Play along:
D3 v3 playground | D3 v4 playground
Slides: iros.github.io/d3-v4-whats-new/
For example: https://github.com/d3/d3-scale
Can be installed via npm:
npm install d3-scale
For example: https://github.com/d3/d3-scale
Can be installed via npm:
npm install d3-scale
Note that each module has it's own dependencies. When installing them via npm, they will be pulled down for you, but if you were to include them manually, you need to make sure those are included as well. For example:
<script src="https://d3js.org/d3-array.v1.min.js"></script><script src="https://d3js.org/d3-collection.v1.min.js"></script><script src="https://d3js.org/d3-color.v1.min.js"></script><script src="https://d3js.org/d3-format.v1.min.js"></script><script src="https://d3js.org/d3-interpolate.v1.min.js"></script><script src="https://d3js.org/d3-time.v1.min.js"></script><script src="https://d3js.org/d3-time-format.v2.min.js"></script><script src="https://d3js.org/d3-scale.v1.min.js"></script>
Most likely you will use some sort of build system to package your JS. Mike Bostock has suggested using Rollup an example of which you can find here.
You can still use the entire v4 build by including it using your favorite method:
<script src="https://d3js.org/d3.v4.js"></script>
D3 v3's API was logically namespaced. For example:
d3.scale.linear
d3.scale.ordinal
d3.time.format
d3.svg.axis
D3 v3's API was logically namespaced. For example:
d3.scale.linear
d3.scale.ordinal
d3.time.format
d3.svg.axis
In D3 v4, all modules share a flat namespace d3.*
as a result of adopting ES6 modules.
d3.scale.linear
is now d3.scaleLinear
d3.layout.treemap
is now d3.treemap
D3 v3's API was logically namespaced. For example:
d3.scale.linear
d3.scale.ordinal
d3.time.format
d3.svg.axis
In D3 v4, all modules share a flat namespace d3.*
as a result of adopting ES6 modules.
d3.scale.linear
is now d3.scaleLinear
d3.layout.treemap
is now d3.treemap
This does mean you can't just swap in D3 v4 and expect it to work.
Many utility methods now take an accessor method that has a consistent signature:
function(d, i, data) {...}
For example:
var settlersData = [ {name: "Wood", count: 2}, {name: "Ore", count: 3}, {name: "Sheep", count: 4}, {name: "Wheat", count: 1}];d3.min(settlersData, function(d, i, data) { return d.count;});
Previously some methods were not consistent about this (for example, d3.quantile
).
In v3, d3's few actual rendering methods only rendered to SVG. Starting v4, many
of the rendering helpers now have a new context
method that lets you pass in
a Canvas context to render to.
For example:
var line = d3.line() .x(function(d) { return x(d.date); }) .y(function(d) { return y(d.value); });
In v3, d3's few actual rendering methods only rendered to SVG. Starting v4, many
of the rendering helpers now have a new context
method that lets you pass in
a Canvas context to render to.
For example:
var line = d3.line() .x(function(d) { return x(d.date); }) .y(function(d) { return y(d.value); });
To render SVG:
path.datum(data).attr("d", line);
In v3, d3's few actual rendering methods only rendered to SVG. Starting v4, many
of the rendering helpers now have a new context
method that lets you pass in
a Canvas context to render to.
For example:
var line = d3.line() .x(function(d) { return x(d.date); }) .y(function(d) { return y(d.value); });
To render SVG:
path.datum(data).attr("d", line);
To render to Canvas:
line.context(context)(data);
You can see more examples in the shapes module: d3-shape.
Selections no longer subclass Array by extending its prototype. They are now plain objects.
There is a new method called .nodes
to retrieve all nodes within a selection as an array.
Selections no longer subclass Array by extending its prototype. They are now plain objects.
There is a new method called .nodes
to retrieve all nodes within a selection as an array.
Selections are immutable (parents and elements never change, though their attributes do.) For example.
selection.sort
will return a new selection.
selection.append
now inserts elements in the order of the data bound, instead of
at the end:For example, in v3:
d3.select("body").selectAll("span").data([1, 3, 5], String).enter().append("span").text(String);d3.select("body").selectAll("span").data([1, 2, 3, 4, 5], String).enter().append("span").text(String);// 13524
In v4:
d3.select("body").selectAll("span").data([1, 3, 5], String).enter().append("span").text(String);d3.select("body").selectAll("span").data([1, 2, 3, 4, 5], String).enter().append("span").text(String);// 12345
selection.append
now inserts elements in the order of the data bound, instead of
at the end:For example, in v3:
d3.select("body").selectAll("span").data([1, 3, 5], String).enter().append("span").text(String);d3.select("body").selectAll("span").data([1, 2, 3, 4, 5], String).enter().append("span").text(String);// 13524
In v4:
d3.select("body").selectAll("span").data([1, 3, 5], String).enter().append("span").text(String);d3.select("body").selectAll("span").data([1, 2, 3, 4, 5], String).enter().append("span").text(String);// 12345
merge
.In v3:
var circleBinding = svg.selectAll("circle").data(data);circleBinding.style("fill", "blue"); // UPDATEcircleBinding.exit().remove(); // EXITcircleBinding.enter().append("circle") // ENTER; modifies UPDATE! .style("fill", "green");circleBinding // ENTER + UPDATE .style("stroke", "black");
In v3:
var circleBinding = svg.selectAll("circle").data(data);circleBinding.style("fill", "blue"); // UPDATEcircleBinding.exit().remove(); // EXITcircleBinding.enter().append("circle") // ENTER; modifies UPDATE! .style("fill", "green");circleBinding // ENTER + UPDATE .style("stroke", "black");
In v4:
var circleBinding = svg.selectAll("circle").data(data); circleBinding.style("fill", "blue"); // UPDATEcircleBinding.exit().remove(); // EXITcircleBinding.enter().append("circle") // ENTER .style("fill", "green") .merge(circleBinding) // ENTER + UPDATE .style("stroke", "black");
selection.raise
. To move it backwards, call selection.lower
To move a selection to the front of its siblings call selection.raise
. To move it backwards, call selection.lower
You can dispatch events on selections using selection.dispatch
To move a selection to the front of its siblings call selection.raise
. To move it backwards, call selection.lower
You can dispatch events on selections using selection.dispatch
The selection.call
method no longer sets this
to be the selection. It is now passed as the first
argument to the callback.
In v3:
d3.selectAll("div.states") .call(function() { this.style('color', 'red'); })
In V4:
d3.selectAll("div.states") .call(function(statesSelection) { statesSelection.style('color', 'red'); })
In d3 v3, you could easily set multiple style or attribute properties like this:
d3.select("h4").style({ color: "red", background: "yellow"});
In d3 v3, you could easily set multiple style or attribute properties like this:
d3.select("h4").style({ color: "red", background: "yellow"});
In v4, you can no longer do that. Even this does not work:
d3.select("h4").style({ color: "red" });
Instead, you have to set the key and value explicitly:
d3.select("h4").style("color", "red");
Multi-selections allows you to set multiple properties with one call, but it is not included by default with the standard build. You have to include it yourself:
<script src="https://d3js.org/d3.v4.min.js"></script><script src="https://d3js.org/d3-selection-multi.v0.4.min.js"></script>
This will let you:
var div = d3.selectAll("div") .attrs({ "title": "Hello, world!", "name" : "greeter" }) .styles({ "color": "red", "background" : "green" });
Note that it's styles
and attrs
, not style
and attr
as before.
You can create transitions and then share them across selections
var t = d3.transition() .duration(750) .ease(d3.easeLinear);d3.selectAll(".apple").transition(t) .style("fill", "red");d3.selectAll(".orange").transition(t) .style("fill", "orange");
Delays are now relative to previous transition, not the first transition
d3.selectAll(".apple") .transition() // First fade to green. .style("fill", "green") .transition() // Then red. .style("fill", "red") .transition() // Wait one second. Then brown, and remove. .delay(1000) .style("fill", "brown") .remove();
Delays are now relative to previous transition, not the first transition
d3.selectAll(".apple") .transition() // First fade to green. .style("fill", "green") .transition() // Then red. .style("fill", "red") .transition() // Wait one second. Then brown, and remove. .delay(1000) .style("fill", "brown") .remove();
selection.interrupt
stops active transitions and cancels all scheduled transitions on the selection.Delays are now relative to previous transition, not the first transition
d3.selectAll(".apple") .transition() // First fade to green. .style("fill", "green") .transition() // Then red. .style("fill", "red") .transition() // Wait one second. Then brown, and remove. .delay(1000) .style("fill", "brown") .remove();
selection.interrupt
stops active transitions and cancels all scheduled transitions on the selection.
All transition callbacks recieve the standard arguments (d, i, nodes)
- which impacts in particular the attrTween
and styleTween
functions which took a tween function or style value as the third argument.
d3.active
lets you select a transition that is currently active on a given node. var whiteblue = d3.interpolateRgb("#eee", "steelblue"), blueorange = d3.interpolateRgb("steelblue", "orange"), orangewhite = d3.interpolateRgb("orange", "#eee");d3.select("body").selectAll("div") .data(d3.range(n)) .enter().append("div") .transition() .delay(function(d, i) { return i + Math.random() * n / 4; }) .ease(d3.easeLinear) .on("start", function repeat() { d3.active(this) .styleTween("background-color", function() { return whiteblue; }) .transition() .delay(1000) .styleTween("background-color", function() { return blueorange; }) .transition() .delay(1000) .styleTween("background-color", function() { return orangewhite; }) .transition() .delay(n) .on("start", repeat); });
Lots of renaming:
d3.scale.linear
→ d3.scaleLinear
d3.scale.sqrt
→ d3.scaleSqrt
d3.scale.pow
→ d3.scalePow
Lots of renaming:
d3.scale.linear
→ d3.scaleLinear
d3.scale.sqrt
→ d3.scaleSqrt
d3.scale.pow
→ d3.scalePow
Scales now generate ticks in the same order as the domain (useful if you have a descending scale)
Lots of renaming:
d3.scale.linear
→ d3.scaleLinear
d3.scale.sqrt
→ d3.scaleSqrt
d3.scale.pow
→ d3.scalePow
Scales now generate ticks in the same order as the domain (useful if you have a descending scale)
You can specify what to do when a scale recieves a value that is outside the domain using .unknown
:
var x = d3.scaleOrdinal() .domain([0, 1]) .range(["red", "blue"]) .unknown(undefined);x(0) // "red"x(2); // undefined
d3.scale.category10
→ d3.schemeCategory10
and they are no longer actual scales but just array of numbers:In v3:
var color = d3.scale.category10();
In V4:
var color = d3.scaleOrdinal(d3.schemeCategory10);
d3.scale.category10
→ d3.schemeCategory10
and they are no longer actual scales but just array of numbers:In v3:
var color = d3.scale.category10();
In V4:
var color = d3.scaleOrdinal(d3.schemeCategory10);
z = d3.scaleSequential(d3.interpolateViridis);
d3.histogram
In v4:
var values = [ { val : 1 }, { val : 1 }, { val : 4 }, { val : 5 }, { val : 23 }, { val : 1 }, { val : 4 }];var hist = d3.histogram() .thresholds(3) .value(function(d) { return d.val; });
d3.histogram
d3.layouts.histogram
is now d3.histogram
The bins
method was renamed to thresholds
d3.histogram
d3.layouts.histogram
is now d3.histogram
The bins
method was renamed to thresholds
dx
which specified the bin width is gone, there are now x0
and x1
which specify the start and end range
of a bin. x0
will equal the x1
of the previous bin.
d3.histogram
d3.layouts.histogram
is now d3.histogram
The bins
method was renamed to thresholds
dx
which specified the bin width is gone, there are now x0
and x1
which specify the start and end range
of a bin. x0
will equal the x1
of the previous bin.
The binning is also now different. In v3 the values we have for x
and dx
are:
[1, 7.33333] [8.33333333, 7.33333], [15.666666666666666, 7.33333]
In V4 the bins are:
[1, 10] [10, 20] [20, 23]
In v3, you had to style the axes or it would look like this:
.axis path,.axis line { fill: none; stroke: #000; shape-rendering: crispEdges;}.axis text { font: 10px sans-serif;}
d3.select(".axis") .call(d3.svg.axis() .scale(x) .orient("bottom"));
In v4, styling is taken care of:
var x = d3.scaleLinear() .domain([1,10]) .range([1,300]);var axis = d3.axisTop(x);d3.select("body").append("svg") .attr("class", "axis") .attr("width", 310) .attr("height", 30) .append("g") .attr("transform", "translate(0,20)") .call(axis);
Results in:
The default styles have been changed to offset the axis by 0.5px which fixes a crisp-edges rendering issue on safari where the axis would be drawn 2px thick.
axisLeft
axisRight
axisTop
axisBottom
axisLeft
axisRight
axisTop
axisBottom
axis.tickArguments([20, "s"])
- shorthand for calling axis.ticks(20)
and axis.tickFormat(d3.format("s"))
.
Aggregates all functions having to do with data structures
set.forEach
to set.each
var values = [ { val : 1 }, { val : 1 }, { val : 4 }, { val : 5 }, { val : 23 }, { val : 1 }, { val : 4 }];var x = d3.set(values, function(d) { return d.val; }); // [1,4,5,23]
map.forEach
→ map.each
.(value, key, map)
:var values = [ { val : 1, name: "One"}, { val : 1, name: "One" }, { val : 4, name: "Four" }, { val : 5, name: "Five" }, { val : 23, name: "TwentyThree" }, { val : 1, name: "One" }];var x = d3.map(values, function(d) { return d.name; });x.each(function(val, key, map) { console.log(val);}); // { val : 1, name: "One"}, { val : 4, name: "Four" }, { val : 5, name: "Five" },...
In V3, the order was (key, value)
. So if you would get:
["One", "Four", "Five", "TwentyThree"]
if you forget to reverse your callback variables...
.add
to add a new element, instead of the added value..clear
methods to clear the collections.d3.scan(arr, fn)
D3 v3's d3.min
and d3.max
would return the min or max element appropriately, but
you couldn't easily find out the original position of that element. In v4, d3.scan
does just that using a comparator function.
var settlersData = [ {name: "Wood", count: 2}, {name: "Ore", count: 3}, {name: "Sheep", count: 4}, {name: "Wheat", count: 1}];var idx = d3.scan(settlersData, function(a, b) { return a.count - b.count; }); // 3settlersData[idx]; // {name: "Wheat", count: 1}
d3.ticks(start, end, count)
A new method that will generate an array of count+1
items equally spaced between
start
and end
.
var ticks = d3.ticks(0, 10, 5); // [0, 2, 4, 6, 8, 10]
Note that this method has nothing to do with axes.
d3.tickStep(start, end, count)
Will give you the space between values that you would obtain from d3.ticks
:
d3.tickStep(0,10,5);// 2
d3.range(start, end, increment)
Floating point math is fun:
0.2 * 3 = 0.6000000000000001
In D3 v3, d3.range
tried to handle this:
d3.range(0, 1, 0.2) // [0, 0.2, 0.4, 0.6, 0.8]
D3 v4's d3.range
no longer does that:
d3.range(0, 1, 0.2) // [0, 0.2, 0.4, 0.6000000000000001, 0.8]
This only matters if you are dealing with floating point numbers and you can
always use d3.format
to present them more consistently.
.opacity
which takes a value from 0 to 1.All colors now have an opacity method exposed: .opacity
which takes a value from 0 to 1.
You can also pass an optional opacity argument to d3.rgb
, d3.hsl
, d3.lab
, d3.hcl
or d3.cubehelix
.
All colors now have an opacity method exposed: .opacity
which takes a value from 0 to 1.
You can also pass an optional opacity argument to d3.rgb
, d3.hsl
, d3.lab
, d3.hcl
or d3.cubehelix
.
You can now parse CSS color specifiers with d3.color
:
var red = d3.color("hsl(0, 80%, 50%)"); // {h: 0, l: 0.5, s: 0.8, opacity: 1}
All colors now have an opacity method exposed: .opacity
which takes a value from 0 to 1.
You can also pass an optional opacity argument to d3.rgb
, d3.hsl
, d3.lab
, d3.hcl
or d3.cubehelix
.
You can now parse CSS color specifiers with d3.color
:
var red = d3.color("hsl(0, 80%, 50%)"); // {h: 0, l: 0.5, s: 0.8, opacity: 1}
toString
method will now return an rgb
or rgba
string in the form of rgb(12,13,42)
.All colors now have an opacity method exposed: .opacity
which takes a value from 0 to 1.
You can also pass an optional opacity argument to d3.rgb
, d3.hsl
, d3.lab
, d3.hcl
or d3.cubehelix
.
You can now parse CSS color specifiers with d3.color
:
var red = d3.color("hsl(0, 80%, 50%)"); // {h: 0, l: 0.5, s: 0.8, opacity: 1}
The toString
method will now return an rgb
or rgba
string in the form of rgb(12,13,42)
.
There is no more .hsl
method on a color instance. To convert a color to hsl call the d3.hsl
helper method:
d3.hsl(red) // Color instance: {h: 0, s: 0.8, l: 0.5, opacity: 1}
All colors now have an opacity method exposed: .opacity
which takes a value from 0 to 1.
You can also pass an optional opacity argument to d3.rgb
, d3.hsl
, d3.lab
, d3.hcl
or d3.cubehelix
.
You can now parse CSS color specifiers with d3.color
:
var red = d3.color("hsl(0, 80%, 50%)"); // {h: 0, l: 0.5, s: 0.8, opacity: 1}
The toString
method will now return an rgb
or rgba
string in the form of rgb(12,13,42)
.
There is no more .hsl
method on a color instance. To convert a color to hsl call the d3.hsl
helper method:
d3.hsl(red) // Color instance: {h: 0, s: 0.8, l: 0.5, opacity: 1}
color.displayable()
will return false if the color is out of gamut.In v3, you used easing function string names to specify the ones you wanted like "linear" or "cubic-in-out". In V4, we use methods instead:
Instead of:
var e = d3.ease("elastic-out-in", 1.2);
Use:
var e = d3.easeElastic.amplitude(1.2);
Visual reference for the functions
call
to
fire off an event (note these are different from the selection.call
).In V3:
dispatcher.foo.call(that, "Hello, Foo!");
In V4:
dispatcher.call("foo", that, "Hello, Foo!");
call
to
fire off an event (note these are different from the selection.call
).In V3:
dispatcher.foo.call(that, "Hello, Foo!");
In V4:
dispatcher.call("foo", that, "Hello, Foo!");
on
method accepts multiple event names, separated by a space:dispatcher.on("foo bar", function(message) { console.log(message);});
d3.svg.brush
is now d3.brush
There are now 3 classes for brushing along the x, y or both dimensions: d3.brushX
, d3.brushY
or d3.brush
.
d3.svg.brush
is now d3.brush
There are now 3 classes for brushing along the x, y or both dimensions: d3.brushX
, d3.brushY
or d3.brush
.
Brush is no longer depending on scales - they define a selection in screen coordinates and you can invert it using a scale of choice.
d3.svg.brush
is now d3.brush
There are now 3 classes for brushing along the x, y or both dimensions: d3.brushX
, d3.brushY
or d3.brush
.
Brush is no longer depending on scales - they define a selection in screen coordinates and you can invert it using a scale of choice.
You can restrict a brushing area to a brush.extent
, otherwise it defaults to the full SVG element.
d3.svg.brush
is now d3.brush
There are now 3 classes for brushing along the x, y or both dimensions: d3.brushX
, d3.brushY
or d3.brush
.
Brush is no longer depending on scales - they define a selection in screen coordinates and you can invert it using a scale of choice.
You can restrict a brushing area to a brush.extent
, otherwise it defaults to the full SVG element.
A brush doesn't store the active selection - it is now stored on the element to which the brush was applied. You can access it either via:
event.selection
.d3.brushSelection
on any given element.d3.svg.brush
is now d3.brush
There are now 3 classes for brushing along the x, y or both dimensions: d3.brushX
, d3.brushY
or d3.brush
.
Brush is no longer depending on scales - they define a selection in screen coordinates and you can invert it using a scale of choice.
You can restrict a brushing area to a brush.extent
, otherwise it defaults to the full SVG element.
A brush doesn't store the active selection - it is now stored on the element to which the brush was applied. You can access it either via:
event.selection
.d3.brushSelection
on any given element.You can move the brush by calling brush.move
d3.svg.brush
is now d3.brush
There are now 3 classes for brushing along the x, y or both dimensions: d3.brushX
, d3.brushY
or d3.brush
.
Brush is no longer depending on scales - they define a selection in screen coordinates and you can invert it using a scale of choice.
You can restrict a brushing area to a brush.extent
, otherwise it defaults to the full SVG element.
A brush doesn't store the active selection - it is now stored on the element to which the brush was applied. You can access it either via:
event.selection
.d3.brushSelection
on any given element.You can move the brush by calling brush.move
There are now default styling applied, so you don't have to add them manually.
d3.brush
var brush = d3.brush() .on("start brush", brushed) .on("end", brushended);function brushed() { var s = d3.event.selection; //...}function brushended() { if (!d3.event.selection) { //... }}svg.append("g") .attr("class", "brush") .call(brush) .call(brush.move, [[307, 167], [611, 539]]);
Example: http://bl.ocks.org/mbostock/0d20834e3d5a46138752f86b9b79727e
d3.behavior.drag
→ d3.drag
There's a new method called subject
which lets you define an accessor to return what is being
dragged. This is useful when using canvas, since there are no DOM nodes representing the content. The result
of this accessor function call will be available on a drag event under d3.event.subject. Example: http://bl.ocks.org/mbostock/444757cc9f0fde320a5f469cd36860f4
d3.behavior.drag
→ d3.drag
There's a new method called subject
which lets you define an accessor to return what is being
dragged. This is useful when using canvas, since there are no DOM nodes representing the content. The result
of this accessor function call will be available on a drag event under d3.event.subject. Example: http://bl.ocks.org/mbostock/444757cc9f0fde320a5f469cd36860f4
There is now an on
method to bind to start, end and drag events:
canvas.call(d3.drag() .subject(dragsubject) .on("start", dragstarted) .on("drag", dragged) .on("end", dragended) .on("start.render drag.render end.render", render));
d3.behavior.drag
→ d3.drag
There's a new method called subject
which lets you define an accessor to return what is being
dragged. This is useful when using canvas, since there are no DOM nodes representing the content. The result
of this accessor function call will be available on a drag event under d3.event.subject. Example: http://bl.ocks.org/mbostock/444757cc9f0fde320a5f469cd36860f4
There is now an on
method to bind to start, end and drag events:
canvas.call(d3.drag() .subject(dragsubject) .on("start", dragstarted) .on("drag", dragged) .on("end", dragended) .on("start.render drag.render end.render", render));
d3.dragEnable
and d3.dragDisable
methods to control dragging support at a
higher level.Renamed: d3.layout.force
→ d3.forceSimulation
.
The force algorithm changed to track node velocity (node.vx
and node.vy
) and position (node.x
and node.y
, not just position (formally node.px
and node.py
).
Renamed: d3.layout.force
→ d3.forceSimulation
.
The force algorithm changed to track node velocity (node.vx
and node.vy
) and position (node.x
and node.y
, not just position (formally node.px
and node.py
).
Initial node position is now deterministic
Renamed: d3.layout.force
→ d3.forceSimulation
.
The force algorithm changed to track node velocity (node.vx
and node.vy
) and position (node.x
and node.y
, not just position (formally node.px
and node.py
).
Initial node position is now deterministic
If you need to find the closest node to a pointer, you no longer have to use a Voronoi SVG overlay, you can call simulation.find
.
Renamed: d3.layout.force
→ d3.forceSimulation
.
The force algorithm changed to track node velocity (node.vx
and node.vy
) and position (node.x
and node.y
, not just position (formally node.px
and node.py
).
Initial node position is now deterministic
If you need to find the closest node to a pointer, you no longer have to use a Voronoi SVG overlay, you can call simulation.find
.
Old v3 version of Les Miserables. In v4: Les Miserables with dragging
var simulation = d3.forceSimulation() .force("link", d3.forceLink().id(function(d) { return d.id; })) .force("charge", d3.forceManyBody()) .force("center", d3.forceCenter(width / 2, height / 2));simulation .nodes(graph.nodes) .on("tick", ticked);simulation.force("link") .links(graph.links);
Lots of renaming:
d3.layout.cluster
→ d3.cluster
d3.layout.hierarchy
→ d3.hierarchy
New useful method d3.stratify
to convert flat arrays of objects into the hierarchical structures required by hierarchical layouts:
[ {"name": "Eve", "parent": ""}, {"name": "Cain", "parent": "Eve"}, {"name": "Seth", "parent": "Eve"}, {"name": "Enos", "parent": "Seth"}]
To convert to a hierarchy:
var root = d3.stratify() .id(function(d) { return d.name; }) .parentId(function(d) { return d.parent; }) (table);
var struct = d3.hierarchy(myJsonObj)
to convert it and then pass it to your layout.All hierarchical layouts now expect a hierarchy object. So if you already have json in the right form
you first have to call var struct = d3.hierarchy(myJsonObj)
to convert it and then pass it to your layout.
There are new methods for aggregating special nodes like:
nodes.leaves
to get just leaf nodesnodes.descendents
nodes.anscestors
nodes.links
(which you used to obtain from your layouts.)d3.queue
.d3.queue() .defer(d3.json, 'states.json') .defer(d3.json, 'cities.json') .await(function(error, states, cities) { // make map });// or:d3.queue() .defer(d3.json, 'states.json') .defer(d3.json, 'cities.json') .awaitAll(function(error, results) { // results is an array of the returned objects. });
Lots of renaming:
d3.csv.parse
→ d3.csvParse
d3.csv.parseRows
→ d3.csvParseRows
Lots of renaming:
d3.csv.parse
→ d3.csvParse
d3.csv.parseRows
→ d3.csvParseRows
The original d3.csv
and d3.tsv
for loading files have not been renamed.
Lots of renaming:
d3.csv.parse
→ d3.csvParse
d3.csv.parseRows
→ d3.csvParseRows
The original d3.csv
and d3.tsv
for loading files have not been renamed.
There is no more d3.dsv
for custom formatters, you can now use d3.dsvFormat("|")
to define a new formatter and parser.
Lots of renaming:
d3.csv.parse
→ d3.csvParse
d3.csv.parseRows
→ d3.csvParseRows
The original d3.csv
and d3.tsv
for loading files have not been renamed.
There is no more d3.dsv
for custom formatters, you can now use d3.dsvFormat("|")
to define a new formatter and parser.
The parse method now exposes column names:
d3.csv("cars.csv", function(error, data) { if (error) throw error; console.log(data.columns); // ["Year", "Make", "Model", "Length"]});
d3.geom.polygon
is gone and there is no d3.polygon
.
Now using d3.polygonHull(points)
which returns the convex hull of the specified points. The returned hull is represented as an array containing a subset of the input points arranged in counterclockwise order.
d3.geom.polygon
is gone and there is no d3.polygon
.
Now using d3.polygonHull(points)
which returns the convex hull of the specified points. The returned hull is represented as an array containing a subset of the input points arranged in counterclockwise order.
Some helper methods to call with the results of polygonHull:
d3.polygonArea
- area of polygond3.polygonCentroid
- center point of polygond3.polygonContains
- checks if a point is inside of a polygon.d3.polygonLength
- returns the length of the perimiter.Example here
A quadtree recursively partitions two-dimensional space into squares, dividing each square into four equally-sized squares. http://bl.ocks.org/mbostock/9078690
d3.geom.quadtree
→ d3.quadtree
add
or addAll
methods:In v3:
var quadtree = d3.geom.quadtree() .extent([[0, 0], [width, height]]);quadtree(data);
In V4:
var quadtree = d3.quadtree() .extent([[0, 0], [width, height]]) .addAll(data);
quadtree.root
.Previously the quadtree generator returned the root node, now you can get it by calling quadtree.root
.
The leaf
boolean flag on nodes is gone, now you can use node.length
to determine if the node has children instead.
Previously the quadtree generator returned the root node, now you can get it by calling quadtree.root
.
The leaf
boolean flag on nodes is gone, now you can use node.length
to determine if the node has children instead.
quadtree.find
now takes an optional radius (in screen px) that its search will be restricted to - useful when your quadtree has a lot of points.
Previously the quadtree generator returned the root node, now you can get it by calling quadtree.root
.
The leaf
boolean flag on nodes is gone, now you can use node.length
to determine if the node has children instead.
quadtree.find
now takes an optional radius (in screen px) that its search will be restricted to - useful when your quadtree has a lot of points.
Implementation no longer recursive and much faster.
Written in strict mode
d3-geo
introduces fitSize
, the greatest thing since sliced bread
Written in strict mode
d3-geo
introduces fitSize
, the greatest thing since sliced bread
d3
object is exported if AMD or CommonJS is detected.)Written in strict mode
d3-geo
introduces fitSize
, the greatest thing since sliced bread
The default build is anonymous (aka no global d3
object is exported if AMD or CommonJS is detected.)
Uses only ASCII variable names and ASCII string literals. No more requirement to be explicit about UTF-8.
Written in strict mode
d3-geo
introduces fitSize
, the greatest thing since sliced bread
The default build is anonymous (aka no global d3
object is exported if AMD or CommonJS is detected.)
Uses only ASCII variable names and ASCII string literals. No more requirement to be explicit about UTF-8.
d3.format
now has text formatting: d3.format(">10c")("foo"); // " foo"
Written in strict mode
d3-geo
introduces fitSize
, the greatest thing since sliced bread
The default build is anonymous (aka no global d3
object is exported if AMD or CommonJS is detected.)
Uses only ASCII variable names and ASCII string literals. No more requirement to be explicit about UTF-8.
d3.format
now has text formatting: d3.format(">10c")("foo"); // " foo"
You can set a default locale based on country for some of your number parsing with d3.formatDefaultLocale
link
Written in strict mode
d3-geo
introduces fitSize
, the greatest thing since sliced bread
The default build is anonymous (aka no global d3
object is exported if AMD or CommonJS is detected.)
Uses only ASCII variable names and ASCII string literals. No more requirement to be explicit about UTF-8.
d3.format
now has text formatting: d3.format(">10c")("foo"); // " foo"
You can set a default locale based on country for some of your number parsing with d3.formatDefaultLocale
link
New random number generators for exponential and uniform distributions.
Written in strict mode
d3-geo
introduces fitSize
, the greatest thing since sliced bread
The default build is anonymous (aka no global d3
object is exported if AMD or CommonJS is detected.)
Uses only ASCII variable names and ASCII string literals. No more requirement to be explicit about UTF-8.
d3.format
now has text formatting: d3.format(">10c")("foo"); // " foo"
You can set a default locale based on country for some of your number parsing with d3.formatDefaultLocale
link
New random number generators for exponential and uniform distributions.
d3.xhr
is now d3.request
, which also supports basic auth by calling .user
and .password
methods.
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