1 | #region License Information
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2 |
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3 | /* HeuristicLab
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4 | * Copyright (C) Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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5 | *
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6 | * This file is part of HeuristicLab.
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7 | *
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8 | * HeuristicLab is free software: you can redistribute it and/or modify
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9 | * it under the terms of the GNU General Public License as published by
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10 | * the Free Software Foundation, either version 3 of the License, or
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11 | * (at your option) any later version.
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12 | *
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13 | * HeuristicLab is distributed in the hope that it will be useful,
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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16 | * GNU General Public License for more details.
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17 | *
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18 | * You should have received a copy of the GNU General Public License
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19 | * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
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20 | */
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21 |
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22 | #endregion
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23 |
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24 | using System;
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25 |
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26 | namespace HeuristicLab.Visualization.ChartControlsExtensions {
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27 | public static class ChartUtil {
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28 | public static void CalculateAxisInterval(double min, double max, int ticks, out double axisMin, out double axisMax, out double axisInterval) {
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29 | if (double.IsInfinity(min) || double.IsNaN(min) || double.IsInfinity(max) || double.IsNaN(max) || (min >= max))
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30 | throw new ArgumentOutOfRangeException("Invalid range provided.");
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31 |
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32 | var range = max - min;
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33 | var dRange = (int)Math.Round(Math.Log10(range));
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34 | int decimalRank = dRange - 1;
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35 | var aMin = min.RoundDown(decimalRank);
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36 | var aMax = max.RoundUp(decimalRank);
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37 |
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38 | // if one of the interval ends is a multiple of 5 or 10, change the other interval end to be a multiple as well
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39 | if ((aMin.Mod(5).IsAlmost(0) || aMin.Mod(10).IsAlmost(0)) && Math.Abs(aMax) >= 5 && !(aMax.Mod(5).IsAlmost(0) || aMax.Mod(10).IsAlmost(0))) {
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40 | aMax = Math.Min(aMax + 5 - aMax.Mod(5), aMax + 10 - aMax.Mod(10));
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41 | } else if ((aMax.Mod(5).IsAlmost(0) || aMax.Mod(10).IsAlmost(0)) && Math.Abs(aMin) >= 5 && !(aMin.Mod(5).IsAlmost(0) || aMin.Mod(10).IsAlmost(0))) {
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42 | aMin = Math.Max(aMin - aMin.Mod(5), aMin - aMin.Mod(10));
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43 | }
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44 |
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45 | axisMin = aMin;
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46 | axisMax = aMax;
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47 | axisInterval = (aMax - aMin) / ticks;
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48 | }
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49 |
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50 | /// <summary>
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51 | /// Tries to find an axis interval with as few fractional digits as possible (because it looks nicer). we only try between 3 and 5 ticks (inclusive) because it wouldn't make sense to exceed this interval.
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52 | /// </summary>
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53 | public static void CalculateOptimalAxisInterval(double min, double max, out double axisMin, out double axisMax, out double axisInterval) {
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54 | CalculateAxisInterval(min, max, 5, out axisMin, out axisMax, out axisInterval);
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55 | int bestLsp = int.MaxValue;
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56 | for (int ticks = 3; ticks <= 5; ++ticks) {
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57 | double aMin, aMax, aInterval;
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58 | CalculateAxisInterval(min, max, ticks, out aMin, out aMax, out aInterval);
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59 | var x = aInterval;
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60 | int lsp = 0; // position of the least significant fractional digit
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61 | while (x - Math.Floor(x) > 0) {
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62 | ++lsp;
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63 | x *= 10;
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64 | }
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65 | if (lsp <= bestLsp) {
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66 | axisMin = aMin;
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67 | axisMax = aMax;
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68 | axisInterval = aInterval;
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69 | bestLsp = lsp;
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70 | }
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71 | }
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72 | }
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73 |
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74 | // find the number of decimals needed to represent the value
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75 | private static int Decimals(this double x) {
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76 | if (x.IsAlmost(0) || double.IsInfinity(x) || double.IsNaN(x))
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77 | return 0;
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78 |
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79 | var v = Math.Abs(x);
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80 | int d = 1;
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81 | while (v < 1) {
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82 | v *= 10;
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83 | d++;
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84 | }
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85 | return d;
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86 | }
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87 |
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88 | private static double RoundDown(this double value, int decimalRank) {
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89 | if (decimalRank > 0) {
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90 | var floor = (int)Math.Floor(value);
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91 | var pow = (int)Math.Pow(10, decimalRank);
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92 | var mod = Mod(floor, pow);
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93 | return floor - mod;
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94 | }
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95 | return value.Floor(Math.Abs(decimalRank));
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96 | }
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97 |
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98 | private static double RoundUp(this double value, int decimalRank) {
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99 | if (decimalRank > 0) {
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100 | var ceil = (int)Math.Ceiling(value);
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101 | var pow = (int)Math.Pow(10, decimalRank);
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102 | var mod = Mod(ceil, pow);
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103 | return ceil - mod + pow;
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104 | }
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105 | return value.Ceil(Math.Abs(decimalRank));
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106 | }
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107 |
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108 | private static double RoundNearest(this double value, int decimalRank) {
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109 | var nearestDown = value.RoundDown(decimalRank);
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110 | var nearestUp = value.RoundUp(decimalRank);
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111 |
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112 | if (nearestUp - value > value - nearestDown)
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113 | return nearestDown;
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114 |
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115 | return nearestUp;
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116 | }
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117 |
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118 | // rounds down to the nearest value according to the given number of decimal precision
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119 | private static double Floor(this double value, int precision) {
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120 | var n = Math.Pow(10, precision);
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121 | return Math.Round(Math.Floor(value * n) / n, precision);
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122 | }
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123 |
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124 | // rounds up to the nearest value according to the given number of decimal precision
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125 | private static double Ceil(this double value, int precision) {
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126 | var n = Math.Pow(10, precision);
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127 | return Math.Round(Math.Ceiling(value * n) / n, precision);
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128 | }
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129 |
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130 | private static bool IsAlmost(this double value, double other, double eps = 1e-12) {
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131 | return Math.Abs(value - other) < eps;
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132 | }
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133 |
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134 | private static double Mod(this double a, double b) {
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135 | return a - b * Math.Floor(a / b);
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136 | }
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137 | }
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138 | }
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