Edges running on top of each other in mxGraph - javascript

I am setting up the mxGraph like this:
model = new mxGraphModel();
// Tell the model to manage cell ids for us
model.isCreateIds();
graph = new mxGraph(container, model);
var graphMgr = new GraphManager(graph);
var edgeMgr = new EdgeManager();
// Configure mxGraph properties, methods, and event handlers
graphMgr.configure();
// Create style sheet
graphMgr.defineStyles();
// Initialize the layout managers
graphMgr.defineLayout(model);
// Get the main parent for the graph
var parent = graph.getDefaultParent();
var parallelEdges = new mxParallelEdgeLayout(graph);
parallelEdges.execute(parent);
That is the initial setup. I just added the mxParallelEdgeLayout thing because I have found that that is supposed to prevent edges from running on top of each other and overlap. What I mean by overlapping and running on top of each other:
I am using Orthogonal edge styling.
If this is not how you prevent this (using mxParallelEdgeLayout), then is there a way that mxGraph prevents this kind of thing? And if mxParallelEdgeLayout is the way to go, does anyone know why it is not accepting my execution of the layout?

Have you tried using the spacing variable?
var parallelEdges = new mxParallelEdgeLayout(graph);
parallelEdges.spacing = 20;

Related

How to force a redraw of the JointJS canvas?

How does one force a set of linkages to render in JointJS?
We are finding that drawing the linkages between nodes is taking too long. We would like to show our users progress of the linkages even if it slows the overall length down. We are using the Javascript library JointJS at jointjs.com and have tried multiple Javascript methods for forcing redraw of the DOM but nothing seems to be triggering a redraw.
Here are examples of code we have tried to trigger a redraw of even a portion of the DOM let alone the JointJS canvas:
// Fails
// var logger = document.getElementById('log');
// logger.innerHTML = "Processing..."; // + node_name;
// logger.offsetHeight;
// Fails
//$('#logger').redraw();
// Fails
// $("#logger").hide().html(node_name).fadeIn('fast');
// Fails
// document.getElementById('log').style.display = 'none';
// document.getElementById('log').style.display = 'block';
Any ideas what might work?
You can just use backbone's view.render().
For example, to do an arbitrary link:
let link = graph.getLinks()[0];
let view = paper.findViewByModel(link.id).render();

Proper way to dispose of map?

I have a page where I am dynamically inserting and removing an openlayers3 map from the DOM. However, I found that with prolonged usage (adding and removing map over and over) that memory usage climbs without ever going down. What is the proper way to release the resources being used by the openlayers map?
Currently, I have a function which does the following (but doesn't seem to be releasing the resources):
function deleteMap() {
layer1 = null;
layer2 = null;
map.setTarget();
map = null;
}
For those who are wondering layer1 and 2 are setup like the following:
var layer1 = new ol.layer.Vector({ ...layerinfo goes here... });

How to Populate a Windows 8.1 live tile?

I'm following the documentation here http://msdn.microsoft.com/en-us/library/windows/apps/hh465429.aspx, and I have managed to create a live tile for my app.
However the documentation does not say how to populate the live tile with content, and I'm not sure how to do this. My code is here
Windows.UI.Notifications.TileUpdateManager.createTileUpdaterForApplication().enableNotificationQueue(true);
var template = Windows.UI.Notifications.TileTemplateType.tileWide310x150Text04;
var tileXml = Windows.UI.Notifications.TileUpdateManager.getTemplateContent(template);
// TO DO: Fill in the template with your tile content. Define a tile and add it to tileXML.
var tileNotification = new Windows.UI.Notifications.TileNotification(tileXml);
Windows.UI.Notifications.TileUpdateManager.createTileUpdaterForApplication().update(tileNotification);
The Sending a tile update documentation walks you through adding content to the tile.
After calling getTileContent as you have done above, you can update the xml like such
var tileTextAttributes = tileXml.getElementsByTagName("text");
tileTextAttributes[0].appendChild(tileXml.createTextNode("Hello World! My very own tile notification"));
There are many more examples in that doc

How to get Layer Objects by IDs

Photoshop scripting API getting me struggled. It's not dev-friendly at all.
But still I believe, that there is a way to get layer object when I have layer id?
All I want to do is to duplicate selected layers to a new document. Layers might be nested within groups.
You're right, such a simple action shouldn't be so complicated.
Try this:
var curDoc = app.activeDocument;
var newDoc = app.documents.add(curDoc.width,curDoc.height,curDoc.resolution);//add a new doc with the same dimensions as the active one
app.activeDocument = curDoc;//set the original doc as active
try {
var curLayer = newDoc.activeLayer;//get a reference to the new document's current layer
curDoc.activeLayer.duplicate(newDoc,ElementPlacement.PLACEATBEGINNING);//dupliate the active layer from the original doc to the new/copy doc
} catch(e) { alert(e); }
If it helps, Photshop ships with a reference(which should be in PHOTOSHOP_INSTALL_FOLDER/Scripting/Documents) and/or the Object Model Viewer (visible under the Help menu in ExtendScriptToolkit).

How can I overlay SVG diagrams on Google Maps?

I would like to add an overlay image on a Google Map. The image is a SVG file I have generated (Python with SVGFig).
I am using the following code:
if (GBrowserIsCompatible()) {
var map = new GMap2(document.getElementById("map_canvas"));
map.setCenter(new GLatLng(48.8, 2.4), 12);
    // ground overlay
    var boundaries = new GLatLngBounds(new GLatLng(48.283188032632829, 1.9675270369830129), new GLatLng(49.187215000000002, 2.7771877478303999));
    var oldmap = new GGroundOverlay("test.svg", boundaries);
map.addControl(new GSmallMapControl());
map.addControl(new GMapTypeControl());
map.addOverlay(oldmap);
}
Surprisingly, it works with Safari 4, but it doesn't work with Firefox (with Safari 3, the background is not transparent).
Does anyone have an idea on how I could overlay an SVG?
PS1: I read some works like this or the source code of swa.ethz.ch/googlemaps, but it seems that they have to use JavaScript code to parse the SVG and add one by one all the elements (but I did not understand all the source...).
PS2: The SVG is composed of different filled paths and circles, with transparency.
If there is no solution to overlay my SVG, I can use 2 alternative solutions:
rasterize the SVG
convert the paths and circles in GPolygons
But I do not really like the 1st solution because of the poor quality of the bitmap and the time to generate it with antialiasing.
And for the 2nd solution, the arcs, ellipses and circles will have to be decomposed into small polylines. A lot of them will be necessary for a good result. But I have around 3000 arcs and circles to draw, so...
Here are some news (I hope it's better to put them here in an answer, instead of editing my questions or to create a new question. Please feel free to move it if needed, or to tell me, so as I can rectify):
My problem was the following:
var oldmap = new GGroundOverlay("test.svg", boundaries);
map.addOverlay(oldmap);
did not work on Safari 3, Firefox and Opera (IE is not enable to draw SVG).
In fact, this code produce the insertion (in a <div>) of the following element
<img src="test.svg" style=".....">
And Safari 4 is able to draw a SVG file as an image, but this is not the way to do for the other browser. So the idea is now to create a custom overlay for the SVG, as explained here.
That's the reason why I asked for this question (I am sorry, but HTML/javascript are not my strongest points).
And since there is a small bug with Webkit for rendering a SVG with transparent background with <object>element, I need to use <object> or <img> accordingly to the browser (I don't like this, but... for the moment, it's still the quick-and-dirty experiments)
So I started with this code (still work in progress):
// create the object
function myOverlay(SVGurl, bounds)
{
this.url_ = SVGurl;
this.bounds_ = bounds;
}
// prototype
myOverlay.prototype = new GOverlay();
// initialize
myOverlay.prototype.initialize = function(map)
{
// create the div
var div = document.createElement("div");
div.style.position = "absolute";
div.setAttribute('id',"SVGdiv");
div.setAttribute('width',"900px");
div.setAttribute('height',"900px");
// add it with the same z-index as the map
this.map_ = map;
this.div_ = div;
//create new svg root element and set attributes
var svgRoot;
if (BrowserDetect.browser=='Safari')
{
// Bug in webkit: with <objec> element, Safari put a white background... :-(
svgRoot = document.createElement("img");
svgRoot.setAttribute("id", "SVGelement");
svgRoot.setAttribute("type", "image/svg+xml");
svgRoot.setAttribute("style","width:900px;height:900px");
svgRoot.setAttribute("src", "test.svg");
}
else //if (BrowserDetect.browser=='Firefox')
{
svgRoot = document.createElement("object");
svgRoot.setAttribute("id", "SVGelement");
svgRoot.setAttribute("type", "image/svg+xml");
svgRoot.setAttribute("style","width:900px;height:900px;");
svgRoot.setAttribute("data", "test.svg");
}
div.appendChild(svgRoot);
map.getPane(G_MAP_MAP_PANE).appendChild(div);
//this.redraw(true);
}
...
The draw function is not yet written.
I still have a problem (I progress slowly, thanks to what I read/learn everywhere, and also thanks to people who answer my questions).
Now, the problem is the following : with the <object> tag, the map is not draggable. All over the <object> element, the mouse pointer is not "the hand icon" to drag the map, but just the normal pointer.
And I did not find how to correct this. Should I add a new mouse event (I just saw mouse event when a click or a double-click append, but not for dragging the map...) ?
Or is there another way to add this layer so as to preserve the drag-ability ?
Thank you for your comments and answers.
PS: I also try to add one by one the elements of my SVG, but... in fact... I don't know how to add them in the DOM tree. In this example, the SVG is read and parsed with GXml.parse(), and all the elements with a given tag name are obtained (xml.documentElement.getElementsByTagName) and added to the SVG node (svgNode.appendChild(node)). But in my case, I need to add directly the SVG/XML tree (add all its elements), and there are different tags (<defs>, <g>, <circle>, <path>, etc.). It is may be simpler, but I don't know how to do.. :(
I spend the last evening on this problem, and I finally found the solution to my problem.
It was not so difficult.
The idea is, as Chris B. said, to load the SVG file with GDownloadUrl, parse it with GXml.parse() and add in the DOM tree every SVG elements I need
To simplify, I have supposed that all the SVG elements was put in a big group called "mainGroup". I have also supposed that some elements can be in the file.
So here is the library, based on the Google Maps Custom Overlays:
// create the object
function overlaySVG( svgUrl, bounds)
{
this.svgUrl_ = svgUrl;
this.bounds_ = bounds;
}
// prototype
overlaySVG.prototype = new GOverlay();
// initialize
overlaySVG.prototype.initialize = function( map)
{
//create new div node
var svgDiv = document.createElement("div");
svgDiv.setAttribute( "id", "svgDivison");
//svgDiv.setAttribute( "style", "position:absolute");
svgDiv.style.position = "absolute";
svgDiv.style.top = 0;
svgDiv.style.left = 0;
svgDiv.style.height = 0;
svgDiv.style.width = 0;
map.getPane(G_MAP_MAP_PANE).appendChild(svgDiv);
// create new svg element and set attributes
var svgRoot = document.createElementNS( "http://www.w3.org/2000/svg", "svg");
svgRoot.setAttribute( "id", "svgRoot");
svgRoot.setAttribute( "width", "100%");
svgRoot.setAttribute( "height","100%");
svgDiv.appendChild( svgRoot);
// load the SVG file
GDownloadUrl( this.svgUrl_, function( data, responseCode)
{
var xml = GXml.parse(data);
// specify the svg attributes
svgRoot.setAttribute("viewBox", xml.documentElement.getAttribute("viewBox"));
// append the defs
var def = xml.documentElement.getElementsByTagName("defs");
//for( var int=0; i<def.length; i++)
svgRoot.appendChild(def[0].cloneNode(true));
//append the main group
var nodes = xml.documentElement.getElementsByTagName("g");
for (var i = 0; i < nodes.length; i++)
if (nodes[i].id=="mainGroup")
svgRoot.appendChild(nodes[i].cloneNode(true));
});
// keep interesting datas
this.svgDiv_ = svgDiv;
this.map_ = map;
// set position and zoom
this.redraw(true);
}
// remove from the map pane
overlaySVG.prototype.remove = function()
{
this.div_.parentNode.removeChild( this.div_);
}
// Copy our data to a new overlaySVG...
overlaySVG.prototype.copy = function()
{
return new overlaySVG( this.url_, this.bounds_, this.center_);
}
// Redraw based on the current projection and zoom level...
overlaySVG.prototype.redraw = function( force)
{
// We only need to redraw if the coordinate system has changed
if (!force) return;
// get the position in pixels of the bound
posNE = map.fromLatLngToDivPixel(this.bounds_.getNorthEast());
posSW = map.fromLatLngToDivPixel(this.bounds_.getSouthWest());
// compute the absolute position (in pixels) of the div ...
this.svgDiv_.style.left = Math.min(posNE.x,posSW.x) + "px";
this.svgDiv_.style.top = Math.min(posSW.y,posNE.y) + "px";
// ... and its size
this.svgDiv_.style.width = Math.abs(posSW.x - posNE.x) + "px";
this.svgDiv_.style.height = Math.abs(posSW.y - posNE.y) + "px";
}
And, you can use it with the following code:
if (GBrowserIsCompatible())
{
//load map
map = new GMap2(document.getElementById("map"), G_NORMAL_MAP);
// create overlay
var boundaries = new GLatLngBounds( new GLatLng(48.2831, 1.9675), new GLatLng(49.1872, 2.7774));
map.addOverlay( new overlaySVG( "test.svg", boundaries ));
//add control and set map center
map.addControl(new GLargeMapControl());
map.setCenter(new GLatLng(48.8, 2.4), 12);
}
So, you can use it exactly as you use the GGroundOverlay function, except that your SVG file should be created with the Mercator projection (but if you apply it on small area, like one city or smaller, you will not see the difference).
This should work with Safari, Firefox and Opera. You can try my small example here
Tell me what do you think about it.
This question was briefly discussed on the Google Maps API Group. Here's what they said:
I've not tried it, but SVG is a subset
of XML, so you can read them with
GDownloadUrl() and analyse them with
GXml.parse(). On some wonky webservers
you may have to change the file
extension to XML.
You then have to crawl through the XML
DOM, writing the SVG that you find
with document.createElementNS() and
.setAttribute() calls...
There are also a some Google Maps SVG examples here and here.
Good luck!

Categories