Stacked FusionCharts label position - fusioncharts

I am using FusionCharts to show a stacked 2D column chart. The positioning of the label at the top of the bar seems to be very unpredictable. It is at times inside, outside or even somewhere in between with the top border cutting off the text.
Is there a way for me to specify that I always want it to be outside and have a certain margin so that it never touches the bar?
Thanks.
Screenshot of label being cut-off

The reason for label appearing, inside, outside or overlapping is FusionCharts always try to place its label outside of the plots. But if the labels goes outside canvas, Which happens when the plot almost as high as the canvas, it tries to position it dynamically. Labels can not go outside of Canvas.
One way to fix this is to set the Y axis max value a bit higher, And that will give enough place to draw the labels outside of plots. Also this attribute placeValueInside is related to this problem.

Related

AnyChart Axis Rotation and Label Positioning

In this example https://playground.anychart.com/Cjb94yIM I have a chart with very long axis label texts.
This is all good, until the labels are rotated. Since the labels are centered, it now looks like they belong to the record next to it. I have commented out code in the example on how I want the labels to be and how I think they should be. Unfortunately, the chart does not scale properly when you adjust the position of the labels. Is that a bug? I don't know how to scale the chart correctly so that you can see everything. And so that the resize still works correctly.
Thanks ahead.
The current version of the library 8.8.0 doesn't provide a solution to meet your requirements. The rotated labels have an anchor in the label center, so a long label can cover the neighbor category. The current API doesn't provide a possibility to anchor the start of the label right in the category.

Unity grid system woes (How to make grid that auto-collapses to column in portrait mode

My problem is very difficult to describe, so hopefully (with the pictures I provide) someone can help me figure this out. If you are confident you can fix it, I'm willing to pay if I have to. I need this fixed.
I cannot for the life of me figure out how to work with the Unity canvas/layout groups. I have a series of canvases that only show one at a time (think of them as screens). Inside each canvas are components (the first one is a graph and timer, and then a data panel and some buttons.
Here is an image of what I'd like each of the panels to look like (only one of these will be open at a time):
Essentially, I just want each sub-canvas (the dark gray boxes) to inhabit ~50% x 50% of the screen, and when the orientation is horizontal/vertical, tile them accordingly.
Each Child panel (the dark gray) only needs to change. The children inside of the panel can stay and scale relative to the parent canvas.
I have tried EVERYTHING, dug through the documentation, and have run out of options.
Have you tried adding a Layout Element to all of those gray panels with a Flexible Width or Height setting? The screenshot below shows how to have two panels that are side by side, both occupying half the width of their container. (Both have a Flexible Width setting of 1.)
The two Panels are children of the Canvas that has a Horizontal Layout group like this:

custom slider images xcode

I want to make a slider that is a line that is thin at the left (minimum)end and thick at the right (maximum) end and the button which slides between to change sizes between. I have tried setting minimum and maximum track images but this didn't seem to work. I have been able to set the images in IB but they stay the same size. Penultimate has something like I want when you pick the pen size. Any suggestions.

Core Plot - Hide graph beyond one side of axis

I'm looking for a way to hide parts of a graph (namely the axes and plot) on a certain side of an axis (enclosed by the red boxes in the image below). I would like the labels to still be visible and the graph to still be scrollable.
I've tried setting visibleRange but it hides the axes for a fixed range, and doesn't quite work when the graph is scrollable.
Thanks in advance for any help.
Set padding on the plot area frame. See the Plot Gallery example app for sample code.
Just i have an idea, but i am not sure whether this will satisfy you or not.
I have used the axisContstrains property for both X and Y axis.
So the plots inside your boxes are not plotted for me. I hope this will help to this questions.

Cocos2D changes the colours in the last row of pixles in a sprite?

I have never seen this issue before, its very strange. Just wondering if anyone else has come across this too.
I have added a sprite to my game, its supposed to be the top left corner of a box to put text on to. I want to make it scalable without loosing anything so i have it broken up into sections. In the image above the one on top is the image itself, and then the one on the bottom is the image when its being drawn in the iPhone simulator.
Any idea why the last column of pixels on the right are altered? I have not scaled the image at all.
I don't know about Cocos2D, but in general terms what you've done here is to draw the image at a position that isn't an exact multiple of one pixel.
Consequently even without scaling you have resampled the image across a grid that doesn't coincide with the original image data, causing all pixels to be a bit off. It's just the right-hand edge is the most obvious case, since the resampling leaves you with a partial transparency here. But look at eg the two rows of purple pixels in the border: they're not the same, because your vertical alignment is off as well, causing a small amount of colour from the grey border below it to bleed into the lower row of purple.
Ok I actually figured it out this time. Cocos2D adds a bit of antialiasing to CCTextures. To stop it from doing this you need to call this:
[[mySprite texture] setAliasTexParameters];
to turn it back on you call this:
[[mySprite texture] setAntiAliasTexParameters];