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ActionScript Graphing Cookbook

ActionScript Graphing Cookbook

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ActionScript Graphing Cookbook

ActionScript Graphing Cookbook

5 (1)

Overview of this book

"A picture is worth a thousand words" has never been more true than when representing large sets of data. Bar charts, heat maps, cartograms, and many more have become important tools in applications and presentations to quickly give insight into complicated issues.The "ActionScript Graphing Cookbook" shows you how to add your own charts to any ActionScript program. The recipes give step-by-step instructions on how to process the input data, how to create various types of charts and how to make them interactive for even more user engagement.Starting with basic ActionScript knowledge, you will learn how to develop many different types of charts.First learn how to import your data, from Excel, web services and more. Next process the data and make it ready for graphical display. Pick one of the many graph options available as the book guides you through ActionScript's drawing functions. And when you're ready for it, branch out into 3D display.The recipes in the "ActionScript Graphing Cookbook" will gradually introduce you into the world of visualization.
Table of Contents (17 chapters)
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ActionScript Graphing Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1
Index

Graphing a function in three dimensions


This last recipe in the chapter is probably also the most advanced in the entire book, but it can be used to create an impressive effect.

In this recipe, we define our own generated 3D object, not based on cubes or other existing shapes. To obtain this result, we define a very basic geometry that we used to build a custom shape.

Getting ready

The starting setup is similar as before. We will define a new class to hold our graph. So copy any of the previous recipes, but remove all references to Graph3D and the data from it.

How to do it...

The idea here is to plot a three-dimensional function:

y = (sin(x)² . cos(z)²) / (5 . x² . z²)

  1. We will use Flash's built-in Vector3D class to clean up some of the code. Vector3D is an object that simply holds the tree's x, y, and z values of a point in the 3D world.

  2. We will work from the bottom up. First create a new class called RectangleGeometry, as shown in the following code:

    package com.graphing 
    {
        import away3d...
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ActionScript Graphing Cookbook
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