
This sets the filters separately. Apparently, using a generic CollectionView instead of a ListCollectionView is a no-no. :)