text:
/**
 * @class The built-in Array class.
 * @name Array
 */

if (!Array.prototype.map) {
  /**
   * Creates a new array with the results of calling a provided function on
   * every element in this array. Implemented in Javascript 1.6.
   *
   * @see map
   * documentation.
   * @param {function} f function that produces an element of the new Array from
   * an element of the current one.
   * @param [o] object to use as <tt>this</tt> when executing <tt>f</tt>.
   */
  Array.prototype.map = function(f, o) {
      var n = this.length;
      var result = new Array(n);
      for (var i = 0; i < n; i++) {
        if (i in this) {
          result[i] = f.call(o, this[i], i, this);
        }
      }
      return result;
    };
}

if (!Array.prototype.filter) {
  /**
   * Creates a new array with all elements that pass the test implemented by the
   * provided function. Implemented in Javascript 1.6.
   *
   * @see filter
   * documentation.
   * @param {function} f function to test each element of the array.
   * @param [o] object to use as <tt>this</tt> when executing <tt>f</tt>.
   */
  Array.prototype.filter = function(f, o) {
      var n = this.length;
      var result = new Array();
      for (var i = 0; i < n; i++) {
        if (i in this) {
          var v = this[i];
          if (f.call(o, v, i, this)) result.push(v);
        }
      }
      return result;
    };
}

if (!Array.prototype.forEach) {
  /**
   * Executes a provided function once per array element. Implemented in
   * Javascript 1.6.
   *
   * @see forEach
   * documentation.
   * @param {function} f function to execute for each element.
   * @param [o] object to use as <tt>this</tt> when executing <tt>f</tt>.
   */
  Array.prototype.forEach = function(f, o) {
      var n = this.length >>> 0;
      for (var i = 0; i < n; i++) {
        if (i in this) f.call(o, this[i], i, this);
      }
    };
}

if (!Array.prototype.reduce) {
  /**
   * Apply a function against an accumulator and each value of the array (from
   * left-to-right) as to reduce it to a single value. Implemented in Javascript
   * 1.8.
   *
   * @see reduce
   * documentation.
   * @param {function} f function to execute on each value in the array.
   * @param [v] object to use as the first argument to the first call of
   * <tt>t</tt>.
   */
  Array.prototype.reduce = function(f, v) {
      var len = this.length;
      if (!len && (arguments.length == 1)) {
        throw new Error("reduce: empty array, no initial value");
      }

      var i = 0;
      if (arguments.length < 2) {
        while (true) {
          if (i in this) {
            v = this[i++];
            break;
          }
          if (++i >= len) {
            throw new Error("reduce: no values, no initial value");
          }
        }
      }

      for (; i < len; i++) {
        if (i in this) {
          v = f(v, this[i], i, this);
        }
      }
      return v;
    };
}
/**
 * @class The built-in Date class.
 * @name Date
 */

Date.__parse__ = Date.parse;

/**
 * Parses a date from a string, optionally using the specified formatting. If
 * only a single argument is specified (i.e., <tt>format</tt> is not specified),
 * this method invokes the native implementation to guarantee
 * backwards-compatibility.
 *
 *
The format string is in the same format expected by the <tt>strptime</tt>
 * function in C. The following conversion specifications are supported:

 *
 *
%b - abbreviated month names.

 *
%B - full month names.

 *
%h - same as %b.

 *
%d - day of month [1,31].

 *
%e - same as %d.

 *
%H - hour (24-hour clock) [0,23].

 *
%m - month number [1,12].

 *
%M - minute [0,59].

 *
%S - second [0,61].

 *
%y - year with century [0,99].

 *
%Y - year including century.

 *
%% - %.

 *
 *
The following conversion specifications are unsupported (for now):

 *
 *
%a - day of week, either abbreviated or full name.

 *
%A - same as %a.

 *
%c - locale's appropriate date and time.

 *
%C - century number.

 *
%D - same as %m/%d/%y.

 *
%I - hour (12-hour clock) [1,12].

 *
%j - day number [1,366].

 *
%n - any white space.

 *
%p - locale's equivalent of a.m. or p.m.

 *
%r - same as %I:%M:%S %p.

 *
%R - same as %H:%M.

 *
%t - same as %n.

 *
%T - same as %H:%M:%S.

 *
%U - week number [0,53].

 *
%w - weekday [0,6].

 *
%W - week number [0,53].

 *
%x - locale's equivalent to %m/%d/%y.

 *
%X - locale's equivalent to %I:%M:%S %p.

 *
 *

 *
 * @see strptime
 * documentation.
 * @param {string} s the string to parse as a date.
 * @param {string} [format] an optional format string.
 * @returns {Date} the parsed date.
 */
Date.parse = function(s, format) {
  if (arguments.length == 1) {
    return Date.__parse__(s);
  }

  var year = 1970, month = 0, date = 1, hour = 0, minute = 0, second = 0;
  var fields = [function() {}];
  format = format.replace(/[\\\^\$\*\+\?\[\]\(\)\.\{\}]/g, "\\$&");
  format = format.replace(/%[a-zA-Z0-9]/g, function(s) {
      switch (s) {
        // TODO %a: day of week, either abbreviated or full name
        // TODO %A: same as %a
        case '%b': {
          fields.push(function(x) { month = {
                Jan: 0, Feb: 1, Mar: 2, Apr: 3, May: 4, Jun: 5, Jul: 6, Aug: 7,
                Sep: 8, Oct: 9, Nov: 10, Dec: 11
              }[x]; });
          return "([A-Za-z]+)";
        }
        case '%h':
        case '%B': {
          fields.push(function(x) { month = {
                January: 0, February: 1, March: 2, April: 3, May: 4, June: 5,
                July: 6, August: 7, September: 8, October: 9, November: 10,
                December: 11
              }[x]; });
          return "([A-Za-z]+)";
        }
        // TODO %c: locale's appropriate date and time
        // TODO %C: century number[0,99]
        case '%e':
        case '%d': {
          fields.push(function(x) { date = x; });
          return "([0-9]+)";
        }
        // TODO %D: same as %m/%d/%y
        case '%H': {
          fields.push(function(x) { hour = x; });
          return "([0-9]+)";
        }
        // TODO %I: hour (12-hour clock) [1,12]
        // TODO %j: day number [1,366]
        case '%m': {
          fields.push(function(x) { month = x - 1; });
          return "([0-9]+)";
        }
        case '%M': {
          fields.push(function(x) { minute = x; });
          return "([0-9]+)";
        }
        // TODO %n: any white space
        // TODO %p: locale's equivalent of a.m. or p.m.
        // TODO %r: %I:%M:%S %p
        // TODO %R: %H:%M
        case '%S': {
          fields.push(function(x) { second = x; });
          return "([0-9]+)";
        }
        // TODO %t: any white space
        // TODO %T: %H:%M:%S
        // TODO %U: week number [00,53]
        // TODO %w: weekday [0,6]
        // TODO %W: week number [00, 53]
        // TODO %x: locale date (%m/%d/%y)
        // TODO %X: locale time (%I:%M:%S %p)
        case '%y': {
          fields.push(function(x) {
              x = Number(x);
              year = x + (((0 <= x) && (x < 69)) ? 2000
                  : (((x >= 69) && (x < 100) ? 1900 : 0)));
            });
          return "([0-9]+)";
        }
        case '%Y': {
          fields.push(function(x) { year = x; });
          return "([0-9]+)";
        }
        case '%%': {
          fields.push(function() {});
          return "%";
        }
      }
      return s;
    });

  var match = s.match(format);
  if (match) match.forEach(function(m, i) { fields[i](m); });
  return new Date(year, month, date, hour, minute, second);
};

if (Date.prototype.toLocaleFormat) {
  Date.prototype.format = Date.prototype.toLocaleFormat;
} else {

/**
 * Converts a date to a string using the specified formatting. If the
 * <tt>Date</tt> object already supports the <tt>toLocaleFormat</tt> method, as
 * in Firefox, this is simply an alias to the built-in method.
 *
 *
The format string is in the same format expected by the <tt>strftime</tt>
 * function in C. The following conversion specifications are supported:

 *
 *
%a - abbreviated weekday name.

 *
%A - full weekday name.

 *
%b - abbreviated month names.

 *
%B - full month names.

 *
%c - locale's appropriate date and time.

 *
%C - century number.

 *
%d - day of month [01,31] (zero padded).

 *
%D - same as %m/%d/%y.

 *
%e - day of month [ 1,31] (space padded).

 *
%h - same as %b.

 *
%H - hour (24-hour clock) [00,23] (zero padded).

 *
%I - hour (12-hour clock) [01,12] (zero padded).

 *
%m - month number [01,12] (zero padded).

 *
%M - minute [0,59] (zero padded).

 *
%n - newline character.

 *
%p - locale's equivalent of a.m. or p.m.

 *
%r - same as %I:%M:%S %p.

 *
%R - same as %H:%M.

 *
%S - second [00,61] (zero padded).

 *
%t - tab character.

 *
%T - same as %H:%M:%S.

 *
%x - same as %m/%d/%y.

 *
%X - same as %I:%M:%S %p.

 *
%y - year with century [00,99] (zero padded).

 *
%Y - year including century.

 *
%% - %.

 *
 *
The following conversion specifications are unsupported (for now):

 *
 *
%j - day number [1,366].

 *
%u - weekday number [1,7].

 *
%U - week number [00,53].

 *
%V - week number [01,53].

 *
%w - weekday number [0,6].

 *
%W - week number [00,53].

 *
%Z - timezone name or abbreviation.

 *
 *

 *
 * @see Date.toLocaleFormat
 * documentation.
 * @see strftime
 * documentation.
 * @param {string} format a format string.
 * @returns {string} the formatted date.
 */
Date.prototype.format = function(format) {
  function pad(n, p) { return (n < 10) ? (p || "0") + n : n; }
  var d = this;
  return format.replace(/%[a-zA-Z0-9]/g, function(s) {
      switch (s) {
        case '%a': return [
            "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
          ][d.getDay()];
        case '%A': return [
            "Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday",
            "Saturday"
          ][d.getDay()];
        case '%h':
        case '%b': return [
            "Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep",
            "Oct", "Nov", "Dec"
          ][d.getMonth()];
        case '%B': return [
            "January", "February", "March", "April", "May", "June", "July",
            "August", "September", "October", "November", "December"
          ][d.getMonth()];
        case '%c': return d.toLocaleString();
        case '%C': return pad(Math.floor(d.getFullYear() / 100) % 100);
        case '%d': return pad(d.getDate());
        case '%x':
        case '%D': return pad(d.getMonth() + 1)
                  + "/" + pad(d.getDate())
                  + "/" + pad(d.getFullYear() % 100);
        case '%e': return pad(d.getDate(), " ");
        case '%H': return pad(d.getHours());
        case '%I': {
          var h = d.getHours() % 12;
          return h ? pad(h) : 12;
        }
        // TODO %j: day of year as a decimal number [001,366]
        case '%m': return pad(d.getMonth() + 1);
        case '%M': return pad(d.getMinutes());
        case '%n': return "\n";
        case '%p': return d.getHours() < 12 ? "AM" : "PM";
        case '%T':
        case '%X':
        case '%r': {
          var h = d.getHours() % 12;
          return (h ? pad(h) : 12)
                  + ":" + pad(d.getMinutes())
                  + ":" + pad(d.getSeconds())
                  + " " + (d.getHours() < 12 ? "AM" : "PM");
        }
        case '%R': return pad(d.getHours()) + ":" + pad(d.getMinutes());
        case '%S': return pad(d.getSeconds());
        case '%t': return "\t";
        case '%u': {
          var w = d.getDay();
          return w ? w : 1;
        }
        // TODO %U: week number (sunday first day) [00,53]
        // TODO %V: week number (monday first day) [01,53] ... with weirdness
        case '%w': return d.getDay();
        // TODO %W: week number (monday first day) [00,53] ... with weirdness
        case '%y': return pad(d.getFullYear() % 100);
        case '%Y': return d.getFullYear();
        // TODO %Z: timezone name or abbreviation
        case '%%': return "%";
      }
      return s;
    });
  };
}
var pv = function() {/**
 * The top-level Protovis namespace. All public methods and fields should be
 * registered on this object. Note that core Protovis source is surrounded by an
 * anonymous function, so any other declared globals will not be visible outside
 * of core methods. This also allows multiple versions of Protovis to coexist,
 * since each version will see their own <tt>pv</tt> namespace.
 *
 * @namespace The top-level Protovis namespace, <tt>pv</tt>.
 */
var pv = {};

/**
 * @private Returns a prototype object suitable for extending the given class
 * <tt>f</tt>. Rather than constructing a new instance of <tt>f</tt> to serve as
 * the prototype (which unnecessarily runs the constructor on the created
 * prototype object, potentially polluting it), an anonymous function is
 * generated internally that shares the same prototype:
 *
 *
function g() {}
 * g.prototype = f.prototype;
 * return new g();

 *
 * For more details, see Douglas Crockford's essay on prototypal inheritance.
 *
 * @param {function} f a constructor.
 * @returns a suitable prototype object.
 * @see Douglas Crockford's essay on prototypal
 * inheritance.
 */
pv.extend = function(f) {
  function g() {}
  g.prototype = f.prototype || f;
  return new g();
};

try {
  eval("pv.parse = function(x) x;"); // native support
} catch (e) {

/**
 * @private Parses a Protovis specification, which may use JavaScript 1.8
 * function expresses, replacing those function expressions with proper
 * functions such that the code can be run by a JavaScript 1.6 interpreter. This
 * hack only supports function expressions (using clumsy regular expressions, no
 * less), and not other JavaScript 1.8 features such as let expressions.
 *
 * @param {string} s a Protovis specification (i.e., a string of JavaScript 1.8
 * source code).
 * @returns {string} a conformant JavaScript 1.6 source code.
 */
  pv.parse = function(js) { // hacky regex support
    var re = new RegExp("function(\\s+\\w+)?\\([^)]*\\)\\s*", "mg"), m, d, i = 0, s = "";
    while (m = re.exec(js)) {
      var j = m.index + m[0].length;
      if (js.charAt(j--) != '{') {
        s += js.substring(i, j) + "{return ";
        i = j;
        for (var p = 0; p >= 0 && j < js.length; j++) {
          var c = js.charAt(j);
          switch (c) {
            case '"': case '\'': {
              while (++j < js.length && (d = js.charAt(j)) != c) {
                if (d == '\\') j++;
              }
              break;
            }
            case '[': case '(': p++; break;
            case ']': case ')': p--; break;
            case ';':
            case ',': if (p == 0) p--; break;
          }
        }
        s += pv.parse(js.substring(i, --j)) + ";}";
        i = j;
      }
      re.lastIndex = j;
    }
    s += js.substring(i);
    return s;
  };
}

/**
 * Returns the passed-in argument, <tt>x</tt>; the identity function. This method
 * is provided for convenience since it is used as the default behavior for a
 * number of property functions.
 *
 * @param x a value.
 * @returns the value <tt>x</tt>.
 */
pv.identity = function(x) { return x; };

/**
 * Returns <tt>this.index</tt>. This method is provided for convenience for use
 * with scales. For example, to color bars by their index, say:
 *
 *
.fillStyle(pv.Colors.category10().by(pv.index))

 *
 * This method is equivalent to <tt>function() this.index</tt>, but more
 * succinct. Note that the <tt>index</tt> property is also supported for
 * accessor functions with {@link pv.max}, {@link pv.min} and other array
 * utility methods.
 *
 * @see pv.Scale
 * @see pv.Mark#index
 */
pv.index = function() { return this.index; };

/**
 * Returns <tt>this.childIndex</tt>. This method is provided for convenience for
 * use with scales. For example, to color bars by their child index, say:
 *
 *
.fillStyle(pv.Colors.category10().by(pv.child))

 *
 * This method is equivalent to <tt>function() this.childIndex</tt>, but more
 * succinct.
 *
 * @see pv.Scale
 * @see pv.Mark#childIndex
 */
pv.child = function() { return this.childIndex; };

/**
 * Returns <tt>this.parent.index</tt>. This method is provided for convenience
 * for use with scales. This method is provided for convenience for use with
 * scales. For example, to color bars by their parent index, say:
 *
 *
.fillStyle(pv.Colors.category10().by(pv.parent))

 *
 * Tthis method is equivalent to <tt>function() this.parent.index</tt>, but more
 * succinct.
 *
 * @see pv.Scale
 * @see pv.Mark#index
 */
pv.parent = function() { return this.parent.index; };

/**
 * Returns an array of numbers, starting at <tt>start</tt>, incrementing by
 * <tt>step</tt>, until <tt>stop</tt> is reached. The stop value is exclusive. If
 * only a single argument is specified, this value is interpeted as the
 * stop value, with the start value as zero. If only two arguments
 * are specified, the step value is implied to be one.
 *
 *
The method is modeled after the built-in <tt>range</tt> method from
 * Python. See the Python documentation for more details.
 *
 * @see Python range
 * @param {number} [start] the start value.
 * @param {number} stop the stop value.
 * @param {number} [step] the step value.
 * @returns {number[]} an array of numbers.
 */
pv.range = function(start, stop, step) {
  if (arguments.length == 1) {
    stop = start;
    start = 0;
  }
  if (step == undefined) step = 1;
  else if (!step) throw new Error("step must be non-zero");
  var array = [], i = 0, j;
  if (step < 0) {
    while ((j = start + step * i++) > stop) {
      array.push(j);
    }
  } else {
    while ((j = start + step * i++) < stop) {
      array.push(j);
    }
  }
  return array;
};

/**
 * Returns a random number in the range [<tt>min</tt>, <tt>max</tt>) that is a
 * multiple of <tt>step</tt>. More specifically, the returned number is of the
 * form <tt>min</tt> + n * <tt>step</tt>, where n is a nonnegative
 * integer. If <tt>step</tt> is not specified, it defaults to 1, returning a
 * random integer if <tt>min</tt> is also an integer.
 *
 * @param min {number} minimum value.
 * @param [max] {number} maximum value.
 * @param [step] {numbeR} step value.
 */
pv.random = function(min, max, step) {
  if (arguments.length == 1) {
    max = min;
    min = 0;
  }
  if (step == undefined) {
    step = 1;
  }
  return step
      ? (Math.floor(Math.random() * (max - min) / step) * step + min)
      : (Math.random() * (max - min) + min);
};

/**
 * Concatenates the specified array with itself n times. For example,
 * <tt>pv.repeat([1, 2])</tt> returns [1, 2, 1, 2].
 *
 * @param {array} a an array.
 * @param {number} [n] the number of times to repeat; defaults to two.
 * @returns {array} an array that repeats the specified array.
 */
pv.repeat = function(array, n) {
  if (arguments.length == 1) n = 2;
  return pv.blend(pv.range(n).map(function() { return array; }));
};

/**
 * Given two arrays <tt>a</tt> and <tt>b</tt>,  returns an array of all possible
 * pairs of elements [ai, bj]. The outer loop is on array
 * a, while the inner loop is on b, such that the order of
 * returned elements is [a0, b0], [a0,
 * b1], ... [a0, bm], [a1,
 * b0], [a1, b1], ... [a1,
 * bm], ... [an, bm]. If either array is empty,
 * an empty array is returned.
 *
 * @param {array} a an array.
 * @param {array} b an array.
 * @returns {array} an array of pairs of elements in <tt>a</tt> and <tt>b</tt>.
 */
pv.cross = function(a, b) {
  var array = [];
  for (var i = 0, n = a.length, m = b.length; i < n; i++) {
    for (var j = 0, x = a[i]; j < m; j++) {
      array.push([x, b[j]]);
    }
  }
  return array;
};

/**
 * Given the specified array of arrays, concatenates the arrays into a single
 * array. If the individual arrays are explicitly known, an alternative to blend
 * is to use JavaScript's <tt>concat</tt> method directly. These two equivalent
 * expressions:

 *
 *
<tt>pv.blend([[1, 2, 3], ["a", "b", "c"]])</tt>
 *
<tt>[1, 2, 3].concat(["a", "b", "c"])</tt>
 *
 *
return [1, 2, 3, "a", "b", "c"].
 *
 * @param {array[]} arrays an array of arrays.
 * @returns {array} an array containing all the elements of each array in
 * <tt>arrays</tt>.
 */
pv.blend = function(arrays) {
  return Array.prototype.concat.apply([], arrays);
};

/**
 * Given the specified array of arrays,  transposes each element
 * arrayij with arrayji. If the array has dimensions
 * n×m, it will have dimensions m×n
 * after this method returns. This method transposes the elements of the array
 * in place, mutating the array, and returning a reference to the array.
 *
 * @param {array[]} arrays an array of arrays.
 * @returns {array[]} the passed-in array, after transposing the elements.
 */
pv.transpose = function(arrays) {
  var n = arrays.length, m = pv.max(arrays, function(d) { return d.length; });

  if (m > n) {
    arrays.length = m;
    for (var i = n; i < m; i++) {
      arrays[i] = new Array(n);
    }
    for (var i = 0; i < n; i++) {
      for (var j = i + 1; j < m; j++) {
        var t = arrays[i][j];
        arrays[i][j] = arrays[j][i];
        arrays[j][i] = t;
      }
    }
  } else {
    for (var i = 0; i < m; i++) {
      arrays[i].length = n;
    }
    for (var i = 0; i < n; i++) {
      for (var j = 0; j < i; j++) {
        var t = arrays[i][j];
        arrays[i][j] = arrays[j][i];
        arrays[j][i] = t;
      }
    }
  }

  arrays.length = m;
  for (var i = 0; i < m; i++) {
    arrays[i].length = n;
  }

  return arrays;
};

/**
 * Returns all of the property names (keys) of the specified object (a map). The
 * order of the returned array is not defined.
 *
 * @param map an object.
 * @returns {string[]} an array of strings corresponding to the keys.
 * @see #entries
 */
pv.keys = function(map) {
  var array = [];
  for (var key in map) {
    array.push(key);
  }
  return array;
};

/**
 * Returns all of the entries (key-value pairs) of the specified object (a
 * map). The order of the returned array is not defined. Each key-value pair is
 * represented as an object with <tt>key</tt> and <tt>value</tt> attributes,
 * e.g., <tt>{key: "foo", value: 42}</tt>.
 *
 * @param map an object.
 * @returns {array} an array of key-value pairs corresponding to the keys.
 */
pv.entries = function(map) {
  var array = [];
  for (var key in map) {
    array.push({ key: key, value: map[key] });
  }
  return array;
};

/**
 * Returns all of the values (attribute values) of the specified object (a
 * map). The order of the returned array is not defined.
 *
 * @param map an object.
 * @returns {array} an array of objects corresponding to the values.
 * @see #entries
 */
pv.values = function(map) {
  var array = [];
  for (var key in map) {
    array.push(map[key]);
  }
  return array;
};

/**
 * @private A private variant of Array.prototype.map that supports the index
 * property.
 */
function map(array, f) {
  var o = {};
  return f
      ? array.map(function(d, i) { o.index = i; return f.call(o, d); })
      : array.slice();
};

/**
 * Returns a normalized copy of the specified array, such that the sum of the
 * returned elements sum to one. If the specified array is not an array of
 * numbers, an optional accessor function <tt>f</tt> can be specified to map the
 * elements to numbers. For example, if <tt>array</tt> is an array of objects,
 * and each object has a numeric property "foo", the expression
 *
 *
pv.normalize(array, function(d) d.foo)

 *
 * returns a normalized array on the "foo" property. If an accessor function is
 * not specified, the identity function is used. Accessor functions can refer to
 * <tt>this.index</tt>.
 *
 * @param {array} array an array of objects, or numbers.
 * @param {function} [f] an optional accessor function.
 * @returns {number[]} an array of numbers that sums to one.
 */
pv.normalize = function(array, f) {
  var norm = map(array, f), sum = pv.sum(norm);
  for (var i = 0; i < norm.length; i++) norm[i] /= sum;
  return norm;
};

/**
 * Returns the sum of the specified array. If the specified array is not an
 * array of numbers, an optional accessor function <tt>f</tt> can be specified
 * to map the elements to numbers. See {@link #normalize} for an example.
 * Accessor functions can refer to <tt>this.index</tt>.
 *
 * @param {array} array an array of objects, or numbers.
 * @param {function} [f] an optional accessor function.
 * @returns {number} the sum of the specified array.
 */
pv.sum = function(array, f) {
  var o = {};
  return array.reduce(f
      ? function(p, d, i) { o.index = i; return p + f.call(o, d); }
      : function(p, d) { return p + d; }, 0);
};

/**
 * Returns the maximum value of the specified array. If the specified array is
 * not an array of numbers, an optional accessor function <tt>f</tt> can be
 * specified to map the elements to numbers. See {@link #normalize} for an
 * example. Accessor functions can refer to <tt>this.index</tt>.
 *
 * @param {array} array an array of objects, or numbers.
 * @param {function} [f] an optional accessor function.
 * @returns {number} the maximum value of the specified array.
 */
pv.max = function(array, f) {
  if (f == pv.index) return array.length - 1;
  return Math.max.apply(null, f ? map(array, f) : array);
};

/**
 * Returns the index of the maximum value of the specified array. If the
 * specified array is not an array of numbers, an optional accessor function
 * <tt>f</tt> can be specified to map the elements to numbers. See
 * {@link #normalize} for an example. Accessor functions can refer to
 * <tt>this.index</tt>.
 *
 * @param {array} array an array of objects, or numbers.
 * @param {function} [f] an optional accessor function.
 * @returns {number} the index of the maximum value of the specified array.
 */
pv.max.index = function(array, f) {
  if (f == pv.index) return array.length - 1;
  if (!f) f = pv.identity;
  var maxi = -1, maxx = -Infinity, o = {};
  for (var i = 0; i < array.length; i++) {
    o.index = i;
    var x = f.call(o, array[i]);
    if (x > maxx) {
      maxx = x;
      maxi = i;
    }
  }
  return maxi;
}

/**
 * Returns the minimum value of the specified array of numbers. If the specified
 * array is not an array of numbers, an optional accessor function <tt>f</tt>
 * can be specified to map the elements to numbers. See {@link #normalize} for
 * an example. Accessor functions can refer to <tt>this.index</tt>.
 *
 * @param {array} array an array of objects, or numbers.
 * @param {function} [f] an optional accessor function.
 * @returns {number} the minimum value of the specified array.
 */
pv.min = function(array, f) {
  if (f == pv.index) return 0;
  return Math.min.apply(null, f ? map(array, f) : array);
};

/**
 * Returns the index of the minimum value of the specified array. If the
 * specified array is not an array of numbers, an optional accessor function
 * <tt>f</tt> can be specified to map the elements to numbers. See
 * {@link #normalize} for an example. Accessor functions can refer to
 * <tt>this.index</tt>.
 *
 * @param {array} array an array of objects, or numbers.
 * @param {function} [f] an optional accessor function.
 * @returns {number} the index of the minimum value of the specified array.
 */
pv.min.index = function(array, f) {
  if (f == pv.index) return 0;
  if (!f) f = pv.identity;
  var mini = -1, minx = Infinity, o = {};
  for (var i = 0; i < array.length; i++) {
    o.index = i;
    var x = f.call(o, array[i]);
    if (x < minx) {
      minx = x;
      mini = i;
    }
  }
  return mini;
}

/**
 * Returns the arithmetic mean, or average, of the specified array. If the
 * specified array is not an array of numbers, an optional accessor function
 * <tt>f</tt> can be specified to map the elements to numbers. See
 * {@link #normalize} for an example. Accessor functions can refer to
 * <tt>this.index</tt>.
 *
 * @param {array} array an array of objects, or numbers.
 * @param {function} [f] an optional accessor function.
 * @returns {number} the mean of the specified array.
 */
pv.mean = function(array, f) {
  return pv.sum(array, f) / array.length;
};

/**
 * Returns the median of the specified array. If the specified array is not an
 * array of numbers, an optional accessor function <tt>f</tt> can be specified
 * to map the elements to numbers. See {@link #normalize} for an example.
 * Accessor functions can refer to <tt>this.index</tt>.
 *
 * @param {array} array an array of objects, or numbers.
 * @param {function} [f] an optional accessor function.
 * @returns {number} the median of the specified array.
 */
pv.median = function(array, f) {
  if (f == pv.index) return (array.length - 1) / 2;
  array = map(array, f).sort(pv.naturalOrder);
  if (array.length % 2) return array[Math.floor(array.length / 2)];
  var i = array.length / 2;
  return (array[i - 1] + array[i]) / 2;
};

/**
 * Returns a map constructed from the specified <tt>keys</tt>, using the
 * function <tt>f</tt> to compute the value for each key. The single argument to
 * the value function is the key. The callback is invoked only for indexes of
 * the array which have assigned values; it is not invoked for indexes which
 * have been deleted or which have never been assigned values.
 *
 *
For example, this expression creates a map from strings to string length:
 *
 *
pv.dict(["one", "three", "seventeen"], function(s) s.length)

 *
 * The returned value is <tt>{one: 3, three: 5, seventeen: 9}</tt>. Accessor
 * functions can refer to <tt>this.index</tt>.
 *
 * @param {array} keys an array.
 * @param {function} f a value function.
 * @returns a map from keys to values.
 */
pv.dict = function(keys, f) {
  var m = {}, o = {};
  for (var i = 0; i < keys.length; i++) {
    if (i in keys) {
      var k = keys[i];
      o.index = i;
      m[k] = f.call(o, k);
    }
  }
  return m;
};

/**
 * Returns a permutation of the specified array, using the specified array of
 * indexes. The returned array contains the corresponding element in
 * <tt>array</tt> for each index in <tt>indexes</tt>, in order. For example,
 *
 *
pv.permute(["a", "b", "c"], [1, 2, 0])

 *
 * returns <tt>["b", "c", "a"]</tt>. It is acceptable for the array of indexes
 * to be a different length from the array of elements, and for indexes to be
 * duplicated or omitted. The optional accessor function <tt>f</tt> can be used
 * to perform a simultaneous mapping of the array elements. Accessor functions
 * can refer to <tt>this.index</tt>.
 *
 * @param {array} array an array.
 * @param {number[]} indexes an array of indexes into <tt>array</tt>.
 * @param {function} [f] an optional accessor function.
 * @returns {array} an array of elements from <tt>array</tt>; a permutation.
 */
pv.permute = function(array, indexes, f) {
  if (!f) f = pv.identity;
  var p = new Array(indexes.length), o = {};
  indexes.forEach(function(j, i) { o.index = j; p[i] = f.call(o, array[j]); });
  return p;
};

/**
 * Returns a map from key to index for the specified <tt>keys</tt> array. For
 * example,
 *
 *
pv.numerate(["a", "b", "c"])

 *
 * returns <tt>{a: 0, b: 1, c: 2}</tt>. Note that since JavaScript maps only
 * support string keys, <tt>keys</tt> must contain strings, or other values that
 * naturally map to distinct string values. Alternatively, an optional accessor
 * function <tt>f</tt> can be specified to compute the string key for the given
 * element. Accessor functions can refer to <tt>this.index</tt>.
 *
 * @param {array} keys an array, usually of string keys.
 * @param {function} [f] an optional key function.
 * @returns a map from key to index.
 */
pv.numerate = function(keys, f) {
  if (!f) f = pv.identity;
  var map = {}, o = {};
  keys.forEach(function(x, i) { o.index = i; map[f.call(o, x)] = i; });
  return map;
};

/**
 * The comparator function for natural order. This can be used in conjunction with
 * the built-in array <tt>sort</tt> method to sort elements by their natural
 * order, ascending. Note that if no comparator function is specified to the
 * built-in <tt>sort</tt> method, the default order is lexicographic, not
 * natural!
 *
 * @see Array.sort.
 * @param a an element to compare.
 * @param b an element to compare.
 * @returns {number} negative if a < b; positive if a > b; otherwise 0.
 */
pv.naturalOrder = function(a, b) {
  return (a  b) ? 1 : 0);
};

/**
 * The comparator function for reverse natural order. This can be used in
 * conjunction with the built-in array <tt>sort</tt> method to sort elements by
 * their natural order, descending. Note that if no comparator function is
 * specified to the built-in <tt>sort</tt> method, the default order is
 * lexicographic, not natural!
 *
 * @see #naturalOrder
 * @param a an element to compare.
 * @param b an element to compare.
 * @returns {number} negative if a < b; positive if a > b; otherwise 0.
 */
pv.reverseOrder = function(b, a) {
  return (a  b) ? 1 : 0);
};

/**
 * @private Computes the value of the specified CSS property <tt>p</tt> on the
 * specified element <tt>e</tt>.
 *
 * @param {string} p the name of the CSS property.
 * @param e the element on which to compute the CSS property.
 */
pv.css = function(e, p) {
  return window.getComputedStyle
      ? window.getComputedStyle(e, null).getPropertyValue(p)
      : e.currentStyle[p];
};

/**
 * Namespace constants for SVG, XMLNS, and XLINK.
 *
 * @namespace Namespace constants for SVG, XMLNS, and XLINK.
 */
pv.ns = {
  /**
   * The SVG namespace, "http://www.w3.org/2000/svg".
   *
   * @type string
   * @constant
   */
  svg: "http://www.w3.org/2000/svg",

  /**
   * The XMLNS namespace, "http://www.w3.org/2000/xmlns".
   *
   * @type string
   * @constant
   */
  xmlns: "http://www.w3.org/2000/xmlns",

  /**
   * The XLINK namespace, "http://www.w3.org/1999/xlink".
   *
   * @type string
   * @constant
   */
  xlink: "http://www.w3.org/1999/xlink"
};

/**
 * Protovis major and minor version numbers.
 *
 * @namespace Protovis major and minor version numbers.
 */
pv.version = {
  /**
   * The major version number.
   *
   * @type number
   * @constant
   */
  major: 3,

  /**
   * The minor version number.
   *
   * @type number
   * @constant
   */
  minor: 1
};

/**
 * @private Reports the specified error to the JavaScript console. Mozilla only
 * allows logging to the console for privileged code; if the console is
 * unavailable, the alert dialog box is used instead.
 *
 * @param e the exception that triggered the error.
 */
pv.error = function(e) {
  (typeof console == "undefined") ? alert(e) : console.error(e);
};

/**
 * @private Registers the specified listener for events of the specified type on
 * the specified target. For standards-compliant browsers, this method uses
 * <tt>addEventListener</tt>; for Internet Explorer, <tt>attachEvent</tt>.
 *
 * @param target a DOM element.
 * @param {string} type the type of event, such as "click".
 * @param {function} the listener callback function.
 */
pv.listen = function(target, type, listener) {
  return target.addEventListener
    ? target.addEventListener(type, listener, false)
    : target.attachEvent("on" + type, listener);
};

/**
 * Returns the logarithm with a given base value.
 *
 * @param {number} x the number for which to compute the logarithm.
 * @param {number} b the base of the logarithm.
 * @returns {number} the logarithm value.
 */
pv.log = function(x, b) {
  return Math.log(x) / Math.log(b);
};

/**
 * Computes a zero-symmetric logarithm. Computes the logarithm of the absolute
 * value of the input, and determines the sign of the output according to the
 * sign of the input value.
 *
 * @param {number} x the number for which to compute the logarithm.
 * @param {number} b the base of the logarithm.
 * @returns {number} the symmetric log value.
 */
pv.logSymmetric = function(x, b) {
  return (x == 0) ? 0 : ((x < 0) ? -pv.log(-x, b) : pv.log(x, b));
};

/**
 * Computes a zero-symmetric logarithm, with adjustment to values between zero
 * and the logarithm base. This adjustment introduces distortion for values less
 * than the base number, but enables simultaneous plotting of log-transformed
 * data involving both positive and negative numbers.
 *
 * @param {number} x the number for which to compute the logarithm.
 * @param {number} b the base of the logarithm.
 * @returns {number} the adjusted, symmetric log value.
 */
pv.logAdjusted = function(x, b) {
  var negative = x < 0;
  if (x  0)
      ? Math.pow(b, Math.floor(pv.log(x, b)))
      : -Math.pow(b, -Math.floor(-pv.log(-x, b)));
};

/**
 * Rounds an input value up according to its logarithm. The method takes the
 * ceiling of the logarithm of the value and then uses the resulting value as an
 * exponent for the base value.
 *
 * @param {number} x the number for which to compute the logarithm ceiling.
 * @param {number} b the base of the logarithm.
 * @return {number} the rounded-by-logarithm value.
 */
pv.logCeil = function(x, b) {
  return (x > 0)
      ? Math.pow(b, Math.ceil(pv.log(x, b)))
      : -Math.pow(b, -Math.ceil(-pv.log(-x, b)));
};

/**
 * Searches the specified array of numbers for the specified value using the
 * binary search algorithm. The array must be sorted (as by the <tt>sort</tt>
 * method) prior to making this call. If it is not sorted, the results are
 * undefined. If the array contains multiple elements with the specified value,
 * there is no guarantee which one will be found.
 *
 *
The insertion point is defined as the point at which the value
 * would be inserted into the array: the index of the first element greater than
 * the value, or <tt>array.length</tt>, if all elements in the array are less
 * than the specified value. Note that this guarantees that the return value
 * will be nonnegative if and only if the value is found.
 *
 * @param {number[]} array the array to be searched.
 * @param {number} value the value to be searched for.
 * @returns the index of the search value, if it is contained in the array;
 * otherwise, (-(insertion point) - 1).
 * @param {function} [f] an optional key function.
 */
pv.search = function(array, value, f) {
  if (!f) f = pv.identity;
  var low = 0, high = array.length - 1;
  while (low <= high) {
    var mid = (low + high) >> 1, midValue = f(array[mid]);
    if (midValue < value) low = mid + 1;
    else if (midValue > value) high = mid - 1;
    else return mid;
  }
  return -low - 1;
};

pv.search.index = function(array, value, f) {
  var i = pv.search(array, value, f);
  return (i < 0) ? (-i - 1) : i;
};
/**
 * Returns a {@link pv.Tree} operator for the specified array. This is a
 * convenience factory method, equivalent to <tt>new pv.Tree(array)</tt>.
 *
 * @see pv.Tree
 * @param {array} array an array from which to construct a tree.
 * @returns {pv.Tree} a tree operator for the specified array.
 */
pv.tree = function(array) {
  return new pv.Tree(array);
};

/**
 * Constructs a tree operator for the specified array. This constructor should
 * not be invoked directly; use {@link pv.tree} instead.
 *
 * @class Represents a tree operator for the specified array. The tree operator
 * allows a hierarchical map to be constructed from an array; it is similar to
 * the {@link pv.Nest} operator, except the hierarchy is derived dynamically
 * from the array elements.
 *
 *
For example, given an array of size information for ActionScript classes:
 *
 *
{ name: "flare.flex.FlareVis", size: 4116 },
 * { name: "flare.physics.DragForce", size: 1082 },
 * { name: "flare.physics.GravityForce", size: 1336 }, ...

 *
 * To facilitate visualization, it may be useful to nest the elements by their
 * package hierarchy:
 *
 *
var tree = pv.tree(classes)
 *     .keys(function(d) d.name.split("."))
 *     .map();

 *
 * The resulting tree is:
 *
 *
{ flare: {
 *     flex: {
 *       FlareVis: {
 *         name: "flare.flex.FlareVis",
 *         size: 4116 } },
 *     physics: {
 *       DragForce: {
 *         name: "flare.physics.DragForce",
 *         size: 1082 },
 *       GravityForce: {
 *         name: "flare.physics.GravityForce",
 *         size: 1336 } },
 *     ... } }

 *
 * By specifying a value function,
 *
 *
var tree = pv.tree(classes)
 *     .keys(function(d) d.name.split("."))
 *     .value(function(d) d.size)
 *     .map();

 *
 * we can further eliminate redundant data:
 *
 *
{ flare: {
 *     flex: {
 *       FlareVis: 4116 },
 *     physics: {
 *       DragForce: 1082,
 *       GravityForce: 1336 },
 *   ... } }

 *
 * For visualizations with large data sets, performance improvements may be seen
 * by storing the data in a tree format, and then flattening it into an array at
 * runtime with {@link pv.Flatten}.
 *
 * @param {array} array an array from which to construct a tree.
 */
pv.Tree = function(array) {
  this.array = array;
};

/**
 * Assigns a keys function to this operator; required. The keys function
 * returns an array of <tt>string</tt>s for each element in the associated
 * array; these keys determine how the elements are nested in the tree. The
 * returned keys should be unique for each element in the array; otherwise, the
 * behavior of this operator is undefined.
 *
 * @param {function} k the keys function.
 * @returns {pv.Tree} this.
 */
pv.Tree.prototype.keys = function(k) {
  this.k = k;
  return this;
};

/**
 * Assigns a value function to this operator; optional. The value
 * function specifies an optional transformation of the element in the array
 * before it is inserted into the map. If no value function is specified, it is
 * equivalent to using the identity function.
 *
 * @param {function} k the value function.
 * @returns {pv.Tree} this.
 */
pv.Tree.prototype.value = function(v) {
  this.v = v;
  return this;
};

/**
 * Returns a hierarchical map of values. The hierarchy is determined by the keys
 * function; the values in the map are determined by the value function.
 *
 * @returns a hierarchical map of values.
 */
pv.Tree.prototype.map = function() {
  var map = {}, o = {};
  for (var i = 0; i < this.array.length; i++) {
    o.index = i;
    var value = this.array[i], keys = this.k.call(o, value), node = map;
    for (var j = 0; j < keys.length - 1; j++) {
      node = node[keys[j]] || (node[keys[j]] = {});
    }
    node[keys[j]] = this.v ? this.v.call(o, value) : value;
  }
  return map;
};
/**
 * Returns a {@link pv.Nest} operator for the specified array. This is a
 * convenience factory method, equivalent to <tt>new pv.Nest(array)</tt>.
 *
 * @see pv.Nest
 * @param {array} array an array of elements to nest.
 * @returns {pv.Nest} a nest operator for the specified array.
 */
pv.nest = function(array) {
  return new pv.Nest(array);
};

/**
 * Constructs a nest operator for the specified array. This constructor should
 * not be invoked directly; use {@link pv.nest} instead.
 *
 * @class Represents a {@link Nest} operator for the specified array. Nesting
 * allows elements in an array to be grouped into a hierarchical tree
 * structure. The levels in the tree are specified by key functions. The
 * leaf nodes of the tree can be sorted by value, while the internal nodes can
 * be sorted by key. Finally, the tree can be returned either has a
 * multidimensional array via {@link #entries}, or as a hierarchical map via
 * {@link #map}. The {@link #rollup} routine similarly returns a map, collapsing
 * the elements in each leaf node using a summary function.
 *
 *
For example, consider the following tabular data structure of Barley
 * yields, from various sites in Minnesota during 1931-2:
 *
 *
{ yield: 27.00, variety: "Manchuria", year: 1931, site: "University Farm" },
 * { yield: 48.87, variety: "Manchuria", year: 1931, site: "Waseca" },
 * { yield: 27.43, variety: "Manchuria", year: 1931, site: "Morris" }, ...

 *
 * To facilitate visualization, it may be useful to nest the elements first by
 * year, and then by variety, as follows:
 *
 *
var nest = pv.nest(yields)
 *     .key(function(d) d.year)
 *     .key(function(d) d.variety)
 *     .entries();

 *
 * This returns a nested array. Each element of the outer array is a key-values
 * pair, listing the values for each distinct key:
 *
 *
{ key: 1931, values: [
 *   { key: "Manchuria", values: [
 *       { yield: 27.00, variety: "Manchuria", year: 1931, site: "University Farm" },
 *       { yield: 48.87, variety: "Manchuria", year: 1931, site: "Waseca" },
 *       { yield: 27.43, variety: "Manchuria", year: 1931, site: "Morris" },
 *       ...
 *     ] },
 *   { key: "Glabron", values: [
 *       { yield: 43.07, variety: "Glabron", year: 1931, site: "University Farm" },
 *       { yield: 55.20, variety: "Glabron", year: 1931, site: "Waseca" },
 *       ...
 *     ] },
 *   ] },
 * { key: 1932, values: ... }

 *
 * Further details, including sorting and rollup, is provided below on the
 * corresponding methods.
 *
 * @param {array} array an array of elements to nest.
 */
pv.Nest = function(array) {
  this.array = array;
  this.keys = [];
};

/**
 * Nests using the specified key function. Multiple keys may be added to the
 * nest; the array elements will be nested in the order keys are specified.
 *
 * @param {function} key a key function; must return a string or suitable map
 * key.
 * @return {pv.Nest} this.
 */
pv.Nest.prototype.key = function(key) {
  this.keys.push(key);
  return this;
};

/**
 * Sorts the previously-added keys. The natural sort order is used by default
 * (see {@link pv.naturalOrder}); if an alternative order is desired,
 * <tt>order</tt> should be a comparator function. If this method is not called
 * (i.e., keys are unsorted), keys will appear in the order they appear
 * in the underlying elements array. For example,
 *
 *
pv.nest(yields)
 *     .key(function(d) d.year)
 *     .key(function(d) d.variety)
 *     .sortKeys()
 *     .entries()

 *
 * groups yield data by year, then variety, and sorts the variety groups
 * lexicographically (since the variety attribute is a string).
 *
 *
Key sort order is only used in conjunction with {@link #entries}, which
 * returns an array of key-values pairs. If the nest is used to construct a
 * {@link #map} instead, keys are unsorted.
 *
 * @param {function} [order] an optional comparator function.
 * @returns {pv.Nest} this.
 */
pv.Nest.prototype.sortKeys = function(order) {
  this.keys[this.keys.length - 1].order = order || pv.naturalOrder;
  return this;
};

/**
 * Sorts the leaf values. The natural sort order is used by default (see
 * {@link pv.naturalOrder}); if an alternative order is desired, <tt>order</tt>
 * should be a comparator function. If this method is not called (i.e., values
 * are unsorted), values will appear in the order they appear in the
 * underlying elements array. For example,
 *
 *
pv.nest(yields)
 *     .key(function(d) d.year)
 *     .key(function(d) d.variety)
 *     .sortValues(function(a, b) a.yield - b.yield)
 *     .entries()

 *
 * groups yield data by year, then variety, and sorts the values for each
 * variety group by yield.
 *
 *
Value sort order, unlike keys, applies to both {@link #entries} and
 * {@link #map}. It has no effect on {@link #rollup}.
 *
 * @param {function} [order] an optional comparator function.
 * @return {pv.Nest} this.
 */
pv.Nest.prototype.sortValues = function(order) {
  this.order = order || pv.naturalOrder;
  return this;
};

/**
 * Returns a hierarchical map of values. Each key adds one level to the
 * hierarchy. With only a single key, the returned map will have a key for each
 * distinct value of the key function; the correspond value with be an array of
 * elements with that key value. If a second key is added, this will be a nested
 * map. For example:
 *
 *
pv.nest(yields)
 *     .key(function(d) d.variety)
 *     .key(function(d) d.site)
 *     .map()

 *
 * returns a map <tt>m</tt> such that <tt>m[variety][site]</tt> is an array, a subset of
 * <tt>yields</tt>, with each element having the given variety and site.
 *
 * @returns a hierarchical map of values.
 */
pv.Nest.prototype.map = function() {
  var map = {}, values = [];

  /* Build the map. */
  for (var i, j = 0; j < this.array.length; j++) {
    var x = this.array[j];
    var m = map;
    for (i = 0; i < this.keys.length - 1; i++) {
      var k = this.keys[i](x);
      if (!m[k]) m[k] = {};
      m = m[k];
    }
    k = this.keys[i](x);
    if (!m[k]) {
      var a = [];
      values.push(a);
      m[k] = a;
    }
    m[k].push(x);
  }

  /* Sort each leaf array. */
  if (this.order) {
    for (var i = 0; i < values.length; i++) {
      values[i].sort(this.order);
    }
  }

  return map;
};

/**
 * Returns a hierarchical nested array. This method is similar to
 * {@link pv.entries}, but works recursively on the entire hierarchy. Rather
 * than returning a map like {@link #map}, this method returns a nested
 * array. Each element of the array has a <tt>key</tt> and <tt>values</tt>
 * field. For leaf nodes, the <tt>values</tt> array will be a subset of the
 * underlying elements array; for non-leaf nodes, the <tt>values</tt> array will
 * contain more key-values pairs.
 *
 *
For an example usage, see the {@link Nest} constructor.
 *
 * @returns a hierarchical nested array.
 */
pv.Nest.prototype.entries = function() {

  /** Recursively extracts the entries for the given map. */
  function entries(map) {
    var array = [];
    for (var k in map) {
      var v = map[k];
      array.push({ key: k, values: (v instanceof Array) ? v : entries(v) });
    };
    return array;
  }

  /** Recursively sorts the values for the given key-values array. */
  function sort(array, i) {
    var o = this.keys[i].order;
    if (o) array.sort(function(a, b) { return o(a.key, b.key); });
    if (++i < this.keys.length) {
      for (var j = 0; j < array.length; j++) {
        sort.call(this, array[j].values, i);
      }
    }
    return array;
  }

  return sort.call(this, entries(this.map()), 0);
};

/**
 * Returns a rollup map. The behavior of this method is the same as
 * {@link #map}, except that the leaf values are replaced with the return value
 * of the specified rollup function <tt>f</tt>. For example,
 *
 *
pv.nest(yields)
 *      .key(function(d) d.site)
 *      .rollup(function(v) pv.median(v, function(d) d.yield))

 *
 * first groups yield data by site, and then returns a map from site to median
 * yield for the given site.
 *
 * @see #map
 * @param {function} f a rollup function.
 * @returns a hierarchical map, with the leaf values computed by <tt>f</tt>.
 */
pv.Nest.prototype.rollup = function(f) {

  /** Recursively descends to the leaf nodes (arrays) and does rollup. */
  function rollup(map) {
    for (var key in map) {
      var value = map[key];
      if (value instanceof Array) {
        map[key] = f(value);
      } else {
        rollup(value);
      }
    }
    return map;
  }

  return rollup(this.map());
};
/**
 * Returns a {@link pv.Flatten} operator for the specified map. This is a
 * convenience factory method, equivalent to <tt>new pv.Flatten(map)</tt>.
 *
 * @see pv.Flatten
 * @param map a map to flatten.
 * @returns {pv.Flatten} a flatten operator for the specified map.
 */
pv.flatten = function(map) {
  return new pv.Flatten(map);
};

/**
 * Constructs a flatten operator for the specified map. This constructor should
 * not be invoked directly; use {@link pv.flatten} instead.
 *
 * @class Represents a flatten operator for the specified array. Flattening
 * allows hierarchical maps to be flattened into an array. The levels in the
 * input tree are specified by key functions.
 *
 *
For example, consider the following hierarchical data structure of Barley
 * yields, from various sites in Minnesota during 1931-2:
 *
 *
{ 1931: {
 *     Manchuria: {
 *       "University Farm": 27.00,
 *       "Waseca": 48.87,
 *       "Morris": 27.43,
 *       ... },
 *     Glabron: {
 *       "University Farm": 43.07,
 *       "Waseca": 55.20,
 *       ... } },
 *   1932: {
 *     ... } }

 *
 * To facilitate visualization, it may be useful to flatten the tree into a
 * tabular array:
 *
 *
var array = pv.flatten(yields)
 *     .key("year")
 *     .key("variety")
 *     .key("site")
 *     .key("yield")
 *     .array();

 *
 * This returns an array of object elements. Each element in the array has
 * attributes corresponding to this flatten operator's keys:
 *
 *
{ site: "University Farm", variety: "Manchuria", year: 1931, yield: 27 },
 * { site: "Waseca", variety: "Manchuria", year: 1931, yield: 48.87 },
 * { site: "Morris", variety: "Manchuria", year: 1931, yield: 27.43 },
 * { site: "University Farm", variety: "Glabron", year: 1931, yield: 43.07 },
 * { site: "Waseca", variety: "Glabron", year: 1931, yield: 55.2 }, ...

 *
 *
The flatten operator is roughly the inverse of the {@link pv.Nest} and
 * {@link pv.Tree} operators.
 *
 * @param map a map to flatten.
 */
pv.Flatten = function(map) {
  this.map = map;
  this.keys = [];
};

/**
 * Flattens using the specified key function. Multiple keys may be added to the
 * flatten; the tiers of the underlying tree must correspond to the specified
 * keys, in order. The order of the returned array is undefined; however, you
 * can easily sort it.
 *
 * @param {string} key the key name.
 * @param {function} [f] an optional value map function.
 * @return {pv.Nest} this.
 */
pv.Flatten.prototype.key = function(key, f) {
  this.keys.push({name: key, value: f});
  return this;
};

/**
 * Returns the flattened array. Each entry in the array is an object; each
 * object has attributes corresponding to this flatten operator's keys.
 *
 * @returns an array of elements from the flattened map.
 */
pv.Flatten.prototype.array = function() {
  var entries = [], stack = [], keys = this.keys;

  /* Recursively visits the specified value. */
  function visit(value, i) {
    if (i < keys.length - 1) {
      for (var key in value) {
        stack.push(key);
        visit(value[key], i + 1);
        stack.pop();
      }
    } else {
      entries.push(stack.concat(value));
    }
  }

  visit(this.map, 0);
  return entries.map(function(stack) {
      var m = {};
      for (var i = 0; i < keys.length; i++) {
        var k = keys[i], v = stack[i];
        m[k.name] = k.value ? k.value.call(null, v) : v;
      }
      return m;
    });
};
/**
 * Returns a {@link pv.Vector} for the specified x and y
 * coordinate. This is a convenience factory method, equivalent to <tt>new
 * pv.Vector(x, y)</tt>.
 *
 * @see pv.Vector
 * @param {number} x the x coordinate.
 * @param {number} y the y coordinate.
 * @returns {pv.Vector} a vector for the specified coordinates.
 */
pv.vector = function(x, y) {
  return new pv.Vector(x, y);
};

/**
 * Constructs a {@link pv.Vector} for the specified x and y
 * coordinate. This constructor should not be invoked directly; use
 * {@link pv.vector} instead.
 *
 * @class Represents a two-dimensional vector; a 2-tuple ⟨x,
 * y⟩.
 *
 * @param {number} x the x coordinate.
 * @param {number} y the y coordinate.
 */
pv.Vector = function(x, y) {
  this.x = x;
  this.y = y;
};

/**
 * Returns a vector perpendicular to this vector: ⟨-y, x⟩.
 *
 * @returns {pv.Vector} a perpendicular vector.
 */
pv.Vector.prototype.perp = function() {
  return new pv.Vector(-this.y, this.x);
};

/**
 * Returns a normalized copy of this vector: a vector with the same direction,
 * but unit length. If this vector has zero length this method returns a copy of
 * this vector.
 *
 * @returns {pv.Vector} a unit vector.
 */
pv.Vector.prototype.norm = function() {
  var l = this.length();
  return this.times(l ? (1 / l) : 1);
};

/**
 * Returns the magnitude of this vector, defined as sqrt(x * x + y * y).
 *
 * @returns {number} a length.
 */
pv.Vector.prototype.length = function() {
  return Math.sqrt(this.x * this.x + this.y * this.y);
};

/**
 * Returns a scaled copy of this vector: ⟨x * k, y * k⟩.
 * To perform the equivalent divide operation, use 1 / k.
 *
 * @param {number} k the scale factor.
 * @returns {pv.Vector} a scaled vector.
 */
pv.Vector.prototype.times = function(k) {
  return new pv.Vector(this.x * k, this.y * k);
};

/**
 * Returns this vector plus the vector v: ⟨x + v.x, y +
 * v.y⟩. If only one argument is specified, it is interpreted as the
 * vector v.
 *
 * @param {number} x the x coordinate to add.
 * @param {number} y the y coordinate to add.
 * @returns {pv.Vector} a new vector.
 */
pv.Vector.prototype.plus = function(x, y) {
  return (arguments.length == 1)
      ? new pv.Vector(this.x + x.x, this.y + x.y)
      : new pv.Vector(this.x + x, this.y + y);
};

/**
 * Returns this vector minus the vector v: ⟨x - v.x, y -
 * v.y⟩. If only one argument is specified, it is interpreted as the
 * vector v.
 *
 * @param {number} x the x coordinate to subtract.
 * @param {number} y the y coordinate to subtract.
 * @returns {pv.Vector} a new vector.
 */
pv.Vector.prototype.minus = function(x, y) {
  return (arguments.length == 1)
      ? new pv.Vector(this.x - x.x, this.y - x.y)
      : new pv.Vector(this.x - x, this.y - y);
};

/**
 * Returns the dot product of this vector and the vector v: x * v.x +
 * y * v.y. If only one argument is specified, it is interpreted as the
 * vector v.
 *
 * @param {number} x the x coordinate to dot.
 * @param {number} y the y coordinate to dot.
 * @returns {number} a dot product.
 */
pv.Vector.prototype.dot = function(x, y) {
  return (arguments.length == 1)
      ? this.x * x.x + this.y * x.y
      : this.x * x + this.y * y;
};
// TODO code-sharing between scales

/**
 * @ignore
 * @class
 */
pv.Scale = function() {};

/**
 * @private Returns a function that interpolators from the start value to the
 * end value, given a parameter t in [0, 1].
 *
 * @param start the start value.
 * @param end the end value.
 */
pv.Scale.interpolator = function(start, end) {
  if (typeof start == "number") {
    return function(t) {
      return t * (end - start) + start;
    };
  }

  /* For now, assume color. */
  start = pv.color(start).rgb();
  end = pv.color(end).rgb();
  return function(t) {
    var a = start.a * (1 - t) + end.a * t;
    if (a < 1e-5) a = 0; // avoid scientific notation
    return (start.a == 0) ? pv.rgb(end.r, end.g, end.b, a)
        : ((end.a == 0) ? pv.rgb(start.r, start.g, start.b, a)
        : pv.rgb(
            Math.round(start.r * (1 - t) + end.r * t),
            Math.round(start.g * (1 - t) + end.g * t),
            Math.round(start.b * (1 - t) + end.b * t), a));
  };
};
/**
 * Returns a linear scale for the specified domain. The arguments to this
 * constructor are optional, and equivalent to calling {@link #domain}.
 *
 * @class Represents a linear scale.   Most commonly, a linear scale
 * represents a 1-dimensional linear transformation from a numeric domain of
 * input data [d0, d1] to a numeric range of
 * pixels [r0, r1]. The equation for such a
 * scale is:
 *
 *
f(x) = (x - d0) / (d1 - d0) *
 * (r1 - r0) + r0

 *
 * For example, a linear scale from the domain [0, 100] to range [0, 640]:
 *
 *
f(x) = (x - 0) / (100 - 0) * (640 - 0) + 0

 * f(x) = x / 100 * 640

 * f(x) = x * 6.4

 *

 *
 * Thus, saying
 *
 *
.height(function(d) d * 6.4)

 *
 * is identical to
 *
 *
.height(pv.Scale.linear(0, 100).range(0, 640))

 *
 * As you can see, scales do not always make code smaller, but they should make
 * code more explicit and easier to maintain. In addition to readability, scales
 * offer several useful features:
 *
 *
1. The range can be expressed in colors, rather than pixels. Changing the
 * example above to
 *
 *
.fillStyle(pv.Scale.linear(0, 100).range("red", "green"))

 *
 * will cause it to fill the marks "red" on an input value of 0, "green" on an
 * input value of 100, and some color in-between for intermediate values.
 *
 *
2. The domain and range can be subdivided for a "poly-linear"
 * transformation. For example, you may want a diverging color scale that is
 * increasingly red for negative values, and increasingly green for positive
 * values:
 *
 *
.fillStyle(pv.Scale.linear(-1, 0, 1).range("red", "white", "green"))

 *
 * The domain can be specified as a series of n monotonically-increasing
 * values; the range must also be specified as n values, resulting in
 * n - 1 contiguous linear scales.
 *
 *
3. Linear scales can be inverted for interaction. The {@link #invert}
 * method takes a value in the output range, and returns the corresponding value
 * in the input domain. This is frequently used to convert the mouse location
 * (see {@link pv.Mark#mouse}) to a value in the input domain. Note that
 * inversion is only supported for numeric ranges, and not colors.
 *
 *
4. A scale can be queried for reasonable "tick" values. The {@link #ticks}
 * method provides a convenient way to get a series of evenly-spaced rounded
 * values in the input domain. Frequently these are used in conjunction with
 * {@link pv.Rule} to display tick marks or grid lines.
 *
 *
5. A scale can be "niced" to extend the domain to suitable rounded
 * numbers. If the minimum and maximum of the domain are messy because they are
 * derived from data, you can use {@link #nice} to round these values down and
 * up to even numbers.
 *
 * @param {number...} domain... domain values.
 * @returns {pv.Scale.linear} a linear scale.
 */
pv.Scale.linear = function() {
  var d = [0, 1], r = [0, 1], i = [pv.identity], precision = 0;

  /** @private */
  function scale(x) {
    var j = pv.search(d, x);
    if (j < 0) j = -j - 2;
    j = Math.max(0, Math.min(i.length - 1, j));
    return i[j]((x - d[j]) / (d[j + 1] - d[j]));
  }

  /**
   * Sets or gets the input domain. This method can be invoked several ways:
   *
   *
1. <tt>domain(min, ..., max)</tt>
   *
   *
Specifying the domain as a series of numbers is the most explicit and
   * recommended approach. Most commonly, two numbers are specified: the minimum
   * and maximum value. However, for a diverging scale, or other subdivided
   * poly-linear scales, multiple values can be specified. Values can be derived
   * from data using {@link pv.min} and {@link pv.max}. For example:
   *
   *
.domain(0, pv.max(array))

   *
   * An alternative method for deriving minimum and maximum values from data
   * follows.
   *
   *
2. <tt>domain(array, minf, maxf)</tt>
   *
   *
When both the minimum and maximum value are derived from data, the
   * arguments to the <tt>domain</tt> method can be specified as the array of
   * data, followed by zero, one or two accessor functions. For example, if the
   * array of data is just an array of numbers:
   *
   *
.domain(array)

   *
   * On the other hand, if the array elements are objects representing stock
   * values per day, and the domain should consider the stock's daily low and
   * daily high:
   *
   *
.domain(array, function(d) d.low, function(d) d.high)

   *
   * The first method of setting the domain is preferred because it is more
   * explicit; setting the domain using this second method should be used only
   * if brevity is required.
   *
   *
3. <tt>domain()</tt>
   *
   *
Invoking the <tt>domain</tt> method with no arguments returns the
   * current domain as an array of numbers.
   *
   * @function
   * @name pv.Scale.linear.prototype.domain
   * @param {number...} domain... domain values.
   * @returns {pv.Scale.linear} <tt>this</tt>, or the current domain.
   */
  scale.domain = function(array, min, max) {
    if (arguments.length) {
      if (array instanceof Array) {
        if (arguments.length < 2) min = pv.identity;
        if (arguments.length < 3) max = min;
        d = [pv.min(array, min), pv.max(array, max)];
      } else {
        d = Array.prototype.slice.call(arguments);
      }
      return this;
    }
    return d;
  };

  /**
   * Sets or gets the output range. This method can be invoked several ways:
   *
   *
1. <tt>range(min, ..., max)</tt>
   *
   *
The range may be specified as a series of numbers or colors. Most
   * commonly, two numbers are specified: the minimum and maximum pixel values.
   * For a color scale, values may be specified as {@link pv.Color}s or
   * equivalent strings. For a diverging scale, or other subdivided poly-linear
   * scales, multiple values can be specified. For example:
   *
   *
.range("red", "white", "green")

   *
   *
Currently, only numbers and colors are supported as range values. The
   * number of range values must exactly match the number of domain values, or
   * the behavior of the scale is undefined.
   *
   *
2. <tt>range()</tt>
   *
   *
Invoking the <tt>range</tt> method with no arguments returns the current
   * range as an array of numbers or colors.
   *
   * @function
   * @name pv.Scale.linear.prototype.range
   * @param {...} range... range values.
   * @returns {pv.Scale.linear} <tt>this</tt>, or the current range.
   */
  scale.range = function() {
    if (arguments.length) {
      r = Array.prototype.slice.call(arguments);
      i = [];
      for (var j = 0; j < r.length - 1; j++) {
        i.push(pv.Scale.interpolator(r[j], r[j + 1]));
      }
      return this;
    }
    return r;
  };

  /**
   * Inverts the specified value in the output range, returning the
   * corresponding value in the input domain. This is frequently used to convert
   * the mouse location (see {@link pv.Mark#mouse}) to a value in the input
   * domain. Inversion is only supported for numeric ranges, and not colors.
   *
   *
Note that this method does not do any rounding or bounds checking. If
   * the input domain is discrete (e.g., an array index), the returned value
   * should be rounded. If the specified <tt>y</tt> value is outside the range,
   * the returned value may be equivalently outside the input domain.
   *
   * @function
   * @name pv.Scale.linear.prototype.invert
   * @param {number} y a value in the output range (a pixel location).
   * @returns {number} a value in the input domain.
   */
  scale.invert = function(y) {
    var j = pv.search(r, y);
    if (j < 0) j = -j - 2;
    j = Math.max(0, Math.min(i.length - 1, j));
    return (y - r[j]) / (r[j + 1] - r[j]) * (d[j + 1] - d[j]) + d[j];
  };

  /**
   * Returns an array of evenly-spaced, suitably-rounded values in the input
   * domain. This method attempts to return between 5 and 10 tick values. These
   * values are frequently used in conjunction with {@link pv.Rule} to display
   * tick marks or grid lines.
   *
   * @function
   * @name pv.Scale.linear.prototype.ticks
   * @returns {number[]} an array input domain values to use as ticks.
   */
  scale.ticks = function() {
    var min = d[0],
        max = d[d.length - 1],
        span = max - min,
        step = pv.logCeil(span / 10, 10);
    if (span / step < 2) step /= 5;
    else if (span / step < 5) step /= 2;
    var start = Math.ceil(min / step) * step,
        end = Math.floor(max / step) * step;
    precision = Math.max(0, -Math.floor(pv.log(step, 10) + .01));
    return pv.range(start, end + step, step);
  };

  /**
   * Formats the specified tick value using the appropriate precision, based on
   * the step interval between tick marks.
   *
   * @function
   * @name pv.Scale.linear.prototype.tickFormat
   * @param {number} t a tick value.
   * @return {string} a formatted tick value.
   */
  scale.tickFormat = function(t) {
    return t.toFixed(precision);
  };

  /**
   * "Nices" this scale, extending the bounds of the input domain to
   * evenly-rounded values. Nicing is useful if the domain is computed
   * dynamically from data, and may be irregular. For example, given a domain of
   * [0.20147987687960267, 0.996679553296417], a call to <tt>nice()</tt> might
   * extend the domain to [0.2, 1].
   *
   *
This method must be invoked each time after setting the domain.
   *
   * @function
   * @name pv.Scale.linear.prototype.nice
   * @returns {pv.Scale.linear} <tt>this</tt>.
   */
  scale.nice = function() {
    var min = d[0],
        max = d[d.length - 1],
        step = Math.pow(10, Math.round(Math.log(max - min) / Math.log(10)) - 1);
    d = [Math.floor(min / step) * step, Math.ceil(max / step) * step];
    return this;
  };

  /**
   * Returns a view of this scale by the specified accessor function <tt>f</tt>.
   * Given a scale <tt>y</tt>, <tt>y.by(function(d) d.foo)</tt> is equivalent to
   * <tt>function(d) y(d.foo)</tt>.
   *
   *
This method is provided for convenience, such that scales can be
   * succinctly defined inline. For example, given an array of data elements
   * that have a <tt>score</tt> attribute with the domain [0, 1], the height
   * property could be specified as:
   *
   *
.height(pv.Scale.linear().range(0, 480).by(function(d) d.score))

   *
   * This is equivalent to:
   *
   *
.height(function(d) d.score * 480)

   *
   * This method should be used judiciously; it is typically more clear to
   * invoke the scale directly, passing in the value to be scaled.
   *
   * @function
   * @name pv.Scale.linear.prototype.by
   * @param {function} f an accessor function.
   * @returns {pv.Scale.linear} a view of this scale by the specified accessor
   * function.
   */
  scale.by = function(f) {
    function by() { return scale(f.apply(this, arguments)); }
    for (var method in scale) by[method] = scale[method];
    return by;
  };

  scale.domain.apply(scale, arguments);
  return scale;
};
/**
 * Returns a log scale for the specified domain. The arguments to this
 * constructor are optional, and equivalent to calling {@link #domain}.
 *
 * @class Represents a log scale.   Most commonly, a log scale represents
 * a 1-dimensional log transformation from a numeric domain of input data
 * [d0, d1] to a numeric range of pixels
 * [r0, r1]. The equation for such a scale
 * is:
 *
 *
f(x) = (log(x) - log(d0)) / (log(d1) -
 * log(d0)) * (r1 - r0) +
 * r0

 *
 * where log(x) represents the zero-symmetric logarthim of x using
 * the scale's associated base (default: 10, see {@link pv.logSymmetric}). For
 * example, a log scale from the domain [1, 100] to range [0, 640]:
 *
 *
f(x) = (log(x) - log(1)) / (log(100) - log(1)) * (640 - 0) + 0

 * f(x) = log(x) / 2 * 640

 * f(x) = log(x) * 320

 *

 *
 * Thus, saying
 *
 *
.height(function(d) Math.log(d) * 138.974)

 *
 * is equivalent to
 *
 *
.height(pv.Scale.log(1, 100).range(0, 640))

 *
 * As you can see, scales do not always make code smaller, but they should make
 * code more explicit and easier to maintain. In addition to readability, scales
 * offer several useful features:
 *
 *
1. The range can be expressed in colors, rather than pixels. Changing the
 * example above to
 *
 *
.fillStyle(pv.Scale.log(1, 100).range("red", "green"))

 *
 * will cause it to fill the marks "red" on an input value of 1, "green" on an
 * input value of 100, and some color in-between for intermediate values.
 *
 *
2. The domain and range can be subdivided for a "poly-log"
 * transformation. For example, you may want a diverging color scale that is
 * increasingly red for small values, and increasingly green for large values:
 *
 *
.fillStyle(pv.Scale.log(1, 10, 100).range("red", "white", "green"))

 *
 * The domain can be specified as a series of n monotonically-increasing
 * values; the range must also be specified as n values, resulting in
 * n - 1 contiguous log scales.
 *
 *
3. Log scales can be inverted for interaction. The {@link #invert} method
 * takes a value in the output range, and returns the corresponding value in the
 * input domain. This is frequently used to convert the mouse location (see
 * {@link pv.Mark#mouse}) to a value in the input domain. Note that inversion is
 * only supported for numeric ranges, and not colors.
 *
 *
4. A scale can be queried for reasonable "tick" values. The {@link #ticks}
 * method provides a convenient way to get a series of evenly-spaced rounded
 * values in the input domain. Frequently these are used in conjunction with
 * {@link pv.Rule} to display tick marks or grid lines.
 *
 *
5. A scale can be "niced" to extend the domain to suitable rounded
 * numbers. If the minimum and maximum of the domain are messy because they are
 * derived from data, you can use {@link #nice} to round these values down and
 * up to even numbers.
 *
 * @param {number...} domain... domain values.
 * @returns {pv.Scale.log} a log scale.
 */
pv.Scale.log = function() {
  var d = [1, 10], l = [0, 1], b = 10, r = [0, 1], i = [pv.identity];

  /** @private */
  function scale(x) {
    var j = pv.search(d, x);
    if (j < 0) j = -j - 2;
    j = Math.max(0, Math.min(i.length - 1, j));
    return i[j]((log(x) - l[j]) / (l[j + 1] - l[j]));
  }

  /** @private */
  function log(x) {
    return pv.logSymmetric(x, b);
  }

  /**
   * Sets or gets the input domain. This method can be invoked several ways:
   *
   *
1. <tt>domain(min, ..., max)</tt>
   *
   *
Specifying the domain as a series of numbers is the most explicit and
   * recommended approach. Most commonly, two numbers are specified: the minimum
   * and maximum value. However, for a diverging scale, or other subdivided
   * poly-log scales, multiple values can be specified. Values can be derived
   * from data using {@link pv.min} and {@link pv.max}. For example:
   *
   *
.domain(1, pv.max(array))

   *
   * An alternative method for deriving minimum and maximum values from data
   * follows.
   *
   *
2. <tt>domain(array, minf, maxf)</tt>
   *
   *
When both the minimum and maximum value are derived from data, the
   * arguments to the <tt>domain</tt> method can be specified as the array of
   * data, followed by zero, one or two accessor functions. For example, if the
   * array of data is just an array of numbers:
   *
   *
.domain(array)

   *
   * On the other hand, if the array elements are objects representing stock
   * values per day, and the domain should consider the stock's daily low and
   * daily high:
   *
   *
.domain(array, function(d) d.low, function(d) d.high)

   *
   * The first method of setting the domain is preferred because it is more
   * explicit; setting the domain using this second method should be used only
   * if brevity is required.
   *
   *
3. <tt>domain()</tt>
   *
   *
Invoking the <tt>domain</tt> method with no arguments returns the
   * current domain as an array of numbers.
   *
   * @function
   * @name pv.Scale.log.prototype.domain
   * @param {number...} domain... domain values.
   * @returns {pv.Scale.log} <tt>this</tt>, or the current domain.
   */
  scale.domain = function(array, min, max) {
    if (arguments.length) {
      if (array instanceof Array) {
        if (arguments.length < 2) min = pv.identity;
        if (arguments.length < 3) max = min;
        d = [pv.min(array, min), pv.max(array, max)];
      } else {
        d = Array.prototype.slice.call(arguments);
      }
      l = d.map(log);
      return this;
    }
    return d;
  };

  /**
   * @function
   * @name pv.Scale.log.prototype.range
   * @param {...} range... range values.
   * @returns {pv.Scale.log} <tt>this</tt>.
   */
  scale.range = function() {
    if (arguments.length) {
      r = Array.prototype.slice.call(arguments);
      i = [];
      for (var j = 0; j < r.length - 1; j++) {
        i.push(pv.Scale.interpolator(r[j], r[j + 1]));
      }
      return this;
    }
    return r;
  };

  /**
   * Sets or gets the output range. This method can be invoked several ways:
   *
   *
1. <tt>range(min, ..., max)</tt>
   *
   *
The range may be specified as a series of numbers or colors. Most
   * commonly, two numbers are specified: the minimum and maximum pixel values.
   * For a color scale, values may be specified as {@link pv.Color}s or
   * equivalent strings. For a diverging scale, or other subdivided poly-log
   * scales, multiple values can be specified. For example:
   *
   *
.range("red", "white", "green")

   *
   *
Currently, only numbers and colors are supported as range values. The
   * number of range values must exactly match the number of domain values, or
   * the behavior of the scale is undefined.
   *
   *
2. <tt>range()</tt>
   *
   *
Invoking the <tt>range</tt> method with no arguments returns the current
   * range as an array of numbers or colors.
   *
   * @function
   * @name pv.Scale.log.prototype.invert
   * @param {...} range... range values.
   * @returns {pv.Scale.log} <tt>this</tt>, or the current range.
   */
  scale.invert = function(y) {
    var j = pv.search(r, y);
    if (j < 0) j = -j - 2;
    j = Math.max(0, Math.min(i.length - 1, j));
    var t = l[j] + (y - r[j]) / (r[j + 1] - r[j]) * (l[j + 1] - l[j]);
    return (d[j] < 0) ? -Math.pow(b, -t) : Math.pow(b, t);
  };

  /**
   * Returns an array of evenly-spaced, suitably-rounded values in the input
   * domain. These values are frequently used in conjunction with {@link
   * pv.Rule} to display tick marks or grid lines.
   *
   * @function
   * @name pv.Scale.log.prototype.ticks
   * @returns {number[]} an array input domain values to use as ticks.
   */
  scale.ticks = function() {
    // TODO: support multiple domains
    var start = Math.floor(l[0]),
        end = Math.ceil(l[1]),
        ticks = [];
    for (var i = start; i < end; i++) {
      var x = Math.pow(b, i);
      if (d[0] < 0) x = -x;
      for (var j = 1; j < b; j++) {
        ticks.push(x * j);
      }
    }
    ticks.push(Math.pow(b, end));
    if (ticks[0] < d[0]) ticks.shift();
    if (ticks[ticks.length - 1] > d[1]) ticks.pop();
    return ticks;
  };

  /**
   * Formats the specified tick value using the appropriate precision, assuming
   * base 10.
   *
   * @function
   * @name pv.Scale.log.prototype.tickFormat
   * @param {number} t a tick value.
   * @return {string} a formatted tick value.
   */
  scale.tickFormat = function(t) {
    return t.toPrecision(1);
  };

  /**
   * "Nices" this scale, extending the bounds of the input domain to
   * evenly-rounded values. This method uses {@link pv.logFloor} and {@link
   * pv.logCeil}. Nicing is useful if the domain is computed dynamically from
   * data, and may be irregular. For example, given a domain of
   * [0.20147987687960267, 0.996679553296417], a call to <tt>nice()</tt> might
   * extend the domain to [0.1, 1].
   *
   *
This method must be invoked each time after setting the domain (and
   * base).
   *
   * @function
   * @name pv.Scale.log.prototype.nice
   * @returns {pv.Scale.log} <tt>this</tt>.
   */
  scale.nice = function() {
    // TODO: support multiple domains
    d = [pv.logFloor(d[0], b), pv.logCeil(d[1], b)];
    l = d.map(log);
    return this;
  };

  /**
   * Sets or gets the logarithm base. Defaults to 10.
   *
   * @function
   * @name pv.Scale.log.prototype.base
   * @param {number} [v] the new base.
   * @returns {pv.Scale.log} <tt>this</tt>, or the current base.
   */
  scale.base = function(v) {
    if (arguments.length) {
      b = v;
      l = d.map(log);
      return this;
    }
    return b;
  };

  /**
   * Returns a view of this scale by the specified accessor function <tt>f</tt>.
   * Given a scale <tt>y</tt>, <tt>y.by(function(d) d.foo)</tt> is equivalent to
   * <tt>function(d) y(d.foo)</tt>.
   *
   *
This method is provided for convenience, such that scales can be
   * succinctly defined inline. For example, given an array of data elements
   * that have a <tt>score</tt> attribute with the domain [0, 1], the height
   * property could be specified as:
   *
   *
.height(pv.Scale.log().range(0, 480).by(function(d) d.score))

   *
   * This is equivalent to:
   *
   *
.height(function(d) d.score * 480)

   *
   * This method should be used judiciously; it is typically more clear to
   * invoke the scale directly, passing in the value to be scaled.
   *
   * @function
   * @name pv.Scale.log.prototype.by
   * @param {function} f an accessor function.
   * @returns {pv.Scale.log} a view of this scale by the specified accessor
   * function.
   */
  scale.by = function(f) {
    function by() { return scale(f.apply(this, arguments)); }
    for (var method in scale) by[method] = scale[method];
    return by;
  };

  scale.domain.apply(scale, arguments);
  return scale;
};
/**
 * Returns an ordinal scale for the specified domain. The arguments to this
 * constructor are optional, and equivalent to calling {@link #domain}.
 *
 * @class Represents an ordinal scale.  An ordinal scale represents a
 * pairwise mapping from n discrete values in the input domain to
 * n discrete values in the output range. For example, an ordinal scale
 * might map a domain of species ["setosa", "versicolor", "virginica"] to colors
 * ["red", "green", "blue"]. Thus, saying
 *
 *
.fillStyle(function(d) {
 *     switch (d.species) {
 *       case "setosa": return "red";
 *       case "versicolor": return "green";
 *       case "virginica": return "blue";
 *     }
 *   })

 *
 * is equivalent to
 *
 *
.fillStyle(pv.Scale.ordinal("setosa", "versicolor", "virginica")
 *     .range("red", "green", "blue")
 *     .by(function(d) d.species))

 *
 * If the mapping from species to color does not need to be specified
 * explicitly, the domain can be omitted. In this case it will be inferred
 * lazily from the data:
 *
 *
.fillStyle(pv.colors("red", "green", "blue")
 *     .by(function(d) d.species))

 *
 * When the domain is inferred, the first time the scale is invoked, the first
 * element from the range will be returned. Subsequent calls with unique values
 * will return subsequent elements from the range. If the inferred domain grows
 * larger than the range, range values will be reused. However, it is strongly
 * recommended that the domain and the range contain the same number of
 * elements.
 *
 *
A range can be discretized from a continuous interval (e.g., for pixel
 * positioning) by using {@link #split}, {@link #splitFlush} or
 * {@link #splitBanded} after the domain has been set. For example, if
 * <tt>states</tt> is an array of the fifty U.S. state names, the state name can
 * be encoded in the left position:
 *
 *
.left(pv.Scale.ordinal(states)
 *     .split(0, 640)
 *     .by(function(d) d.state))

 *
 *
N.B.: ordinal scales are not invertible (at least not yet), since the
 * domain and range and discontinuous. A workaround is to use a linear scale.
 *
 * @param {...} domain... domain values.
 * @returns {pv.Scale.ordinal} an ordinal scale.
 * @see pv.colors
 */
pv.Scale.ordinal = function() {
  var d = [], i = {}, r = [], band = 0;

  /** @private */
  function scale(x) {
    if (!(x in i)) i[x] = d.push(x) - 1;
    return r[i[x] % r.length];
  }

  /**
   * Sets or gets the input domain. This method can be invoked several ways:
   *
   *
1. <tt>domain(values...)</tt>
   *
   *
Specifying the domain as a series of values is the most explicit and
   * recommended approach. However, if the domain values are derived from data,
   * you may find the second method more appropriate.
   *
   *
2. <tt>domain(array, f)</tt>
   *
   *
Rather than enumerating the domain values as explicit arguments to this
   * method, you can specify a single argument of an array. In addition, you can
   * specify an optional accessor function to extract the domain values from the
   * array.
   *
   *
3. <tt>domain()</tt>
   *
   *
Invoking the <tt>domain</tt> method with no arguments returns the
   * current domain as an array.
   *
   * @function
   * @name pv.Scale.ordinal.prototype.domain
   * @param {...} domain... domain values.
   * @returns {pv.Scale.ordinal} <tt>this</tt>, or the current domain.
   */
  scale.domain = function(array, f) {
    if (arguments.length) {
      array = (array instanceof Array)
          ? ((arguments.length > 1) ? map(array, f) : array)
          : Array.prototype.slice.call(arguments);

      /* Filter the specified ordinals to their unique values. */
      d = [];
      var seen = {};
      for (var j = 0; j < array.length; j++) {
        var o = array[j];
        if (!(o in seen)) {
          seen[o] = true;
          d.push(o);
        }
      }

      i = pv.numerate(d);
      return this;
    }
    return d;
  };

  /**
   * Sets or gets the output range. This method can be invoked several ways:
   *
   *
1. <tt>range(values...)</tt>
   *
   *
Specifying the range as a series of values is the most explicit and
   * recommended approach. However, if the range values are derived from data,
   * you may find the second method more appropriate.
   *
   *
2. <tt>range(array, f)</tt>
   *
   *
Rather than enumerating the range values as explicit arguments to this
   * method, you can specify a single argument of an array. In addition, you can
   * specify an optional accessor function to extract the range values from the
   * array.
   *
   *
3. <tt>range()</tt>
   *
   *
Invoking the <tt>range</tt> method with no arguments returns the
   * current range as an array.
   *
   * @function
   * @name pv.Scale.ordinal.prototype.range
   * @param {...} range... range values.
   * @returns {pv.Scale.ordinal} <tt>this</tt>, or the current range.
   */
  scale.range = function(array, f) {
    if (arguments.length) {
      r = (array instanceof Array)
          ? ((arguments.length > 1) ? map(array, f) : array)
          : Array.prototype.slice.call(arguments);
      if (typeof r[0] == "string") r = r.map(pv.color);
      return this;
    }
    return r;
  };

  /**
   * Sets the range from the given continuous interval. The interval
   * [min, max] is subdivided into n equispaced points,
   * where n is the number of (unique) values in the domain. The first
   * and last point are offset from the edge of the range by half the distance
   * between points.
   *
   *
This method must be called after the domain is set.
   *
   * @function
   * @name pv.Scale.ordinal.prototype.split
   * @param {number} min minimum value of the output range.
   * @param {number} max maximum value of the output range.
   * @returns {pv.Scale.ordinal} <tt>this</tt>.
   * @see #splitFlush
   * @see #splitBanded
   */
  scale.split = function(min, max) {
    var step = (max - min) / this.domain().length;
    r = pv.range(min + step / 2, max, step);
    return this;
  };

  /**
   * Sets the range from the given continuous interval. The interval
   * [min, max] is subdivided into n equispaced points,
   * where n is the number of (unique) values in the domain. The first
   * and last point are exactly on the edge of the range.
   *
   *
This method must be called after the domain is set.
   *
   * @function
   * @name pv.Scale.ordinal.prototype.splitFlush
   * @param {number} min minimum value of the output range.
   * @param {number} max maximum value of the output range.
   * @returns {pv.Scale.ordinal} <tt>this</tt>.
   * @see #split
   */
  scale.splitFlush = function(min, max) {
    var n = this.domain().length, step = (max - min) / (n - 1);
    r = (n == 1) ? [(min + max) / 2]
        : pv.range(min, max + step / 2, step);
    return this;
  };

  /**
   * Sets the range from the given continuous interval. The interval
   * [min, max] is subdivided into n equispaced bands,
   * where n is the number of (unique) values in the domain. The first
   * and last band are offset from the edge of the range by the distance between
   * bands.
   *
   *
The band width argument, <tt>band</tt>, is typically in the range [0, 1]
   * and defaults to 1. This fraction corresponds to the amount of space in the
   * range to allocate to the bands, as opposed to padding. A value of 0.5 means
   * that the band width will be equal to the padding width. The computed
   * absolute band width can be retrieved from the range as
   * <tt>scale.range().band</tt>.
   *
   *
If the band width argument is negative, this method will allocate bands
   * of a fixed width <tt>-band</tt>, rather than a relative fraction of
   * the available space.
   *
   *
Tip: to inset the bands by a fixed amount <tt>p</tt>, specify a minimum
   * value of <tt>min + p</tt> (or simply <tt>p</tt>, if <tt>min</tt> is
   * 0). Then set the mark width to <tt>scale.range().band - p</tt>.
   *
   *
This method must be called after the domain is set.
   *
   * @function
   * @name pv.Scale.ordinal.prototype.splitBanded
   * @param {number} min minimum value of the output range.
   * @param {number} max maximum value of the output range.
   * @param {number} [band] the fractional band width in [0, 1]; defaults to 1.
   * @returns {pv.Scale.ordinal} <tt>this</tt>.
   * @see #split
   */
  scale.splitBanded = function(min, max, band) {
    if (arguments.length < 3) band = 1;
    if (band < 0) {
      var n = this.domain().length,
          total = -band * n,
          remaining = max - min - total,
          padding = remaining / (n + 1);
      r = pv.range(min + padding, max, padding - band);
      r.band = -band;
    } else {
      var step = (max - min) / (this.domain().length + (1 - band));
      r = pv.range(min + step * (1 - band), max, step);
      r.band = step * band;
    }
    return this;
  };

  /**
   * Returns a view of this scale by the specified accessor function <tt>f</tt>.
   * Given a scale <tt>y</tt>, <tt>y.by(function(d) d.foo)</tt> is equivalent to
   * <tt>function(d) y(d.foo)</tt>. This method should be used judiciously; it
   * is typically more clear to invoke the scale directly, passing in the value
   * to be scaled.
   *
   * @function
   * @name pv.Scale.ordinal.prototype.by
   * @param {function} f an accessor function.
   * @returns {pv.Scale.ordinal} a view of this scale by the specified accessor
   * function.
   */
  scale.by = function(f) {
    function by() { return scale(f.apply(this, arguments)); }
    for (var method in scale) by[method] = scale[method];
    return by;
  };

  scale.domain.apply(scale, arguments);
  return scale;
};
/**
 * Returns the {@link pv.Color} for the specified color format string. Colors
 * may have an associated opacity, or alpha channel. Color formats are specified
 * by CSS Color Modular Level 3, using either in RGB or HSL color space. For
 * example:

 *
 *
#f00 // #rgb
 *
#ff0000 // #rrggbb
 *
rgb(255, 0, 0)
 *
rgb(100%, 0%, 0%)
 *
hsl(0, 100%, 50%)
 *
rgba(0, 0, 255, 0.5)
 *
hsla(120, 100%, 50%, 1)
 *
 *
The SVG 1.0 color keywords names are also supported, such as "aliceblue"
 * and "yellowgreen". The "transparent" keyword is supported for a
 * fully-transparent color.
 *
 *
If the <tt>format</tt> argument is already an instance of <tt>Color</tt>,
 * the argument is returned with no further processing.
 *
 * @param {string} format the color specification string, such as "#f00".
 * @returns {pv.Color} the corresponding <tt>Color</tt>.
 * @see SVG color
 * keywords
 * @see CSS3 color module
 */
pv.color = function(format) {
  if (!format || (format == "transparent")) {
    return pv.rgb(0, 0, 0, 0);
  }
  if (format instanceof pv.Color) {
    return format;
  }

  /* Handle hsl, rgb. */
  var m1 = /([a-z]+)\((.*)\)/i.exec(format);
  if (m1) {
    var m2 = m1[2].split(","), a = 1;
    switch (m1[1]) {
      case "hsla":
      case "rgba": {
        a = parseFloat(m2[3]);
        break;
      }
    }
    switch (m1[1]) {
      case "hsla":
      case "hsl": {
        var h = parseFloat(m2[0]), // degrees
            s = parseFloat(m2[1]) / 100, // percentage
            l = parseFloat(m2[2]) / 100; // percentage
        return (new pv.Color.Hsl(h, s, l, a)).rgb();
      }
      case "rgba":
      case "rgb": {
        function parse(c) { // either integer or percentage
          var f = parseFloat(c);
          return (c[c.length - 1] == '%') ? Math.round(f * 2.55) : f;
        }
        var r = parse(m2[0]), g = parse(m2[1]), b = parse(m2[2]);
        return pv.rgb(r, g, b, a);
      }
    }
  }

  /* Named colors. */
  format = pv.Color.names[format] || format;

  /* Hexadecimal colors: #rgb and #rrggbb. */
  if (format.charAt(0) == "#") {
    var r, g, b;
    if (format.length == 4) {
      r = format.charAt(1); r += r;
      g = format.charAt(2); g += g;
      b = format.charAt(3); b += b;
    } else if (format.length == 7) {
      r = format.substring(1, 3);
      g = format.substring(3, 5);
      b = format.substring(5, 7);
    }
    return pv.rgb(parseInt(r, 16), parseInt(g, 16), parseInt(b, 16), 1);
  }

  /* Otherwise, assume named colors. TODO allow lazy conversion to RGB. */
  return new pv.Color(format, 1);
};

/**
 * Constructs a color with the specified color format string and opacity. This
 * constructor should not be invoked directly; use {@link pv.color} instead.
 *
 * @class Represents an abstract (possibly translucent) color. The color is
 * divided into two parts: the <tt>color</tt> attribute, an opaque color format
 * string, and the <tt>opacity</tt> attribute, a float in [0, 1]. The color
 * space is dependent on the implementing class; all colors support the
 * {@link #rgb} method to convert to RGB color space for interpolation.
 *
 *
See also the Color guide.
 *
 * @param {string} color an opaque color format string, such as "#f00".
 * @param {number} opacity the opacity, in [0,1].
 * @see pv.color
 */
pv.Color = function(color, opacity) {
  /**
   * An opaque color format string, such as "#f00".
   *
   * @type string
   * @see SVG color
   * keywords
   * @see CSS3 color module
   */
  this.color = color;

  /**
   * The opacity, a float in [0, 1].
   *
   * @type number
   */
  this.opacity = opacity;
};

/**
 * Returns a new color that is a brighter version of this color. The behavior of
 * this method may vary slightly depending on the underlying color space.
 * Although brighter and darker are inverse operations, the results of a series
 * of invocations of these two methods might be inconsistent because of rounding
 * errors.
 *
 * @param [k] {number} an optional scale factor; defaults to 1.
 * @see #darker
 * @returns {pv.Color} a brighter color.
 */
pv.Color.prototype.brighter = function(k) {
  return this.rgb().brighter(k);
};

/**
 * Returns a new color that is a brighter version of this color. The behavior of
 * this method may vary slightly depending on the underlying color space.
 * Although brighter and darker are inverse operations, the results of a series
 * of invocations of these two methods might be inconsistent because of rounding
 * errors.
 *
 * @param [k] {number} an optional scale factor; defaults to 1.
 * @see #brighter
 * @returns {pv.Color} a darker color.
 */
pv.Color.prototype.darker = function(k) {
  return this.rgb().darker(k);
};

/**
 * Constructs a new RGB color with the specified channel values.
 *
 * @param {number} r the red channel, an integer in [0,255].
 * @param {number} g the green channel, an integer in [0,255].
 * @param {number} b the blue channel, an integer in [0,255].
 * @param {number} [a] the alpha channel, a float in [0,1].
 * @returns pv.Color.Rgb
 */
pv.rgb = function(r, g, b, a) {
  return new pv.Color.Rgb(r, g, b, (arguments.length == 4) ? a : 1);
};

/**
 * Constructs a new RGB color with the specified channel values.
 *
 * @class Represents a color in RGB space.
 *
 * @param {number} r the red channel, an integer in [0,255].
 * @param {number} g the green channel, an integer in [0,255].
 * @param {number} b the blue channel, an integer in [0,255].
 * @param {number} a the alpha channel, a float in [0,1].
 * @extends pv.Color
 */
pv.Color.Rgb = function(r, g, b, a) {
  pv.Color.call(this, a ? ("rgb(" + r + "," + g + "," + b + ")") : "none", a);

  /**
   * The red channel, an integer in [0, 255].
   *
   * @type number
   */
  this.r = r;

  /**
   * The green channel, an integer in [0, 255].
   *
   * @type number
   */
  this.g = g;

  /**
   * The blue channel, an integer in [0, 255].
   *
   * @type number
   */
  this.b = b;

  /**
   * The alpha channel, a float in [0, 1].
   *
   * @type number
   */
  this.a = a;
};
pv.Color.Rgb.prototype = pv.extend(pv.Color);

/**
 * Constructs a new RGB color with the same green, blue and alpha channels as
 * this color, with the specified red channel.
 *
 * @param {number} r the red channel, an integer in [0,255].
 */
pv.Color.Rgb.prototype.red = function(r) {
  return pv.rgb(r, this.g, this.b, this.a);
};

/**
 * Constructs a new RGB color with the same red, blue and alpha channels as this
 * color, with the specified green channel.
 *
 * @param {number} g the green channel, an integer in [0,255].
 */
pv.Color.Rgb.prototype.green = function(g) {
  return pv.rgb(this.r, g, this.b, this.a);
};

/**
 * Constructs a new RGB color with the same red, green and alpha channels as
 * this color, with the specified blue channel.
 *
 * @param {number} b the blue channel, an integer in [0,255].
 */
pv.Color.Rgb.prototype.blue = function(b) {
  return pv.rgb(this.r, this.g, b, this.a);
};

/**
 * Constructs a new RGB color with the same red, green and blue channels as this
 * color, with the specified alpha channel.
 *
 * @param {number} a the alpha channel, a float in [0,1].
 */
pv.Color.Rgb.prototype.alpha = function(a) {
  return pv.rgb(this.r, this.g, this.b, a);
};

/**
 * Returns the RGB color equivalent to this color. This method is abstract and
 * must be implemented by subclasses.
 *
 * @returns {pv.Color.Rgb} an RGB color.
 * @function
 * @name pv.Color.prototype.rgb
 */

/**
 * Returns this.
 *
 * @returns {pv.Color.Rgb} this.
 */
pv.Color.Rgb.prototype.rgb = function() { return this; };

/**
 * Returns a new color that is a brighter version of this color. This method
 * applies an arbitrary scale factor to each of the three RGB components of this
 * color to create a brighter version of this color. Although brighter and
 * darker are inverse operations, the results of a series of invocations of
 * these two methods might be inconsistent because of rounding errors.
 *
 * @param [k] {number} an optional scale factor; defaults to 1.
 * @see #darker
 * @returns {pv.Color.Rgb} a brighter color.
 */
pv.Color.Rgb.prototype.brighter = function(k) {
  k = Math.pow(0.7, arguments.length ? k : 1);
  var r = this.r, g = this.g, b = this.b, i = 30;
  if (!r && !g && !b) return pv.rgb(i, i, i, this.a);
  if (r && (r < i)) r = i;
  if (g && (g < i)) g = i;
  if (b && (b < i)) b = i;
  return pv.rgb(
      Math.min(255, Math.floor(r / k)),
      Math.min(255, Math.floor(g / k)),
      Math.min(255, Math.floor(b / k)),
      this.a);
};

/**
 * Returns a new color that is a darker version of this color. This method
 * applies an arbitrary scale factor to each of the three RGB components of this
 * color to create a darker version of this color. Although brighter and darker
 * are inverse operations, the results of a series of invocations of these two
 * methods might be inconsistent because of rounding errors.
 *
 * @param [k] {number} an optional scale factor; defaults to 1.
 * @see #brighter
 * @returns {pv.Color.Rgb} a darker color.
 */
pv.Color.Rgb.prototype.darker = function(k) {
  k = Math.pow(0.7, arguments.length ? k : 1);
  return pv.rgb(
      Math.max(0, Math.floor(k * this.r)),
      Math.max(0, Math.floor(k * this.g)),
      Math.max(0, Math.floor(k * this.b)),
      this.a);
};

/**
 * Constructs a new HSL color with the specified values.
 *
 * @param {number} h the hue, an integer in [0, 360].
 * @param {number} s the saturation, a float in [0, 1].
 * @param {number} l the lightness, a float in [0, 1].
 * @param {number} [a] the opacity, a float in [0, 1].
 * @returns pv.Color.Hsl
 */
pv.hsl = function(h, s, l, a) {
  return new pv.Color.Hsl(h, s, l,  (arguments.length == 4) ? a : 1);
};

/**
 * Constructs a new HSL color with the specified values.
 *
 * @class Represents a color in HSL space.
 *
 * @param {number} h the hue, an integer in [0, 360].
 * @param {number} s the saturation, a float in [0, 1].
 * @param {number} l the lightness, a float in [0, 1].
 * @param {number} a the opacity, a float in [0, 1].
 * @extends pv.Color
 */
pv.Color.Hsl = function(h, s, l, a) {
  pv.Color.call(this, "hsl(" + h + "," + (s * 100) + "%," + (l * 100) + "%)", a);

  /**
   * The hue, an integer in [0, 360].
   *
   * @type number
   */
  this.h = h;

  /**
   * The saturation, a float in [0, 1].
   *
   * @type number
   */
  this.s = s;

  /**
   * The lightness, a float in [0, 1].
   *
   * @type number
   */
  this.l = l;

  /**
   * The opacity, a float in [0, 1].
   *
   * @type number
   */
  this.a = a;
};
pv.Color.Hsl.prototype = pv.extend(pv.Color);

/**
 * Constructs a new HSL color with the same saturation, lightness and alpha as
 * this color, and the specified hue.
 *
 * @param {number} h the hue, an integer in [0, 360].
 */
pv.Color.Hsl.prototype.hue = function(h) {
  return pv.hsl(h, this.s, this.l, this.a);
};

/**
 * Constructs a new HSL color with the same hue, lightness and alpha as this
 * color, and the specified saturation.
 *
 * @param {number} s the saturation, a float in [0, 1].
 */
pv.Color.Hsl.prototype.saturation = function(s) {
  return pv.hsl(this.h, s, this.l, this.a);
};

/**
 * Constructs a new HSL color with the same hue, saturation and alpha as this
 * color, and the specified lightness.
 *
 * @param {number} l the lightness, a float in [0, 1].
 */
pv.Color.Hsl.prototype.lightness = function(l) {
  return pv.hsl(this.h, this.s, l, this.a);
};

/**
 * Constructs a new HSL color with the same hue, saturation and lightness as
 * this color, and the specified alpha.
 *
 * @param {number} a the opacity, a float in [0, 1].
 */
pv.Color.Hsl.prototype.alpha = function(a) {
  return pv.hsl(this.h, this.s, this.l, a);
};

/**
 * Returns the RGB color equivalent to this HSL color.
 *
 * @returns {pv.Color.Rgb} an RGB color.
 */
pv.Color.Hsl.prototype.rgb = function() {
  var h = this.h, s = this.s, l = this.l;

  /* Some simple corrections for h, s and l. */
  h = h % 360; if (h < 0) h += 360;
  s = Math.max(0, Math.min(s, 1));
  l = Math.max(0, Math.min(l, 1));

  /* From FvD 13.37, CSS Color Module Level 3 */
  var m2 = (l <= .5) ? (l * (1 + s)) : (l + s - l * s);
  var m1 = 2 * l - m2;
  function v(h) {
    if (h > 360) h -= 360;
    else if (h < 0) h += 360;
    if (h < 60) return m1 + (m2 - m1) * h / 60;
    if (h < 180) return m2;
    if (h < 240) return m1 + (m2 - m1) * (240 - h) / 60;
    return m1;
  }
  function vv(h) {
    return Math.round(v(h) * 255);
  }

  return pv.rgb(vv(h + 120), vv(h), vv(h - 120), this.a);
};

/**
 * @private SVG color keywords, per CSS Color Module Level 3.
 *
 * @see SVG color
 * keywords
 */
pv.Color.names = {
  aliceblue: "#f0f8ff",
  antiquewhite: "#faebd7",
  aqua: "#00ffff",
  aquamarine: "#7fffd4",
  azure: "#f0ffff",
  beige: "#f5f5dc",
  bisque: "#ffe4c4",
  black: "#000000",
  blanchedalmond: "#ffebcd",
  blue: "#0000ff",
  blueviolet: "#8a2be2",
  brown: "#a52a2a",
  burlywood: "#deb887",
  cadetblue: "#5f9ea0",
  chartreuse: "#7fff00",
  chocolate: "#d2691e",
  coral: "#ff7f50",
  cornflowerblue: "#6495ed",
  cornsilk: "#fff8dc",
  crimson: "#dc143c",
  cyan: "#00ffff",
  darkblue: "#00008b",
  darkcyan: "#008b8b",
  darkgoldenrod: "#b8860b",
  darkgray: "#a9a9a9",
  darkgreen: "#006400",
  darkgrey: "#a9a9a9",
  darkkhaki: "#bdb76b",
  darkmagenta: "#8b008b",
  darkolivegreen: "#556b2f",
  darkorange: "#ff8c00",
  darkorchid: "#9932cc",
  darkred: "#8b0000",
  darksalmon: "#e9967a",
  darkseagreen: "#8fbc8f",
  darkslateblue: "#483d8b",
  darkslategray: "#2f4f4f",
  darkslategrey: "#2f4f4f",
  darkturquoise: "#00ced1",
  darkviolet: "#9400d3",
  deeppink: "#ff1493",
  deepskyblue: "#00bfff",
  dimgray: "#696969",
  dimgrey: "#696969",
  dodgerblue: "#1e90ff",
  firebrick: "#b22222",
  floralwhite: "#fffaf0",
  forestgreen: "#228b22",
  fuchsia: "#ff00ff",
  gainsboro: "#dcdcdc",
  ghostwhite: "#f8f8ff",
  gold: "#ffd700",
  goldenrod: "#daa520",
  gray: "#808080",
  green: "#008000",
  greenyellow: "#adff2f",
  grey: "#808080",
  honeydew: "#f0fff0",
  hotpink: "#ff69b4",
  indianred: "#cd5c5c",
  indigo: "#4b0082",
  ivory: "#fffff0",
  khaki: "#f0e68c",
  lavender: "#e6e6fa",
  lavenderblush: "#fff0f5",
  lawngreen: "#7cfc00",
  lemonchiffon: "#fffacd",
  lightblue: "#add8e6",
  lightcoral: "#f08080",
  lightcyan: "#e0ffff",
  lightgoldenrodyellow: "#fafad2",
  lightgray: "#d3d3d3",
  lightgreen: "#90ee90",
  lightgrey: "#d3d3d3",
  lightpink: "#ffb6c1",
  lightsalmon: "#ffa07a",
  lightseagreen: "#20b2aa",
  lightskyblue: "#87cefa",
  lightslategray: "#778899",
  lightslategrey: "#778899",
  lightsteelblue: "#b0c4de",
  lightyellow: "#ffffe0",
  lime: "#00ff00",
  limegreen: "#32cd32",
  linen: "#faf0e6",
  magenta: "#ff00ff",
  maroon: "#800000",
  mediumaquamarine: "#66cdaa",
  mediumblue: "#0000cd",
  mediumorchid: "#ba55d3",
  mediumpurple: "#9370db",
  mediumseagreen: "#3cb371",
  mediumslateblue: "#7b68ee",
  mediumspringgreen: "#00fa9a",
  mediumturquoise: "#48d1cc",
  mediumvioletred: "#c71585",
  midnightblue: "#191970",
  mintcream: "#f5fffa",
  mistyrose: "#ffe4e1",
  moccasin: "#ffe4b5",
  navajowhite: "#ffdead",
  navy: "#000080",
  oldlace: "#fdf5e6",
  olive: "#808000",
  olivedrab: "#6b8e23",
  orange: "#ffa500",
  orangered: "#ff4500",
  orchid: "#da70d6",
  palegoldenrod: "#eee8aa",
  palegreen: "#98fb98",
  paleturquoise: "#afeeee",
  palevioletred: "#db7093",
  papayawhip: "#ffefd5",
  peachpuff: "#ffdab9",
  peru: "#cd853f",
  pink: "#ffc0cb",
  plum: "#dda0dd",
  powderblue: "#b0e0e6",
  purple: "#800080",
  red: "#ff0000",
  rosybrown: "#bc8f8f",
  royalblue: "#4169e1",
  saddlebrown: "#8b4513",
  salmon: "#fa8072",
  sandybrown: "#f4a460",
  seagreen: "#2e8b57",
  seashell: "#fff5ee",
  sienna: "#a0522d",
  silver: "#c0c0c0",
  skyblue: "#87ceeb",
  slateblue: "#6a5acd",
  slategray: "#708090",
  slategrey: "#708090",
  snow: "#fffafa",
  springgreen: "#00ff7f",
  steelblue: "#4682b4",
  tan: "#d2b48c",
  teal: "#008080",
  thistle: "#d8bfd8",
  tomato: "#ff6347",
  turquoise: "#40e0d0",
  violet: "#ee82ee",
  wheat: "#f5deb3",
  white: "#ffffff",
  whitesmoke: "#f5f5f5",
  yellow: "#ffff00",
  yellowgreen: "#9acd32"
};
/**
 * Returns a new categorical color encoding using the specified colors.  The
 * arguments to this method are an array of colors; see {@link pv.color}. For
 * example, to create a categorical color encoding using the <tt>species</tt>
 * attribute:
 *
 *
pv.colors("red", "green", "blue").by(function(d) d.species)

 *
 * The result of this expression can be used as a fill- or stroke-style
 * property. This assumes that the data's <tt>species</tt> attribute is a
 * string.
 *
 * @param {string} colors... categorical colors.
 * @see pv.Scale.ordinal
 * @returns {pv.Scale.ordinal} an ordinal color scale.
 */
pv.colors = function() {
  var scale = pv.Scale.ordinal();
  scale.range.apply(scale, arguments);
  return scale;
};

/**
 * A collection of standard color palettes for categorical encoding.
 *
 * @namespace A collection of standard color palettes for categorical encoding.
 */
pv.Colors = {};

/**
 * Returns a new 10-color scheme. The arguments to this constructor are
 * optional, and equivalent to calling {@link pv.Scale.OrdinalScale#domain}. The
 * following colors are used:
 *
 *
#1f77b4

 *
#ff7f0e

 *
#2ca02c

 *
#d62728

 *
#9467bd

 *
#8c564b

 *
#e377c2

 *
#7f7f7f

 *
#bcbd22

 *
#17becf

 *
 * @param {number...} domain... domain values.
 * @returns {pv.Scale.ordinal} a new ordinal color scale.
 * @see pv.color
 */
pv.Colors.category10 = function() {
  var scale = pv.colors(
      "#1f77b4", "#ff7f0e", "#2ca02c", "#d62728", "#9467bd",
      "#8c564b", "#e377c2", "#7f7f7f", "#bcbd22", "#17becf");
  scale.domain.apply(scale, arguments);
  return scale;
};

/**
 * Returns a new 20-color scheme. The arguments to this constructor are
 * optional, and equivalent to calling {@link pv.Scale.OrdinalScale#domain}. The
 * following colors are used:
 *
 *
#1f77b4

 *
#aec7e8

 *
#ff7f0e

 *
#ffbb78

 *
#2ca02c

 *
#98df8a

 *
#d62728

 *
#ff9896

 *
#9467bd

 *
#c5b0d5

 *
#8c564b

 *
#c49c94

 *
#e377c2

 *
#f7b6d2

 *
#7f7f7f

 *
#c7c7c7

 *
#bcbd22

 *
#dbdb8d

 *
#17becf

 *
#9edae5

 *
 * @param {number...} domain... domain values.
 * @returns {pv.Scale.ordinal} a new ordinal color scale.
 * @see pv.color
*/
pv.Colors.category20 = function() {
  var scale = pv.colors(
      "#1f77b4", "#aec7e8", "#ff7f0e", "#ffbb78", "#2ca02c",
      "#98df8a", "#d62728", "#ff9896", "#9467bd", "#c5b0d5",
      "#8c564b", "#c49c94", "#e377c2", "#f7b6d2", "#7f7f7f",
      "#c7c7c7", "#bcbd22", "#dbdb8d", "#17becf", "#9edae5");
  scale.domain.apply(scale, arguments);
  return scale;
};

/**
 * Returns a new alternative 19-color scheme. The arguments to this constructor
 * are optional, and equivalent to calling
 * {@link pv.Scale.OrdinalScale#domain}. The following colors are used:
 *
 *
#9c9ede

 *
#7375b5

 *
#4a5584

 *
#cedb9c

 *
#b5cf6b

 *
#8ca252

 *
#637939

 *
#e7cb94

 *
#e7ba52

 *
#bd9e39

 *
#8c6d31

 *
#e7969c

 *
#d6616b

 *
#ad494a

 *
#843c39

 *
#de9ed6

 *
#ce6dbd

 *
#a55194

 *
#7b4173

 *
 * @param {number...} domain... domain values.
 * @returns {pv.Scale.ordinal} a new ordinal color scale.
 * @see pv.color
 */
pv.Colors.category19 = function() {
  var scale = pv.colors(
      "#9c9ede", "#7375b5", "#4a5584", "#cedb9c", "#b5cf6b",
      "#8ca252", "#637939", "#e7cb94", "#e7ba52", "#bd9e39",
      "#8c6d31", "#e7969c", "#d6616b", "#ad494a", "#843c39",
      "#de9ed6", "#ce6dbd", "#a55194", "#7b4173");
  scale.domain.apply(scale, arguments);
  return scale;
};
/**
 * Returns a linear color ramp from the specified <tt>start</tt> color to the
 * specified <tt>end</tt> color. The color arguments may be specified either as
 * <tt>string</tt>s or as {@link pv.Color}s.
 *
 * @param {string} start the start color; may be a <tt>pv.Color</tt>.
 * @param {string} end the end color; may be a <tt>pv.Color</tt>.
 * @returns {Function} a color ramp from <tt>start</tt> to <tt>end</tt>.
 * @see pv.Scale.linear
 */
pv.ramp = function(start, end) {
  var scale = pv.Scale.linear();
  scale.range.apply(scale, arguments);
  return scale;
};
// TODO don't populate default attributes?

/**
 * @private
 * @namespace
 */
pv.Scene = pv.SvgScene = {};

/**
 * Updates the display for the specified array of scene nodes.
 *
 * @param scenes {array} an array of scene nodes.
 */
pv.SvgScene.updateAll = function(scenes) {
  if (!scenes.length) return;
  if ((scenes[0].reverse)
      && (scenes.type != "line")
      && (scenes.type != "area")) {
    var reversed = pv.extend(scenes);
    for (var i = 0, j = scenes.length - 1; j >= 0; i++, j--) {
      reversed[i] = scenes[j];
    }
    scenes = reversed;
  }
  this.removeSiblings(this[scenes.type](scenes));
};

/**
 * Creates a new SVG element of the specified type.
 *
 * @param type {string} an SVG element type, such as "rect".
 * @return a new SVG element.
 */
pv.SvgScene.create = function(type) {
  return document.createElementNS(pv.ns.svg, type);
};

/**
 * Expects the element e to be the specified type. If the element does
 * not exist, a new one is created. If the element does exist but is the wrong
 * type, it is replaced with the specified element.
 *
 * @param type {string} an SVG element type, such as "rect".
 * @return a new SVG element.
 */
pv.SvgScene.expect = function(type, e) {
  if (!e) return this.create(type);
  if (e.tagName == "a") e = e.firstChild;
  if (e.tagName == type) return e;
  var n = this.create(type);
  e.parentNode.replaceChild(n, e);
  return n;
};

/** TODO */
pv.SvgScene.append = function(e, scenes, index) {
  e.$scene = {scenes:scenes, index:index};
  e = this.title(e, scenes[index]);
  if (!e.parentNode) scenes.$g.appendChild(e);
  return e.nextSibling;
};

/**
 * Applies a title tooltip to the specified element <tt>e</tt>, using the
 * <tt>title</tt> property of the specified scene node <tt>s</tt>. Note that
 * this implementation does not create an SVG <tt>title</tt> element as a child
 * of <tt>e</tt>; although this is the recommended standard, it is only
 * supported in Opera. Instead, an anchor element is created around the element
 * <tt>e</tt>, and the <tt>xlink:title</tt> attribute is set accordingly.
 *
 * @param e an SVG element.
 * @param s a scene node.
 */
pv.SvgScene.title = function(e, s) {
  var a = e.parentNode, t = String(s.title);
  if (a && (a.tagName != "a")) a = null;
  if (t) {
    if (!a) {
      a = this.create("a");
      if (e.parentNode) e.parentNode.replaceChild(a, e);
      a.appendChild(e);
    }
    a.setAttributeNS(pv.ns.xlink, "title", t);
    return a;
  }
  if (a) a.parentNode.replaceChild(e, a);
  return e;
};

/** TODO */
pv.SvgScene.dispatch = function(e) {
  var t = e.target.$scene;
  if (t) {
    t.scenes.mark.dispatch(e.type, t.scenes, t.index);
    e.preventDefault();
  }
};

/** TODO */
pv.SvgScene.removeSiblings = function(e) {
  while (e) {
    var n = e.nextSibling;
    e.parentNode.removeChild(e);
    e = n;
  }
};
// TODO strokeStyle for areaSegment?

pv.SvgScene.area = function(scenes) {
  var e = scenes.$g.firstChild;
  if (!scenes.length) return e;
  var s = scenes[0];

  /* segmented */
  if (s.segmented) return this.areaSegment(scenes);

  /* visible */
  if (!s.visible) return e;
  var fill = pv.color(s.fillStyle), stroke = pv.color(s.strokeStyle);
  if (!fill.opacity && !stroke.opacity) return e;

  /* points */
  var p1 = "", p2 = "";
  for (var i = 0, j = scenes.length - 1; j >= 0; i++, j--) {
    var si = scenes[i], sj = scenes[j];
    p1 += si.left + "," + si.top + " ";
    p2 += (sj.left + sj.width) + "," + (sj.top + sj.height) + " ";

    /* interpolate (assume linear by default) */
    if (i < scenes.length - 1) {
      var sk = scenes[i + 1], sl = scenes[j - 1];
      switch (s.interpolate) {
        case "step-before": {
          p1 += si.left + "," + sk.top + " ";
          p2 += (sl.left + sl.width) + "," + (sj.top + sj.height) + " ";
          break;
        }
        case "step-after": {
          p1 += sk.left + "," + si.top + " ";
          p2 += (sj.left + sj.width) + "," + (sl.top + sl.height) + " ";
          break;
        }
      }
    }
  }

  e = this.expect("polygon", e);
  e.setAttribute("cursor", s.cursor);
  e.setAttribute("points", p1 + p2);
  var fill = pv.color(s.fillStyle);
  e.setAttribute("fill", fill.color);
  e.setAttribute("fill-opacity", fill.opacity);
  var stroke = pv.color(s.strokeStyle);
  e.setAttribute("stroke", stroke.color);
  e.setAttribute("stroke-opacity", stroke.opacity);
  e.setAttribute("stroke-width", s.lineWidth);
  return this.append(e, scenes, 0);
};

pv.SvgScene.areaSegment = function(scenes) {
  var e = scenes.$g.firstChild;
  for (var i = 0, n = scenes.length - 1; i < n; i++) {
    var s1 = scenes[i], s2 = scenes[i + 1];

    /* visible */
    if (!s1.visible || !s2.visible) continue;
    var fill = pv.color(s1.fillStyle), stroke = pv.color(s1.strokeStyle);
    if (!fill.opacity && !stroke.opacity) continue;

    /* points */
    var p = s1.left + "," + s1.top + " "
        + s2.left + "," + s2.top + " "
        + (s2.left + s2.width) + "," + (s2.top + s2.height) + " "
        + (s1.left + s1.width) + "," + (s1.top + s1.height);

    e = this.expect("polygon", e);
    e.setAttribute("cursor", s1.cursor);
    e.setAttribute("points", p);
    e.setAttribute("fill", fill.color);
    e.setAttribute("fill-opacity", fill.opacity);
    e.setAttribute("stroke", stroke.color);
    e.setAttribute("stroke-opacity", stroke.opacity);
    e.setAttribute("stroke-width", s1.lineWidth);
    e = this.append(e, scenes, i);
  }
  return e;
};
pv.SvgScene.bar = function(scenes) {
  var e = scenes.$g.firstChild;
  for (var i = 0; i < scenes.length; i++) {
    var s = scenes[i];

    /* visible */
    if (!s.visible) continue;
    var fill = pv.color(s.fillStyle), stroke = pv.color(s.strokeStyle);
    if (!fill.opacity && !stroke.opacity) continue;

    e = this.expect("rect", e);
    e.setAttribute("cursor", s.cursor);
    e.setAttribute("x", s.left);
    e.setAttribute("y", s.top);
    e.setAttribute("width", Math.max(1E-10, s.width));
    e.setAttribute("height", Math.max(1E-10, s.height));
    e.setAttribute("fill", fill.color);
    e.setAttribute("fill-opacity", fill.opacity);
    e.setAttribute("stroke", stroke.color);
    e.setAttribute("stroke-opacity", stroke.opacity);
    e.setAttribute("stroke-width", s.lineWidth);
    e = this.append(e, scenes, i);
  }
  return e;
};
pv.SvgScene.dot = function(scenes) {
  var e = scenes.$g.firstChild;
  for (var i = 0; i < scenes.length; i++) {
    var s = scenes[i];

    /* visible */
    if (!s.visible) continue;
    var fill = pv.color(s.fillStyle), stroke = pv.color(s.strokeStyle);
    if (!fill.opacity && !stroke.opacity) continue;

    /* points */
    var radius = Math.sqrt(s.size), fillPath = "", strokePath = "";
    switch (s.shape) {
      case "cross": {
        fillPath = "M" + -radius + "," + -radius
            + "L" + radius + "," + radius
            + "M" + radius + "," + -radius
            + "L" + -radius + "," + radius;
        break;
      }
      case "triangle": {
        var h = radius, w = radius * 2 / Math.sqrt(3);
        fillPath = "M0," + h
            + "L" + w +"," + -h
            + " " + -w + "," + -h
            + "Z";
        break;
      }
      case "diamond": {
        radius *= Math.sqrt(2);
        fillPath = "M0," + -radius
            + "L" + radius + ",0"
            + " 0," + radius
            + " " + -radius + ",0"
            + "Z";
        break;
      }
      case "square": {
        fillPath = "M" + -radius + "," + -radius
            + "L" + radius + "," + -radius
            + " " + radius + "," + radius
            + " " + -radius + "," + radius
            + "Z";
        break;
      }
      case "tick": {
        fillPath = "M0,0L0," + -s.size;
        break;
      }
      default: {
        function circle(r) {
          return "M0," + r
              + "A" + r + "," + r + " 0 1,1 0," + (-r)
              + "A" + r + "," + r + " 0 1,1 0," + r
              + "Z";
        }
        if (s.lineWidth / 2 > radius) strokePath = circle(s.lineWidth);
        fillPath = circle(radius);
        break;
      }
    }

    /* transform */
    var transform = "translate(" + s.left + "," + s.top + ")"
        + (s.angle ? " rotate(" + 180 * s.angle / Math.PI + ")" : "");

    /* The normal fill path. */
    e = this.expect("path", e);
    e.setAttribute("d", fillPath);
    e.setAttribute("transform", transform);
    e.setAttribute("fill", fill.color);
    e.setAttribute("fill-opacity", fill.opacity);
    e.setAttribute("cursor", s.cursor);
    if (strokePath) {
      e.setAttribute("stroke", "none");
    } else {
      e.setAttribute("stroke", stroke.color);
      e.setAttribute("stroke-opacity", stroke.opacity);
      e.setAttribute("stroke-width", s.lineWidth);
    }
    e = this.append(e, scenes, i);

    /* The special-case stroke path. */
    if (strokePath) {
      e = this.expect("path", e);
      e.setAttribute("d", strokePath);
      e.setAttribute("transform", transform);
      e.setAttribute("fill", stroke.color);
      e.setAttribute("fill-opacity", stroke.opacity);
      e.setAttribute("cursor", s.cursor);
      e = this.append(e, scenes, i);
    }
  }
  return e;
};
pv.SvgScene.image = function(scenes) {
  var e = scenes.$g.firstChild;
  for (var i = 0; i < scenes.length; i++) {
    var s = scenes[i];

    /* visible */
    if (!s.visible) continue;

    /* fill */
    e = this.fill(e, scenes, i);

    /* image */
    e = this.expect("image", e);
    e.setAttribute("preserveAspectRatio", "none");
    e.setAttribute("x", s.left);
    e.setAttribute("y", s.top);
    e.setAttribute("width", s.width);
    e.setAttribute("height", s.height);
    e.setAttribute("cursor", s.cursor);
    e.setAttributeNS(pv.ns.xlink, "href", s.url);
    e = this.append(e, scenes, i);

    /* stroke */
    e = this.stroke(e, scenes, i);
  }
  return e;
};
pv.SvgScene.label = function(scenes) {
  var e = scenes.$g.firstChild;
  for (var i = 0; i < scenes.length; i++) {
    var s = scenes[i];

    /* visible */
    if (!s.visible) continue;
    var fill = pv.color(s.textStyle);
    if (!fill.opacity) continue;

    /* text-baseline, text-align */
    var x = 0, y = 0, dy = 0, anchor = "start";
    switch (s.textBaseline) {
      case "middle": dy = ".35em"; break;
      case "top": dy = ".71em"; y = s.textMargin; break;
      case "bottom": y = "-" + s.textMargin; break;
    }
    switch (s.textAlign) {
      case "right": anchor = "end"; x = "-" + s.textMargin; break;
      case "center": anchor = "middle"; break;
      case "left": x = s.textMargin; break;
    }

    e = this.expect("text", e);
    e.setAttribute("pointer-events", "none");
    e.setAttribute("x", x);
    e.setAttribute("y", y);
    e.setAttribute("dy", dy);
    e.setAttribute("text-anchor", anchor);
    e.setAttribute("transform",
        "translate(" + s.left + "," + s.top + ")"
        + (s.textAngle ? " rotate(" + 180 * s.textAngle / Math.PI + ")" : ""));
    e.setAttribute("fill", fill.color);
    e.setAttribute("fill-opacity", fill.opacity);
    e.style.font = s.font;
    e.style.textShadow = s.textShadow;
    if (e.firstChild) e.firstChild.nodeValue = s.text;
    else e.appendChild(document.createTextNode(s.text));
    e = this.append(e, scenes, i);
  }
  return e;
};
// TODO fillStyle for lineSegment?
// TODO lineOffset for flow maps?

pv.SvgScene.line = function(scenes) {
  var e = scenes.$g.firstChild;
  if (scenes.length < 2) return e;
  var s = scenes[0];

  /* segmented */
  if (s.segmented) return this.lineSegment(scenes);

  /* visible */
  if (!s.visible) return e;
  var fill = pv.color(s.fillStyle), stroke = pv.color(s.strokeStyle);
  if (!fill.opacity && !stroke.opacity) return e;

  /* points */
  var p = "";
  for (var i = 0; i < scenes.length; i++) {
    var si = scenes[i];
    p += si.left + "," + si.top + " ";

    /* interpolate (assume linear by default) */
    if (i < scenes.length - 1) {
      var sj = scenes[i + 1];
      switch (s.interpolate) {
        case "step-before": {
          p += si.left + "," + sj.top + " ";
          break;
        }
        case "step-after": {
          p += sj.left + "," + si.top + " ";
          break;
        }
      }
    }
  }

  e = this.expect("polyline", e);
  e.setAttribute("cursor", s.cursor);
  e.setAttribute("points", p);
  e.setAttribute("fill", fill.color);
  e.setAttribute("fill-opacity", fill.opacity);
  e.setAttribute("stroke", stroke.color);
  e.setAttribute("stroke-opacity", stroke.opacity);
  e.setAttribute("stroke-width", s.lineWidth);
  return this.append(e, scenes, 0);
};

pv.SvgScene.lineSegment = function(scenes) {
  var e = scenes.$g.firstChild;
  for (var i = 0, n = scenes.length - 1; i < n; i++) {
    var s1 = scenes[i], s2 = scenes[i + 1];

    /* visible */
    if (!s1.visible || !s2.visible) continue;
    var stroke = pv.color(s1.strokeStyle);
    if (!stroke.opacity) continue;

    /* Line-line intersection, per Akenine-Moller 16.16.1. */
    function intersect(o1, d1, o2, d2) {
      return o1.plus(d1.times(o2.minus(o1).dot(d2.perp()) / d1.dot(d2.perp())));
    }

    /*
     * P1-P2 is the current line segment. V is a vector that is perpendicular to
     * the line segment, and has length lineWidth / 2. ABCD forms the initial
     * bounding box of the line segment (i.e., the line segment if we were to do
     * no joins).
     */
    var p1 = pv.vector(s1.left, s1.top),
        p2 = pv.vector(s2.left, s2.top),
        p = p2.minus(p1),
        v = p.perp().norm(),
        w = v.times(s1.lineWidth / 2),
        a = p1.plus(w),
        b = p2.plus(w),
        c = p2.minus(w),
        d = p1.minus(w);

    /*
     * Start join. P0 is the previous line segment's start point. We define the
     * cutting plane as the average of the vector perpendicular to P0-P1, and
     * the vector perpendicular to P1-P2. This insures that the cross-section of
     * the line on the cutting plane is equal if the line-width is unchanged.
     * Note that we don't implement miter limits, so these can get wild.
     */
    if (i > 0) {
      var s0 = scenes[i - 1];
      if (s0.visible) {
        var v1 = p1.minus(s0.left, s0.top).perp().norm().plus(v);
        d = intersect(p1, v1, d, p);
        a = intersect(p1, v1, a, p);
      }
    }

    /* Similarly, for end join. */
    if (i < (n - 1)) {
      var s3 = scenes[i + 2];
      if (s3.visible) {
        var v2 = pv.vector(s3.left, s3.top).minus(p2).perp().norm().plus(v);
        c = intersect(p2, v2, c, p);
        b = intersect(p2, v2, b, p);
      }
    }

    /* points */
    var p = a.x + "," + a.y + " "
      + b.x + "," + b.y + " "
      + c.x + "," + c.y + " "
      + d.x + "," + d.y;

    e = this.expect("polygon", e);
    e.setAttribute("cursor", s1.cursor);
    e.setAttribute("points", p);
    e.setAttribute("fill", stroke.color);
    e.setAttribute("fill-opacity", stroke.opacity);
    e = this.append(e, scenes, i);
  }
  return e;
};
var guid = 0;

pv.SvgScene.panel = function(scenes) {
  var g = scenes.$g, e = g && g.firstChild;
  for (var i = 0; i < scenes.length; i++) {
    var s = scenes[i];

    /* visible */
    if (!s.visible) continue;

    /* svg */
    if (!scenes.parent) {
      s.canvas.style.display = "inline-block";
      g = s.canvas.firstChild;
      if (!g) {
        g = s.canvas.appendChild(this.create("svg"));
        g.onclick
            = g.onmousedown
            = g.onmouseup
            = g.onmousemove
            = g.onmouseout
            = g.onmouseover
            = pv.SvgScene.dispatch;
      }
      scenes.$g = g;
      g.setAttribute("width", s.width + s.left + s.right);
      g.setAttribute("height", s.height + s.top + s.bottom);
      if (typeof e == "undefined") e = g.firstChild;
    }

    /* clip (nest children) */
    if (s.overflow == "hidden") {
      var c = this.expect("g", e), id = (guid++).toString(36);
      c.setAttribute("clip-path", "url(#" + id + ")");
      if (!c.parentNode) g.appendChild(c);
      scenes.$g = g = c;
      e = c.firstChild;

      e = this.expect("clipPath", e);
      e.setAttribute("id", id);
      var r = e.firstChild ||  e.appendChild(this.create("rect"));
      r.setAttribute("x", s.left);
      r.setAttribute("y", s.top);
      r.setAttribute("width", s.width);
      r.setAttribute("height", s.height);
      if (!e.parentNode) g.appendChild(e);
      e = e.nextSibling;
    }

    /* fill */
    e = this.fill(e, scenes, i);

    /* children */
    for (var j = 0; j < s.children.length; j++) {
      s.children[j].$g = e = this.expect("g", e);
      e.setAttribute("transform", "translate(" + s.left + "," + s.top + ")");
      this.updateAll(s.children[j]);
      if (!e.parentNode) g.appendChild(e);
      e = e.nextSibling;
    }

    /* stroke */
    e = this.stroke(e, scenes, i);

    /* clip (restore group) */
    if (s.overflow == "hidden") {
      scenes.$g = g = c.parentNode;
      e = c.nextSibling;
    }
  }
  return e;
};

pv.SvgScene.fill = function(e, scenes, i) {
  var s = scenes[i], fill = pv.color(s.fillStyle);
  if (fill.opacity) {
    e = this.expect("rect", e);
    e.setAttribute("x", s.left);
    e.setAttribute("y", s.top);
    e.setAttribute("width", s.width);
    e.setAttribute("height", s.height);
    e.setAttribute("cursor", s.cursor);
    e.setAttribute("fill", fill.color);
    e.setAttribute("fill-opacity", fill.opacity);
    e = this.append(e, scenes, i);
  }
  return e;
};

pv.SvgScene.stroke = function(e, scenes, i) {
  var s = scenes[i], stroke = pv.color(s.strokeStyle);
  if (stroke.opacity) {
    e = this.expect("rect", e);
    e.setAttribute("x", s.left);
    e.setAttribute("y", s.top);
    e.setAttribute("width", Math.max(1E-10, s.width));
    e.setAttribute("height", Math.max(1E-10, s.height));
    e.setAttribute("cursor", s.cursor);
    e.setAttribute("fill", "none");
    e.setAttribute("stroke", stroke.color);
    e.setAttribute("stroke-opacity", stroke.opacity);
    e.setAttribute("stroke-width", s.lineWidth);
    e = this.append(e, scenes, i);
  }
  return e;
};
pv.SvgScene.rule = function(scenes) {
  var e = scenes.$g.firstChild;
  for (var i = 0; i < scenes.length; i++) {
    var s = scenes[i];

    /* visible */
    if (!s.visible) continue;
    var stroke = pv.color(s.strokeStyle);
    if (!stroke.opacity) continue;

    e = this.expect("line", e);
    e.setAttribute("cursor", s.cursor);
    e.setAttribute("x1", s.left);
    e.setAttribute("y1", s.top);
    e.setAttribute("x2", s.left + s.width);
    e.setAttribute("y2", s.top + s.height);
    e.setAttribute("stroke", stroke.color);
    e.setAttribute("stroke-opacity", stroke.opacity);
    e.setAttribute("stroke-width", s.lineWidth);
    e = this.append(e, scenes, i);
  }
  return e;
};
pv.SvgScene.wedge = function(scenes) {
  var e = scenes.$g.firstChild;
  for (var i = 0; i < scenes.length; i++) {
    var s = scenes[i];

    /* visible */
    if (!s.visible) continue;
    var fill = pv.color(s.fillStyle), stroke = pv.color(s.strokeStyle);
    if (!fill.opacity && !stroke.opacity) continue;

    /* points */
    var r1 = s.innerRadius, r2 = s.outerRadius, a = Math.abs(s.angle), p;
    if (a >= 2 * Math.PI) {
      if (r1) {
        p = "M0," + r2
            + "A" + r2 + "," + r2 + " 0 1,1 0," + (-r2)
            + "A" + r2 + "," + r2 + " 0 1,1 0," + r2
            + "M0," + r1
            + "A" + r1 + "," + r1 + " 0 1,1 0," + (-r1)
            + "A" + r1 + "," + r1 + " 0 1,1 0," + r1
            + "Z";
      } else {
        p = "M0," + r2
            + "A" + r2 + "," + r2 + " 0 1,1 0," + (-r2)
            + "A" + r2 + "," + r2 + " 0 1,1 0," + r2
            + "Z";
      }
    } else {
      var sa = Math.min(s.startAngle, s.endAngle),
          ea = Math.max(s.startAngle, s.endAngle),
          c1 = Math.cos(sa), c2 = Math.cos(ea),
          s1 = Math.sin(sa), s2 = Math.sin(ea);
      if (r1) {
        p = "M" + r2 * c1 + "," + r2 * s1
            + "A" + r2 + "," + r2 + " 0 "
            + ((a < Math.PI) ? "0" : "1") + ",1 "
            + r2 * c2 + "," + r2 * s2
            + "L" + r1 * c2 + "," + r1 * s2
            + "A" + r1 + "," + r1 + " 0 "
            + ((a < Math.PI) ? "0" : "1") + ",0 "
            + r1 * c1 + "," + r1 * s1 + "Z";
      } else {
        p = "M" + r2 * c1 + "," + r2 * s1
            + "A" + r2 + "," + r2 + " 0 "
            + ((a < Math.PI) ? "0" : "1") + ",1 "
            + r2 * c2 + "," + r2 * s2 + "L0,0Z";
      }
    }

    e = this.expect("path", e);
    e.setAttribute("fill-rule", "evenodd");
    e.setAttribute("cursor", s.cursor);
    e.setAttribute("transform", "translate(" + s.left + "," + s.top + ")");
    e.setAttribute("d", p);
    e.setAttribute("fill", fill.color);
    e.setAttribute("fill-opacity", fill.opacity);
    e.setAttribute("stroke", stroke.color);
    e.setAttribute("stroke-opacity", stroke.opacity);
    e.setAttribute("stroke-width", s.lineWidth);
    e = this.append(e, scenes, i);
  }
  return e;
};
/**
 * Constructs a new mark with default properties. Marks, with the exception of
 * the root panel, are not typically constructed directly; instead, they are
 * added to a panel or an existing mark via {@link pv.Mark#add}.
 *
 * @class Represents a data-driven graphical mark. The <tt>Mark</tt> class is
 * the base class for all graphical marks in Protovis; it does not provide any
 * specific rendering functionality, but together with {@link Panel} establishes
 * the core framework.
 *
 *
Concrete mark types include familiar visual elements such as bars, lines
 * and labels. Although a bar mark may be used to construct a bar chart, marks
 * know nothing about charts; it is only through their specification and
 * composition that charts are produced. These building blocks permit many
 * combinatorial possibilities.
 *
 *
Marks are associated with data: a mark is generated once per
 * associated datum, mapping the datum to visual properties such as
 * position and color. Thus, a single mark specification represents a set of
 * visual elements that share the same data and visual encoding. The type of
 * mark defines the names of properties and their meaning. A property may be
 * static, ignoring the associated datum and returning a constant; or, it may be
 * dynamic, derived from the associated datum or index. Such dynamic encodings
 * can be specified succinctly using anonymous functions. Special properties
 * called event handlers can be registered to add interactivity.
 *
 *
Protovis uses inheritance to simplify the specification of related
 * marks: a new mark can be derived from an existing mark, inheriting its
 * properties. The new mark can then override properties to specify new
 * behavior, potentially in terms of the old behavior. In this way, the old mark
 * serves as the prototype for the new mark. Most mark types share the
 * same basic properties for consistency and to facilitate inheritance.
 *
 *
The prioritization of redundant properties is as follows:

 *
 *
If the <tt>width</tt> property is not specified (i.e., null), its value
 * is the width of the parent panel, minus this mark's left and right margins;
 * the left and right margins are zero if not specified.
 *
 *
Otherwise, if the <tt>right</tt> margin is not specified, its value is
 * the width of the parent panel, minus this mark's width and left margin; the
 * left margin is zero if not specified.
 *
 *
Otherwise, if the <tt>left</tt> property is not specified, its value is
 * the width of the parent panel, minus this mark's width and the right margin.
 *
 *
This prioritization is then duplicated for the <tt>height</tt>,
 * <tt>bottom</tt> and <tt>top</tt> properties, respectively.
 *
 *
While most properties are variable, some mark types, such as lines
 * and areas, generate a single visual element rather than a distinct visual
 * element per datum. With these marks, some properties may be fixed.
 * Fixed properties can vary per mark, but not per datum! These
 * properties are evaluated solely for the first (0-index) datum, and typically
 * are specified as a constant. However, it is valid to use a function if the
 * property varies between panels or is dynamically generated.
 *
 *
See also the Protovis guide.
 */
pv.Mark = function() {
  /*
   * TYPE 0 constant defs
   * TYPE 1 function defs
   * TYPE 2 constant properties
   * TYPE 3 function properties
   * in order of evaluation!
   */
  this.$properties = [];
};

/** @private TOOD */
pv.Mark.prototype.properties = {};

/**
 * @private Defines and registers a property method for the property with the
 * given name.  This method should be called on a mark class prototype to define
 * each exposed property. (Note this refers to the JavaScript
 * <tt>prototype</tt>, not the Protovis mark prototype, which is the {@link
 * #proto} field.)
 *
 *
The created property method supports several modes of invocation:

 *
 *
If invoked with a <tt>Function</tt> argument, this function is evaluated
 * for each associated datum. The return value of the function is used as the
 * computed property value. The context of the function (<tt>this</tt>) is this
 * mark. The arguments to the function are the associated data of this mark and
 * any enclosing panels. For example, a linear encoding of numerical data to
 * height is specified as
 *
 *
m.height(function(d) d * 100);

 *
 * The expression <tt>d * 100</tt> will be evaluated for the height property of
 * each mark instance. The return value of the property method (e.g.,
 * <tt>m.height</tt>) is this mark (<tt>m</tt>)).

 *
 *
If invoked with a non-function argument, the property is treated as a
 * constant. The return value of the property method (e.g., <tt>m.height</tt>)
 * is this mark.

 *
 *
If invoked with no arguments, the computed property value for the current
 * mark instance in the scene graph is returned. This facilitates property
 * chaining, where one mark's properties are defined in terms of another's.
 * For example, to offset a mark's location from its prototype, you might say
 *
 *
m.top(function() this.proto.top() + 10);

 *
 * Note that the index of the mark being evaluated (in the above example,
 * <tt>this.proto</tt>) is inherited from the <tt>Mark</tt> class and set by
 * this mark. So, if the fifth element's top property is being evaluated, the
 * fifth instance of <tt>this.proto</tt> will similarly be queried for the value
 * of its top property. If the mark being evaluated has a different number of
 * instances, or its data is unrelated, the behavior of this method is
 * undefined. In these cases it may be better to index the <tt>scene</tt>
 * explicitly to specify the exact instance.
 *
 *

Property names should follow standard JavaScript method naming
 * conventions, using lowerCamel-style capitalization.
 *
 *
In addition to creating the property method, every property is registered
 * in the {@link #properties} map on the <tt>prototype</tt>. Although this is an
 * instance field, it is considered immutable and shared by all instances of a
 * given mark type. The <tt>properties</tt> map can be queried to see if a mark
 * type defines a particular property, such as width or height.
 *
 * @param {string} name the property name.
 */
pv.Mark.prototype.property = function(name) {
  if (!this.hasOwnProperty("properties")) {
    this.properties = pv.extend(this.properties);
  }
  this.properties[name] = true;

  /*
   * Define the setter-getter globally, since the default behavior should be the
   * same for all properties, and since the Protovis inheritance chain is
   * independent of the JavaScript inheritance chain. For example, anchors
   * define a "name" property that is evaluated on derived marks, even though
   * those marks don't normally have a name.
   */
  pv.Mark.prototype[name] = function(v) {
      if (arguments.length) {
        this.$properties.push({
            name: name,
            type: (typeof v == "function") ? 3 : 2,
            value: v
          });
        return this;
      }
      return this.scene[this.index][name];
    };

  return this;
};

/* Define all global properties. */
pv.Mark.prototype
    .property("data")
    .property("visible")
    .property("left")
    .property("right")
    .property("top")
    .property("bottom")
    .property("cursor")
    .property("title")
    .property("reverse");

/**
 * The mark type; a lower camelCase name. The type name controls rendering
 * behavior, and unless the rendering engine is extended, must be one of the
 * built-in concrete mark types: area, bar, dot, image, label, line, panel,
 * rule, or wedge.
 *
 * @type string
 * @name pv.Mark.prototype.type
 */

/**
 * The mark prototype, possibly undefined, from which to inherit property
 * functions. The mark prototype is not necessarily of the same type as this
 * mark. Any properties defined on this mark will override properties inherited
 * either from the prototype or from the type-specific defaults.
 *
 * @type pv.Mark
 * @name pv.Mark.prototype.proto
 */

/**
 * The enclosing parent panel. The parent panel is generally undefined only for
 * the root panel; however, it is possible to create "offscreen" marks that are
 * used only for inheritance purposes.
 *
 * @type pv.Panel
 * @name pv.Mark.prototype.parent
 */

/**
 * The child index. -1 if the enclosing parent panel is null; otherwise, the
 * zero-based index of this mark into the parent panel's <tt>children</tt> array.
 *
 * @type number
 */
pv.Mark.prototype.childIndex = -1;

/**
 * The mark index. The value of this field depends on which instance (i.e.,
 * which element of the data array) is currently being evaluated. During the
 * build phase, the index is incremented over each datum; when handling events,
 * the index is set to the instance that triggered the event.
 *
 * @type number
 */
pv.Mark.prototype.index = -1;

/**
 * The scene graph. The scene graph is an array of objects; each object (or
 * "node") corresponds to an instance of this mark and an element in the data
 * array. The scene graph can be traversed to lookup previously-evaluated
 * properties.
 *
 *
For instance, consider a stacked area chart. The bottom property of the
 * area can be defined using the cousin instance, which is the current
 * area instance in the previous instantiation of the parent panel. In this
 * sample code,
 *
 *
new pv.Panel()
 *     .width(150).height(150)
 *   .add(pv.Panel)
 *     .data([[1, 1.2, 1.7, 1.5, 1.7],
 *            [.5, 1, .8, 1.1, 1.3],
 *            [.2, .5, .8, .9, 1]])
 *   .add(pv.Area)
 *     .data(function(d) d)
 *     .bottom(function() {
 *         var c = this.cousin();
 *         return c ? (c.bottom + c.height) : 0;
 *       })
 *     .height(function(d) d * 40)
 *     .left(function() this.index * 35)
 *   .root.render();

 *
 * the bottom property is computed based on the upper edge of the corresponding
 * datum in the previous series. The area's parent panel is instantiated once
 * per series, so the cousin refers to the previous (below) area mark. (Note
 * that the position of the upper edge is not the same as the top property,
 * which refers to the top margin: the distance from the top edge of the panel
 * to the top edge of the mark.)
 *
 * @see #first
 * @see #last
 * @see #sibling
 * @see #cousin
 * @name pv.Mark.prototype.scene
 */

/**
 * The root parent panel. This may be undefined for "offscreen" marks that are
 * created for inheritance purposes only.
 *
 * @type pv.Panel
 * @name pv.Mark.prototype.root
 */

/**
 * The data property; an array of objects. The size of the array determines the
 * number of marks that will be instantiated; each element in the array will be
 * passed to property functions to compute the property values. Typically, the
 * data property is specified as a constant array, such as
 *
 *
m.data([1, 2, 3, 4, 5]);

 *
 * However, it is perfectly acceptable to define the data property as a
 * function. This function might compute the data dynamically, allowing
 * different data to be used per enclosing panel. For instance, in the stacked
 * area graph example (see {@link #scene}), the data function on the area mark
 * dereferences each series.
 *
 * @type array
 * @name pv.Mark.prototype.data
 */

/**
 * The visible property; a boolean determining whether or not the mark instance
 * is visible. If a mark instance is not visible, its other properties will not
 * be evaluated. Similarly, for panels no child marks will be rendered.
 *
 * @type boolean
 * @name pv.Mark.prototype.visible
 */

/**
 * The left margin; the distance, in pixels, between the left edge of the
 * enclosing panel and the left edge of this mark. Note that in some cases this
 * property may be redundant with the right property, or with the conjunction of
 * right and width.
 *
 * @type number
 * @name pv.Mark.prototype.left
 */

/**
 * The right margin; the distance, in pixels, between the right edge of the
 * enclosing panel and the right edge of this mark. Note that in some cases this
 * property may be redundant with the left property, or with the conjunction of
 * left and width.
 *
 * @type number
 * @name pv.Mark.prototype.right
 */

/**
 * The top margin; the distance, in pixels, between the top edge of the
 * enclosing panel and the top edge of this mark. Note that in some cases this
 * property may be redundant with the bottom property, or with the conjunction
 * of bottom and height.
 *
 * @type number
 * @name pv.Mark.prototype.top
 */

/**
 * The bottom margin; the distance, in pixels, between the bottom edge of the
 * enclosing panel and the bottom edge of this mark. Note that in some cases
 * this property may be redundant with the top property, or with the conjunction
 * of top and height.
 *
 * @type number
 * @name pv.Mark.prototype.bottom
 */

/**
 * The cursor property; corresponds to the CSS cursor property. This is
 * typically used in conjunction with event handlers to indicate interactivity.
 *
 * @type string
 * @name pv.Mark.prototype.cursor
 * @see CSS2 cursor
 */

/**
 * The title property; corresponds to the HTML/SVG title property, allowing the
 * general of simple plain text tooltips.
 *
 * @type string
 * @name pv.Mark.prototype.title
 */

/**
 * The reverse property; a boolean determining whether marks are ordered from
 * front-to-back or back-to-front. SVG does not support explicit z-ordering;
 * shapes are rendered in the order they appear. Thus, by default, marks are
 * rendered in data order. Setting the reverse property to false reverses the
 * order in which they are rendered; however, the properties are still evaluated
 * (i.e., built) in forward order.
 *
 * @type boolean
 * @name pv.Mark.prototype.reverse
 */

/**
 * Default properties for all mark types. By default, the data array is the
 * parent data as a single-element array; if the data property is not specified,
 * this causes each mark to be instantiated as a singleton with the parents
 * datum. The visible property is true by default, and the reverse property is
 * false.
 *
 * @type pv.Mark
 */
pv.Mark.prototype.defaults = new pv.Mark()
    .data(function(d) { return [d]; })
    .visible(true)
    .reverse(false)
    .cursor("")
    .title("");

/* Private categorical colors for default fill & stroke styles. */
var defaultFillStyle = pv.Colors.category20().by(pv.parent),
    defaultStrokeStyle = pv.Colors.category10().by(pv.parent);

/**
 * Sets the prototype of this mark to the specified mark. Any properties not
 * defined on this mark may be inherited from the specified prototype mark, or
 * its prototype, and so on. The prototype mark need not be the same type of
 * mark as this mark. (Note that for inheritance to be useful, properties with
 * the same name on different mark types should have equivalent meaning.)
 *
 * @param {pv.Mark} proto the new prototype.
 * @return {pv.Mark} this mark.
 * @see #add
 */
pv.Mark.prototype.extend = function(proto) {
  this.proto = proto;
  return this;
};

/**
 * Adds a new mark of the specified type to the enclosing parent panel, whilst
 * simultaneously setting the prototype of the new mark to be this mark.
 *
 * @param {function} type the type of mark to add; a constructor, such as
 * <tt>pv.Bar</tt>.
 * @return {pv.Mark} the new mark.
 * @see #extend
 */
pv.Mark.prototype.add = function(type) {
  return this.parent.add(type).extend(this);
};

/**
 * Defines a local variable on this mark. Local variables are initialized once
 * per mark (i.e., per parent panel instance), and can be used to store local
 * state for the mark. Here are a few reasons you might want to use
 * <tt>def</tt>:
 *
 *
1. To store local state. For example, say you were visualizing employment
 * statistics, and your root panel had an array of occupations. In a child
 * panel, you might want to initialize a local scale, and reference it from a
 * property function:
 *
 *
.def("y", function(d) pv.Scale.linear(0, pv.max(d.values)).range(0, h))
 * .height(function(d) this.y()(d))

 *
 * In this example, <tt>this.y()</tt> returns the defined local scale. We then
 * invoke the scale function, passing in the datum, to compute the height.  Note
 * that defs are similar to fixed properties: they are only evaluated once per
 * parent panel, and <tt>this.y()</tt> returns a function, rather than
 * automatically evaluating this function as a property.
 *
 *
2. To store temporary state for interaction. Say you have an array of
 * bars, and you want to color the bar differently if the mouse is over it. Use
 * <tt>def</tt> to define a local variable, and event handlers to override this
 * variable interactively:
 *
 *
.def("i", -1)
 * .event("mouseover", function() this.i(this.index))
 * .event("mouseout", function() this.i(-1))
 * .fillStyle(function() this.i() == this.index ? "red" : "blue")

 *
 * Notice that <tt>this.i()</tt> can be used both to set the value of i
 * (when an argument is specified), and to get the value of i (when no
 * arguments are specified). In this way, it's like other property methods.
 *
 *
3. To specify fixed properties efficiently. Sometimes, the value of a
 * property may be locally a constant, but dependent on parent panel data which
 * is variable. In this scenario, you can use <tt>def</tt> to define a property;
 * it will only get computed once per mark, rather than once per datum.
 *
 * @param {string} name the name of the local variable.
 * @param {function} [value] an optional initializer; may be a constant or a
 * function.
 */
pv.Mark.prototype.def = function(name, value) {
  this.$properties.push({
      name: name,
      type: (typeof value == "function") ? 1 : 0,
      value: value
    });
  return this;
};

/**
 * Returns an anchor with the specified name. While anchor names are typically
 * constants, the anchor name is a true property, which means you can specify a
 * function to compute the anchor name dynamically. See the
 * {@link pv.Anchor#name} property for details.
 *
 * @param {string} name the anchor name; either a string or a property function.
 * @returns {pv.Anchor} the new anchor.
 */
pv.Mark.prototype.anchor = function(name) {
  var anchor = new pv.Anchor().extend(this).name(name);
  anchor.parent = this.parent;
  return anchor;
};

/**
 * Returns the anchor target of this mark, if it is derived from an anchor;
 * otherwise returns null. For example, if a label is derived from a bar anchor,
 *
 *
bar.anchor("top").add(pv.Label);

 *
 * then property functions on the label can refer to the bar via the
 * <tt>anchorTarget</tt> method. This method is also useful for mark types
 * defining properties on custom anchors.
 *
 * @returns {pv.Mark} the anchor target of this mark; possibly null.
 */
pv.Mark.prototype.anchorTarget = function() {
  var target = this;
  while (!(target instanceof pv.Anchor)) {
    target = target.proto;
    if (!target) return null;
  }
  return target.proto;
};

/**
 * Returns the first instance of this mark in the scene graph. This method can
 * only be called when the mark is bound to the scene graph (for example, from
 * an event handler, or within a property function).
 *
 * @returns a node in the scene graph.
 */
pv.Mark.prototype.first = function() {
  return this.scene[0];
};

/**
 * Returns the last instance of this mark in the scene graph. This method can
 * only be called when the mark is bound to the scene graph (for example, from
 * an event handler, or within a property function). In addition, note that mark
 * instances are built sequentially, so the last instance of this mark may not
 * yet be constructed.
 *
 * @returns a node in the scene graph.
 */
pv.Mark.prototype.last = function() {
  return this.scene[this.scene.length - 1];
};

/**
 * Returns the previous instance of this mark in the scene graph, or null if
 * this is the first instance.
 *
 * @returns a node in the scene graph, or null.
 */
pv.Mark.prototype.sibling = function() {
  return (this.index == 0) ? null : this.scene[this.index - 1];
};

/**
 * Returns the current instance in the scene graph of this mark, in the previous
 * instance of the enclosing parent panel. May return null if this instance
 * could not be found. See the {@link pv.Layout.stack} function for an example
 * property function using cousin.
 *
 * @see pv.Layout.stack
 * @returns a node in the scene graph, or null.
 */
pv.Mark.prototype.cousin = function() {
  var p = this.parent, s = p && p.sibling();
  return (s && s.children) ? s.children[this.childIndex][this.index] : null;
};

/**
 * Renders this mark, including recursively rendering all child marks if this is
 * a panel.
 */
pv.Mark.prototype.render = function() {
  /*
   * Rendering consists of three phases: bind, build and update. The update
   * phase is decoupled to allow different rendering engines.
   *
   * In the bind phase, inherited property definitions are cached so they do not
   * need to be queried during build. In the build phase, properties are
   * evaluated, and the scene graph is generated. In the update phase, the scene
   * is rendered by creating and updating elements and attributes in the SVG
   * image. No properties are evaluated during the update phase; instead the
   * values computed previously in the build phase are simply translated into
   * SVG.
   */
  this.bind();
  this.build();
  pv.Scene.updateAll(this.scene);
};

/** @private Computes the root data stack for the specified mark. */
function argv(mark) {
  var stack = [];
  while (mark) {
    stack.push(mark.scene[mark.index].data);
    mark = mark.parent;
  }
  return stack;
}

/** @private TODO */
pv.Mark.prototype.bind = function() {
  var seen = {}, types = [[], [], [], []], data, visible;

  /** TODO */
  function bind(mark) {
    do {
      var properties = mark.$properties;
      for (var i = properties.length - 1; i >= 0 ; i--) {
        var p = properties[i];
        if (!(p.name in seen)) {
          seen[p.name] = 1;
          switch (p.name) {
            case "data": data = p; break;
            case "visible": visible = p; break;
            default: types[p.type].push(p); break;
          }
        }
      }
    } while (mark = mark.proto);
  }

  /** TODO */
  function def(name) {
    return function(v) {
      var defs = this.scene.defs;
      if (arguments.length) {
        if (v == undefined) {
          delete defs.locked[name];
        } else {
          defs.locked[name] = true;
        }
        defs.values[name] = v;
        return this;
      } else {
        return defs.values[name];
      }
    };
  }

  /* Scan the proto chain for all defined properties. */
  bind(this);
  bind(this.defaults);
  types[1].reverse();
  types[3].reverse();

  /* Any undefined properties are null. */
  var mark = this;
  do for (var name in mark.properties) {
    if (!(name in seen)) {
      seen[name] = 1;
      types[2].push({name: name, type: 2, value: null});
    }
  } while (mark = mark.proto);

  /* Define setter-getter for inherited defs. */
  var defs = types[0].concat(types[1]);
  for (var i = 0; i < defs.length; i++) {
    var d = defs[i];
    this[d.name] = def(d.name);
  }

  /* Setup binds to evaluate constants before functions. */
  this.binds = {
    data: data,
    visible: visible,
    defs: defs,
    properties: pv.blend(types)
  };
};

/**
 * @private Evaluates properties and computes implied properties. Properties are
 * stored in the {@link #scene} array for each instance of this mark.
 *
 *
As marks are built recursively, the {@link #index} property is updated to
 * match the current index into the data array for each mark. Note that the
 * index property is only set for the mark currently being built and its
 * enclosing parent panels. The index property for other marks is unset, but is
 * inherited from the global <tt>Mark</tt> class prototype. This allows mark
 * properties to refer to properties on other marks in the same panel
 * conveniently; however, in general it is better to reference mark instances
 * specifically through the scene graph rather than depending on the magical
 * behavior of {@link #index}.
 *
 *
The root scene array has a special property, <tt>data</tt>, which stores
 * the current data stack. The first element in this stack is the current datum,
 * followed by the datum of the enclosing parent panel, and so on. The data
 * stack should not be accessed directly; instead, property functions are passed
 * the current data stack as arguments.
 *
 *
The evaluation of the <tt>data</tt> and <tt>visible</tt> properties is
 * special. The <tt>data</tt> property is evaluated first; unlike the other
 * properties, the data stack is from the parent panel, rather than the current
 * mark, since the data is not defined until the data property is evaluated.
 * The <tt>visisble</tt> property is subsequently evaluated for each instance;
 * only if true will the {@link #buildInstance} method be called, evaluating
 * other properties and recursively building the scene graph.
 *
 *
If this mark is being re-built, any old instances of this mark that no
 * longer exist (because the new data array contains fewer elements) will be
 * cleared using {@link #clearInstance}.
 *
 * @param parent the instance of the parent panel from the scene graph.
 */
pv.Mark.prototype.build = function() {
  var scene = this.scene;
  if (!scene) {
    scene = this.scene = [];
    scene.mark = this;
    scene.type = this.type;
    scene.childIndex = this.childIndex;
    if (this.parent) {
      scene.parent = this.parent.scene;
      scene.parentIndex = this.parent.index;
    }
  }

  /* Set the data stack. */
  var stack = this.root.scene.data;
  if (!stack) this.root.scene.data = stack = argv(this.parent);

  /* Evaluate defs. */
  if (this.binds.defs.length) {
    var defs = scene.defs;
    if (!defs) scene.defs = defs = {values: {}, locked: {}};
    for (var i = 0; i < this.binds.defs.length; i++) {
      var d = this.binds.defs[i];
      if (!(d.name in defs.locked)) {
        var v = d.value;
        if (d.type == 1) {
          property = d.name;
          v = v.apply(this, stack);
        }
        defs.values[d.name] = v;
      }
    }
  }

  /* Evaluate special data property. */
  var data = this.binds.data;
  switch (data.type) {
    case 0: case 1: data = defs.values.data; break;
    case 2: data = data.value; break;
    case 3: {
      property = "data";
      data = data.value.apply(this, stack);
      break;
    }
  }

  /* Create, update and delete scene nodes. */
  stack.unshift(null);
  scene.length = data.length;
  for (var i = 0; i < data.length; i++) {
    pv.Mark.prototype.index = this.index = i;
    var s = scene[i];
    if (!s) scene[i] = s = {};
    s.data = stack[0] = data[i];

    /* Evaluate special visible property. */
    var visible = this.binds.visible;
    switch (visible.type) {
      case 0: case 1: visible = defs.values.visible; break;
      case 2: visible = visible.value; break;
      case 3: {
        property = "visible";
        visible = visible.value.apply(this, stack);
        break;
      }
    }

    if (s.visible = visible) this.buildInstance(s);
  }
  stack.shift();
  delete this.index;
  pv.Mark.prototype.index = -1;
  if (!this.parent) scene.data = null;

  return this;
};

/**
 * @private Evaluates the specified array of properties for the specified
 * instance <tt>s</tt> in the scene graph.
 *
 * @param s a node in the scene graph; the instance of the mark to build.
 * @param properties an array of properties.
 */
pv.Mark.prototype.buildProperties = function(s, properties) {
  for (var i = 0, n = properties.length; i < n; i++) {
    var p = properties[i], v = p.value;
    switch (p.type) {
      case 0: case 1: v = this.scene.defs.values[p.name]; break;
      case 3: {
        property = p.name;
        v = v.apply(this, this.root.scene.data);
        break;
      }
    }
    s[p.name] = v;
  }
};

/**
 * @private Evaluates all of the properties for this mark for the specified
 * instance <tt>s</tt> in the scene graph. The set of properties to evaluate is
 * retrieved from the {@link #properties} array for this mark type (see {@link
 * #type}).  After these properties are evaluated, any implied properties
 * may be computed by the mark and set on the scene graph; see
 * {@link #buildImplied}.
 *
 *
For panels, this method recursively builds the scene graph for all child
 * marks as well. In general, this method should not need to be overridden by
 * concrete mark types.
 *
 * @param s a node in the scene graph; the instance of the mark to build.
 */
pv.Mark.prototype.buildInstance = function(s) {
  this.buildProperties(s, this.binds.properties);
  this.buildImplied(s);
};

/**
 * @private Computes the implied properties for this mark for the specified
 * instance <tt>s</tt> in the scene graph. Implied properties are those with
 * dependencies on multiple other properties; for example, the width property
 * may be implied if the left and right properties are set. This method can be
 * overridden by concrete mark types to define new implied properties, if
 * necessary.
 *
 * @param s a node in the scene graph; the instance of the mark to build.
 */
pv.Mark.prototype.buildImplied = function(s) {
  var l = s.left;
  var r = s.right;
  var t = s.top;
  var b = s.bottom;

  /* Assume width and height are zero if not supported by this mark type. */
  var p = this.properties;
  var w = p.width ? s.width : 0;
  var h = p.height ? s.height : 0;

  /* Compute implied width, right and left. */
  var width = this.parent ? this.parent.width() : (w + l + r);
  if (w == null) {
    w = width - (r = r || 0) - (l = l || 0);
  } else if (r == null) {
    r = width - w - (l = l || 0);
  } else if (l == null) {
    l = width - w - (r = r || 0);
  }

  /* Compute implied height, bottom and top. */
  var height = this.parent ? this.parent.height() : (h + t + b);
  if (h == null) {
    h = height - (t = t || 0) - (b = b || 0);
  } else if (b == null) {
    b = height - h - (t = t || 0);
  } else if (t == null) {
    t = height - h - (b = b || 0);
  }

  s.left = l;
  s.right = r;
  s.top = t;
  s.bottom = b;

  /* Only set width and height if they are supported by this mark type. */
  if (p.width) s.width = w;
  if (p.height) s.height = h;
};

/**
 * @private The name of the property being evaluated, for so-called "smart"
 * functions that change behavior depending on which property is being
 * evaluated. This functionality is somewhat magical, so for now, this feature
 * is not exposed outside the library.
 *
 * @type string
 */
var property;

/** @private The current mouse location. */
var pageX = 0, pageY = 0;
pv.listen(window, "mousemove", function(e) { pageX = e.pageX; pageY = e.pageY; });

/**
 * Returns the current location of the mouse (cursor) relative to this mark's
 * parent. The x coordinate corresponds to the left margin, while the
 * y coordinate corresponds to the top margin.
 *
 * @returns {pv.Vector} the mouse location.
 */
pv.Mark.prototype.mouse = function() {
  var x = 0, y = 0, mark = (this instanceof pv.Panel) ? this : this.parent;
  do {
    x += mark.left();
    y += mark.top();
  } while (mark = mark.parent);
  var node = this.root.canvas();
  do {
    x += node.offsetLeft;
    y += node.offsetTop;
  } while (node = node.offsetParent);
  return pv.vector(pageX - x, pageY - y);
};

/**
 * Registers an event handler for the specified event type with this mark. When
 * an event of the specified type is triggered, the specified handler will be
 * invoked. The handler is invoked in a similar method to property functions:
 * the context is <tt>this</tt> mark instance, and the arguments are the full
 * data stack. Event handlers can use property methods to manipulate the display
 * properties of the mark:
 *
 *
m.event("click", function() this.fillStyle("red"));

 *
 * Alternatively, the external data can be manipulated and the visualization
 * redrawn:
 *
 *
m.event("click", function(d) {
 *     data = all.filter(function(k) k.name == d);
 *     vis.render();
 *   });

 *
 * The return value of the event handler determines which mark gets re-rendered.
 * Use defs ({@link #def}) to set temporary state from event handlers.
 *
 *
The complete set of event types is defined by SVG; see the reference
 * below. The set of supported event types is:

 *
 *
click
 *
mousedown
 *
mouseup
 *
mouseover
 *
mousemove
 *
mouseout
 *
 *
Since Protovis does not specify any concept of focus, it does not
 * support key events; these should be handled outside the visualization using
 * standard JavaScript. In the future, support for interaction may be extended
 * to support additional event types, particularly those most relevant to
 * interactive visualization, such as selection.
 *
 *
TODO In the current implementation, event handlers are not inherited from
 * prototype marks. They must be defined explicitly on each interactive mark. In
 * addition, only one event handler for a given event type can be defined; when
 * specifying multiple event handlers for the same type, only the last one will
 * be used.
 *
 * @see SVG events
 * @param {string} type the event type.
 * @param {function} handler the event handler.
 * @returns {pv.Mark} this.
 */
pv.Mark.prototype.event = function(type, handler) {
  if (!this.$handlers) this.$handlers = {};
  this.$handlers[type] = handler;
  return this;
};

/** @private TODO */
pv.Mark.prototype.dispatch = function(type, scenes, index) {
  var l = this.$handlers && this.$handlers[type];
  if (!l) {
    if (this.parent) {
      this.parent.dispatch(type, scenes.parent, scenes.parentIndex);
    }
    return;
  }
  try {

    /* Setup the scene stack. */
    var mark = this;
    do {
      mark.index = index;
      mark.scene = scenes;
      index = scenes.parentIndex;
      scenes = scenes.parent;
    } while (mark = mark.parent);

    /* Execute the event listener. */
    try {
      mark = l.apply(this, this.root.scene.data = argv(this));
    } finally {
      this.root.scene.data = null;
    }

    /* Update the display. TODO dirtying. */
    if (mark instanceof pv.Mark) mark.render();

  } finally {

    /* Restore the scene stack. */
    var mark = this;
    do {
      if (mark.parent) delete mark.scene;
      delete mark.index;
    } while (mark = mark.parent);
  }
};
/**
 * Constructs a new mark anchor with default properties.
 *
 * @class Represents an anchor on a given mark. An anchor is itself a mark, but
 * without a visual representation. It serves only to provide useful default
 * properties that can be inherited by other marks. Each type of mark can define
 * any number of named anchors for convenience. If the concrete mark type does
 * not define an anchor implementation specifically, one will be inherited from
 * the mark's parent class.
 *
 *
For example, the bar mark provides anchors for its four sides: left,
 * right, top and bottom. Adding a label to the top anchor of a bar,
 *
 *
bar.anchor("top").add(pv.Label);

 *
 * will render a text label on the top edge of the bar; the top anchor defines
 * the appropriate position properties (top and left), as well as text-rendering
 * properties for convenience (textAlign and textBaseline).
 *
 * @extends pv.Mark
 */
pv.Anchor = function() {
  pv.Mark.call(this);
};

pv.Anchor.prototype = pv.extend(pv.Mark)
    .property("name");

/**
 * The anchor name. The set of supported anchor names is dependent on the
 * concrete mark type; see the mark type for details. For example, bars support
 * left, right, top and bottom anchors.
 *
 *
While anchor names are typically constants, the anchor name is a true
 * property, which means you can specify a function to compute the anchor name
 * dynamically. For instance, if you wanted to alternate top and bottom anchors,
 * saying
 *
 *
m.anchor(function() (this.index % 2) ? "top" : "bottom").add(pv.Dot);

 *
 * would have the desired effect.
 *
 * @type string
 * @name pv.Anchor.prototype.name
 */
/**
 * Constructs a new area mark with default properties. Areas are not typically
 * constructed directly, but by adding to a panel or an existing mark via
 * {@link pv.Mark#add}.
 *
 * @class Represents an area mark: the solid area between two series of
 * connected line segments. Unsurprisingly, areas are used most frequently for
 * area charts.
 *
 *
Just as a line represents a polyline, the <tt>Area</tt> mark type
 * represents a polygon. However, an area is not an arbitrary polygon;
 * vertices are paired either horizontally or vertically into parallel
 * spans, and each span corresponds to an associated datum. Either the
 * width or the height must be specified, but not both; this determines whether
 * the area is horizontally-oriented or vertically-oriented.  Like lines, areas
 * can be stroked and filled with arbitrary colors.
 *
 *
See also the Area guide.
 *
 * @extends pv.Mark
 */
pv.Area = function() {
  pv.Mark.call(this);
};

pv.Area.prototype = pv.extend(pv.Mark)
    .property("width")
    .property("height")
    .property("lineWidth")
    .property("strokeStyle")
    .property("fillStyle")
    .property("segmented")
    .property("interpolate");

pv.Area.prototype.type = "area";

/**
 * The width of a given span, in pixels; used for horizontal spans. If the width
 * is specified, the height property should be 0 (the default). Either the top
 * or bottom property should be used to space the spans vertically, typically as
 * a multiple of the index.
 *
 * @type number
 * @name pv.Area.prototype.width
 */

/**
 * The height of a given span, in pixels; used for vertical spans. If the height
 * is specified, the width property should be 0 (the default). Either the left
 * or right property should be used to space the spans horizontally, typically
 * as a multiple of the index.
 *
 * @type number
 * @name pv.Area.prototype.height
 */

/**
 * The width of stroked lines, in pixels; used in conjunction with
 * <tt>strokeStyle</tt> to stroke the perimeter of the area. Unlike the
 * {@link Line} mark type, the entire perimeter is stroked, rather than just one
 * edge. The default value of this property is 1.5, but since the default stroke
 * style is null, area marks are not stroked by default.
 *
 *
This property is fixed for non-segmented areas. See
 * {@link pv.Mark}.
 *
 * @type number
 * @name pv.Area.prototype.lineWidth
 */

/**
 * The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
 * stroke the perimeter of the area. Unlike the {@link Line} mark type, the
 * entire perimeter is stroked, rather than just one edge. The default value of
 * this property is null, meaning areas are not stroked by default.
 *
 *
This property is fixed for non-segmented areas. See
 * {@link pv.Mark}.
 *
 * @type string
 * @name pv.Area.prototype.strokeStyle
 * @see pv.color
 */

/**
 * The area fill style; if non-null, the interior of the polygon forming the
 * area is filled with the specified color. The default value of this property
 * is a categorical color.
 *
 *
This property is fixed for non-segmented areas. See
 * {@link pv.Mark}.
 *
 * @type string
 * @name pv.Area.prototype.fillStyle
 * @see pv.color
 */

/**
 * Whether the area is segmented; whether variations in fill style, stroke
 * style, and the other properties are treated as fixed. Rendering segmented
 * areas is noticeably slower than non-segmented areas.
 *
 *
This property is fixed. See {@link pv.Mark}.
 *
 * @type boolean
 * @name pv.Area.prototype.segmented
 */

/**
 * How to interpolate between values. Linear interpolation ("linear") is the
 * default, producing a straight line between points. For piecewise constant
 * functions (i.e., step functions), either "step-before" or "step-after" can be
 * specified.
 *
 *
Note: this property is currently supported only on non-segmented areas.
 *
 *
This property is fixed. See {@link pv.Mark}.
 *
 * @type string
 * @name pv.Area.prototype.interpolate
 */

/**
 * Default properties for areas. By default, there is no stroke and the fill
 * style is a categorical color.
 *
 * @type pv.Area
 */
pv.Area.prototype.defaults = new pv.Area()
    .extend(pv.Mark.prototype.defaults)
    .lineWidth(1.5)
    .fillStyle(defaultFillStyle)
    .interpolate("linear");

/**
 * Constructs a new area anchor with default properties. Areas support five
 * different anchors:

 *
 *
top
 *
left
 *
center
 *
bottom
 *
right
 *
 *
In addition to positioning properties (left, right, top bottom), the
 * anchors support text rendering properties (text-align, text-baseline). Text is
 * rendered to appear inside the area polygon.
 *
 *
To facilitate stacking of areas, the anchors are defined in terms of their
 * opposite edge. For example, the top anchor defines the bottom property, such
 * that the area grows upwards; the bottom anchor instead defines the top
 * property, such that the area grows downwards. Of course, in general it is
 * more robust to use panels and the cousin accessor to define stacked area
 * marks; see {@link pv.Mark#scene} for an example.
 *
 * @param {string} name the anchor name; either a string or a property function.
 * @returns {pv.Anchor}
 */
pv.Area.prototype.anchor = function(name) {
  var area = this;
  return pv.Mark.prototype.anchor.call(this, name)
    .left(function() {
        switch (this.name()) {
          case "bottom":
          case "top":
          case "center": return area.left() + area.width() / 2;
          case "right": return area.left() + area.width();
        }
        return null;
      })
    .right(function() {
        switch (this.name()) {
          case "bottom":
          case "top":
          case "center": return area.right() + area.width() / 2;
          case "left": return area.right() + area.width();
        }
        return null;
      })
    .top(function() {
        switch (this.name()) {
          case "left":
          case "right":
          case "center": return area.top() + area.height() / 2;
          case "bottom": return area.top() + area.height();
        }
        return null;
      })
    .bottom(function() {
        switch (this.name()) {
          case "left":
          case "right":
          case "center": return area.bottom() + area.height() / 2;
          case "top": return area.bottom() + area.height();
        }
        return null;
      })
    .textAlign(function() {
        switch (this.name()) {
          case "bottom":
          case "top":
          case "center": return "center";
          case "right": return "right";
        }
        return "left";
      })
    .textBaseline(function() {
        switch (this.name()) {
          case "right":
          case "left":
          case "center": return "middle";
          case "top": return "top";
        }
        return "bottom";
      });
};

/**
 * @private Overrides the default behavior of {@link pv.Mark.buildImplied} such
 * that the width and height are set to zero if null.
 *
 * @param s a node in the scene graph; the instance of the mark to build.
 */
pv.Area.prototype.buildImplied = function(s) {
  if (s.height == null) s.height = 0;
  if (s.width == null) s.width = 0;
  pv.Mark.prototype.buildImplied.call(this, s);
};

/** @private */
var pv_Area_specials = {left:1, top:1, right:1, bottom:1, width:1, height:1, name:1};

/** @private */
pv.Area.prototype.bind = function() {
  pv.Mark.prototype.bind.call(this);
  var binds = this.binds,
      properties = binds.properties,
      specials = binds.specials = [];
  for (var i = 0, n = properties.length; i < n; i++) {
    var p = properties[i];
    if (p.name in pv_Area_specials) specials.push(p);
  }
};

/** @private */
pv.Area.prototype.buildInstance = function(s) {
  if (this.index && !this.scene[0].segmented) {
    this.buildProperties(s, this.binds.specials);
    this.buildImplied(s);
  } else {
    pv.Mark.prototype.buildInstance.call(this, s);
  }
};
/**
 * Constructs a new bar mark with default properties. Bars are not typically
 * constructed directly, but by adding to a panel or an existing mark via
 * {@link pv.Mark#add}.
 *
 * @class Represents a bar: an axis-aligned rectangle that can be stroked and
 * filled. Bars are used for many chart types, including bar charts, histograms
 * and Gantt charts. Bars can also be used as decorations, for example to draw a
 * frame border around a panel; in fact, a panel is a special type (a subclass)
 * of bar.
 *
 *
Bars can be positioned in several ways. Most commonly, one of the four
 * corners is fixed using two margins, and then the width and height properties
 * determine the extent of the bar relative to this fixed location. For example,
 * using the bottom and left properties fixes the bottom-left corner; the width
 * then extends to the right, while the height extends to the top. As an
 * alternative to the four corners, a bar can be positioned exclusively using
 * margins; this is convenient as an inset from the containing panel, for
 * example. See {@link pv.Mark} for details on the prioritization of redundant
 * positioning properties.
 *
 *
See also the Bar guide.
 *
 * @extends pv.Mark
 */
pv.Bar = function() {
  pv.Mark.call(this);
};

pv.Bar.prototype = pv.extend(pv.Mark)
    .property("width")
    .property("height")
    .property("lineWidth")
    .property("strokeStyle")
    .property("fillStyle");

pv.Bar.prototype.type = "bar";

/**
 * The width of the bar, in pixels. If the left position is specified, the bar
 * extends rightward from the left edge; if the right position is specified, the
 * bar extends leftward from the right edge.
 *
 * @type number
 * @name pv.Bar.prototype.width
 */

/**
 * The height of the bar, in pixels. If the bottom position is specified, the
 * bar extends upward from the bottom edge; if the top position is specified,
 * the bar extends downward from the top edge.
 *
 * @type number
 * @name pv.Bar.prototype.height
 */

/**
 * The width of stroked lines, in pixels; used in conjunction with
 * <tt>strokeStyle</tt> to stroke the bar's border.
 *
 * @type number
 * @name pv.Bar.prototype.lineWidth
 */

/**
 * The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
 * stroke the bar's border. The default value of this property is null, meaning
 * bars are not stroked by default.
 *
 * @type string
 * @name pv.Bar.prototype.strokeStyle
 * @see pv.color
 */

/**
 * The bar fill style; if non-null, the interior of the bar is filled with the
 * specified color. The default value of this property is a categorical color.
 *
 * @type string
 * @name pv.Bar.prototype.fillStyle
 * @see pv.color
 */

/**
 * Default properties for bars. By default, there is no stroke and the fill
 * style is a categorical color.
 *
 * @type pv.Bar
 */
pv.Bar.prototype.defaults = new pv.Bar()
    .extend(pv.Mark.prototype.defaults)
    .lineWidth(1.5)
    .fillStyle(defaultFillStyle);

/**
 * Constructs a new bar anchor with default properties. Bars support five
 * different anchors:

 *
 *
top
 *
left
 *
center
 *
bottom
 *
right
 *
 *
In addition to positioning properties (left, right, top bottom), the
 * anchors support text rendering properties (text-align, text-baseline). Text
 * is rendered to appear inside the bar.
 *
 *
To facilitate stacking of bars, the anchors are defined in terms of their
 * opposite edge. For example, the top anchor defines the bottom property, such
 * that the bar grows upwards; the bottom anchor instead defines the top
 * property, such that the bar grows downwards. Of course, in general it is more
 * robust to use panels and the cousin accessor to define stacked bars; see
 * {@link pv.Mark#scene} for an example.
 *
 *
Bar anchors also "smartly" specify position properties based on whether
 * the derived mark type supports the width and height properties. If the
 * derived mark type does not support these properties (e.g., dots), the
 * position will be centered on the corresponding edge. Otherwise (e.g., bars),
 * the position will be in the opposite side.
 *
 * @param {string} name the anchor name; either a string or a property function.
 * @returns {pv.Anchor}
 */
pv.Bar.prototype.anchor = function(name) {
  var bar = this;
  return pv.Mark.prototype.anchor.call(this, name)
    .left(function() {
        switch (this.name()) {
          case "bottom":
          case "top":
          case "center": return bar.left() + (this.properties.width ? 0 : (bar.width() / 2));
          case "right": return bar.left() + bar.width();
        }
        return null;
      })
    .right(function() {
        switch (this.name()) {
          case "bottom":
          case "top":
          case "center": return bar.right() + (this.properties.width ? 0 : (bar.width() / 2));
          case "left": return bar.right() + bar.width();
        }
        return null;
      })
    .top(function() {
        switch (this.name()) {
          case "left":
          case "right":
          case "center": return bar.top() + (this.properties.height ? 0 : (bar.height() / 2));
          case "bottom": return bar.top() + bar.height();
        }
        return null;
      })
    .bottom(function() {
        switch (this.name()) {
          case "left":
          case "right":
          case "center": return bar.bottom() + (this.properties.height ? 0 : (bar.height() / 2));
          case "top": return bar.bottom() + bar.height();
        }
        return null;
      })
    .textAlign(function() {
        switch (this.name()) {
          case "bottom":
          case "top":
          case "center": return "center";
          case "right": return "right";
        }
        return "left";
      })
    .textBaseline(function() {
        switch (this.name()) {
          case "right":
          case "left":
          case "center": return "middle";
          case "top": return "top";
        }
        return "bottom";
      });
};
/**
 * Constructs a new dot mark with default properties. Dots are not typically
 * constructed directly, but by adding to a panel or an existing mark via
 * {@link pv.Mark#add}.
 *
 * @class Represents a dot; a dot is simply a sized glyph centered at a given
 * point that can also be stroked and filled. The <tt>size</tt> property is
 * proportional to the area of the rendered glyph to encourage meaningful visual
 * encodings. Dots can visually encode up to eight dimensions of data, though
 * this may be unwise due to integrality. See {@link pv.Mark} for details on the
 * prioritization of redundant positioning properties.
 *
 *
See also the Dot guide.
 *
 * @extends pv.Mark
 */
pv.Dot = function() {
  pv.Mark.call(this);
};

pv.Dot.prototype = pv.extend(pv.Mark)
    .property("size")
    .property("shape")
    .property("angle")
    .property("lineWidth")
    .property("strokeStyle")
    .property("fillStyle");

pv.Dot.prototype.type = "dot";

/**
 * The size of the dot, in square pixels. Square pixels are used such that the
 * area of the dot is linearly proportional to the value of the size property,
 * facilitating representative encodings.
 *
 * @see #radius
 * @type number
 * @name pv.Dot.prototype.size
 */

/**
 * The shape name. Several shapes are supported:

 *
 *
cross
 *
triangle
 *
diamond
 *
square
 *
tick
 *
circle
 *
 *
These shapes can be further changed using the {@link #angle} property;
 * for instance, a cross can be turned into a plus by rotating. Similarly, the
 * tick, which is vertical by default, can be rotated horizontally. Note that
 * some shapes (cross and tick) do not have interior areas, and thus do not
 * support fill style meaningfully.
 *
 *
Note: it may be more natural to use the {@link pv.Rule} mark for
 * horizontal and vertical ticks. The tick shape is only necessary if angled
 * ticks are needed.
 *
 * @type string
 * @name pv.Dot.prototype.shape
 */

/**
 * The rotation angle, in radians. Used to rotate shapes, such as to turn a
 * cross into a plus.
 *
 * @type number
 * @name pv.Dot.prototype.angle
 */

/**
 * The width of stroked lines, in pixels; used in conjunction with
 * <tt>strokeStyle</tt> to stroke the dot's shape.
 *
 * @type number
 * @name pv.Dot.prototype.lineWidth
 */

/**
 * The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
 * stroke the dot's shape. The default value of this property is a categorical
 * color.
 *
 * @type string
 * @name pv.Dot.prototype.strokeStyle
 * @see pv.color
 */

/**
 * The fill style; if non-null, the interior of the dot is filled with the
 * specified color. The default value of this property is null, meaning dots are
 * not filled by default.
 *
 * @type string
 * @name pv.Dot.prototype.fillStyle
 * @see pv.color
 */

/**
 * Default properties for dots. By default, there is no fill and the stroke
 * style is a categorical color. The default shape is "circle" with size 20.
 *
 * @type pv.Dot
 */
pv.Dot.prototype.defaults = new pv.Dot()
    .extend(pv.Mark.prototype.defaults)
    .size(20)
    .shape("circle")
    .lineWidth(1.5)
    .strokeStyle(defaultStrokeStyle);

/**
 * Constructs a new dot anchor with default properties. Dots support five
 * different anchors:

 *
 *
top
 *
left
 *
center
 *
bottom
 *
right
 *
 *
In addition to positioning properties (left, right, top bottom), the
 * anchors support text rendering properties (text-align, text-baseline). Text is
 * rendered to appear outside the dot. Note that this behavior is different from
 * other mark anchors, which default to rendering text inside the mark.
 *
 *
For consistency with the other mark types, the anchor positions are
 * defined in terms of their opposite edge. For example, the top anchor defines
 * the bottom property, such that a bar added to the top anchor grows upward.
 *
 * @param {string} name the anchor name; either a string or a property function.
 * @returns {pv.Anchor}
 */
pv.Dot.prototype.anchor = function(name) {
  var dot = this;
  return pv.Mark.prototype.anchor.call(this, name)
    .left(function(d) {
        switch (this.name()) {
          case "bottom":
          case "top":
          case "center": return dot.left();
          case "right": return dot.left() + dot.radius();
        }
        return null;
      })
    .right(function(d) {
        switch (this.name()) {
          case "bottom":
          case "top":
          case "center": return dot.right();
          case "left": return dot.right() + dot.radius();
        }
        return null;
      })
    .top(function(d) {
        switch (this.name()) {
          case "left":
          case "right":
          case "center": return dot.top();
          case "bottom": return dot.top() + dot.radius();
        }
        return null;
      })
    .bottom(function(d) {
        switch (this.name()) {
          case "left":
          case "right":
          case "center": return dot.bottom();
          case "top": return dot.bottom() + dot.radius();
        }
        return null;
      })
    .textAlign(function(d) {
        switch (this.name()) {
          case "left": return "right";
          case "bottom":
          case "top":
          case "center": return "center";
        }
        return "left";
      })
    .textBaseline(function(d) {
        switch (this.name()) {
          case "right":
          case "left":
          case "center": return "middle";
          case "bottom": return "top";
        }
        return "bottom";
      });
};

/**
 * Returns the radius of the dot, which is defined to be the square root of the
 * {@link #size} property.
 *
 * @returns {number} the radius.
 */
pv.Dot.prototype.radius = function() {
  return Math.sqrt(this.size());
};
/**
 * Constructs a new label mark with default properties. Labels are not typically
 * constructed directly, but by adding to a panel or an existing mark via
 * {@link pv.Mark#add}.
 *
 * @class Represents a text label, allowing textual annotation of other marks or
 * arbitrary text within the visualization. The character data must be plain
 * text (unicode), though the text can be styled using the {@link #font}
 * property. If rich text is needed, external HTML elements can be overlaid on
 * the canvas by hand.
 *
 *
Labels are positioned using the box model, similarly to {@link Dot}. Thus,
 * a label has no width or height, but merely a text anchor location. The text
 * is positioned relative to this anchor location based on the
 * {@link #textAlign}, {@link #textBaseline} and {@link #textMargin} properties.
 * Furthermore, the text may be rotated using {@link #textAngle}.
 *
 *
Labels ignore events, so as to not interfere with event handlers on
 * underlying marks, such as bars. In the future, we may support event handlers
 * on labels.
 *
 *
See also the Label guide.
 *
 * @extends pv.Mark
 */
pv.Label = function() {
  pv.Mark.call(this);
};

pv.Label.prototype = pv.extend(pv.Mark)
    .property("text")
    .property("font")
    .property("textAngle")
    .property("textStyle")
    .property("textAlign")
    .property("textBaseline")
    .property("textMargin")
    .property("textShadow");

pv.Label.prototype.type = "label";

/**
 * The character data to render; a string. The default value of the text
 * property is the identity function, meaning the label's associated datum will
 * be rendered using its <tt>toString</tt>.
 *
 * @type string
 * @name pv.Label.prototype.text
 */

/**
 * The font format, per the CSS Level 2 specification. The default font is "10px
 * sans-serif", for consistency with the HTML 5 canvas element specification.
 * Note that since text is not wrapped, any line-height property will be
 * ignored. The other font-style, font-variant, font-weight, font-size and
 * font-family properties are supported.
 *
 * @see CSS2 fonts
 * @type string
 * @name pv.Label.prototype.font
 */

/**
 * The rotation angle, in radians. Text is rotated clockwise relative to the
 * anchor location. For example, with the default left alignment, an angle of
 * Math.PI / 2 causes text to proceed downwards. The default angle is zero.
 *
 * @type number
 * @name pv.Label.prototype.textAngle
 */

/**
 * The text color. The name "textStyle" is used for consistency with "fillStyle"
 * and "strokeStyle", although it might be better to rename this property (and
 * perhaps use the same name as "strokeStyle"). The default color is black.
 *
 * @type string
 * @name pv.Label.prototype.textStyle
 * @see pv.color
 */

/**
 * The horizontal text alignment. One of:

 *
 *
left
 *
center
 *
right
 *
 *
The default horizontal alignment is left.
 *
 * @type string
 * @name pv.Label.prototype.textAlign
 */

/**
 * The vertical text alignment. One of:

 *
 *
top
 *
middle
 *
bottom
 *
 *
The default vertical alignment is bottom.
 *
 * @type string
 * @name pv.Label.prototype.textBaseline
 */

/**
 * The text margin; may be specified in pixels, or in font-dependent units (such
 * as ".1ex"). The margin can be used to pad text away from its anchor location,
 * in a direction dependent on the horizontal and vertical alignment
 * properties. For example, if the text is left- and middle-aligned, the margin
 * shifts the text to the right. The default margin is 3 pixels.
 *
 * @type number
 * @name pv.Label.prototype.textMargin
 */

/**
 * A list of shadow effects to be applied to text, per the CSS Text Level 3
 * text-shadow property. An example specification is "0.1em 0.1em 0.1em
 * rgba(0,0,0,.5)"; the first length is the horizontal offset, the second the
 * vertical offset, and the third the blur radius.
 *
 * @see CSS3 text
 * @type string
 * @name pv.Label.prototype.textShadow
 */

/**
 * Default properties for labels. See the individual properties for the default
 * values.
 *
 * @type pv.Label
 */
pv.Label.prototype.defaults = new pv.Label()
    .extend(pv.Mark.prototype.defaults)
    .text(pv.identity)
    .font("10px sans-serif")
    .textAngle(0)
    .textStyle("black")
    .textAlign("left")
    .textBaseline("bottom")
    .textMargin(3);
/**
 * Constructs a new line mark with default properties. Lines are not typically
 * constructed directly, but by adding to a panel or an existing mark via
 * {@link pv.Mark#add}.
 *
 * @class Represents a series of connected line segments, or polyline,
 * that can be stroked with a configurable color and thickness. Each
 * articulation point in the line corresponds to a datum; for n points,
 * n-1 connected line segments are drawn. The point is positioned using
 * the box model. Arbitrary paths are also possible, allowing radar plots and
 * other custom visualizations.
 *
 *
Like areas, lines can be stroked and filled with arbitrary colors. In most
 * cases, lines are only stroked, but the fill style can be used to construct
 * arbitrary polygons.
 *
 *
See also the Line guide.
 *
 * @extends pv.Mark
 */
pv.Line = function() {
  pv.Mark.call(this);
};

pv.Line.prototype = pv.extend(pv.Mark)
    .property("lineWidth")
    .property("strokeStyle")
    .property("fillStyle")
    .property("segmented")
    .property("interpolate");

pv.Line.prototype.type = "line";

/**
 * The width of stroked lines, in pixels; used in conjunction with
 * <tt>strokeStyle</tt> to stroke the line.
 *
 * @type number
 * @name pv.Line.prototype.lineWidth
 */

/**
 * The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
 * stroke the line. The default value of this property is a categorical color.
 *
 * @type string
 * @name pv.Line.prototype.strokeStyle
 * @see pv.color
 */

/**
 * The line fill style; if non-null, the interior of the line is closed and
 * filled with the specified color. The default value of this property is a
 * null, meaning that lines are not filled by default.
 *
 * @type string
 * @name pv.Line.prototype.fillStyle
 * @see pv.color
 */

/**
 * Whether the line is segmented; whether variations in stroke style, line width
 * and the other properties are treated as fixed. Rendering segmented lines is
 * noticeably slower than non-segmented lines.
 *
 *
This property is fixed. See {@link pv.Mark}.
 *
 * @type boolean
 * @name pv.Line.prototype.segmented
 */

/**
 * How to interpolate between values. Linear interpolation ("linear") is the
 * default, producing a straight line between points. For piecewise constant
 * functions (i.e., step functions), either "step-before" or "step-after" can be
 * specified.
 *
 *
Note: this property is currently supported only on non-segmented lines.
 *
 *
This property is fixed. See {@link pv.Mark}.
 *
 * @type string
 * @name pv.Line.prototype.interpolate
 */

/**
 * Default properties for lines. By default, there is no fill and the stroke
 * style is a categorical color. The default interpolation is linear.
 *
 * @type pv.Line
 */
pv.Line.prototype.defaults = new pv.Line()
    .extend(pv.Mark.prototype.defaults)
    .lineWidth(1.5)
    .strokeStyle(defaultStrokeStyle)
    .interpolate("linear");

/** @private */
var pv_Line_specials = {left:1, top:1, right:1, bottom:1, name:1};

/** @private */
pv.Line.prototype.bind = function() {
  pv.Mark.prototype.bind.call(this);
  var binds = this.binds,
      properties = binds.properties,
      specials = binds.specials = [];
  for (var i = 0, n = properties.length; i < n; i++) {
    var p = properties[i];
    if (p.name in pv_Line_specials) specials.push(p);
  }
};

/** @private */
pv.Line.prototype.buildInstance = function(s) {
  if (this.index && !this.scene[0].segmented) {
    this.buildProperties(s, this.binds.specials);
    this.buildImplied(s);
  } else {
    pv.Mark.prototype.buildInstance.call(this, s);
  }
};
/**
 * Constructs a new rule with default properties. Rules are not typically
 * constructed directly, but by adding to a panel or an existing mark via
 * {@link pv.Mark#add}.
 *
 * @class Represents a horizontal or vertical rule. Rules are frequently used
 * for axes and grid lines. For example, specifying only the bottom property
 * draws horizontal rules, while specifying only the left draws vertical
 * rules. Rules can also be used as thin bars. The visual style is controlled in
 * the same manner as lines.
 *
 *
Rules are positioned exclusively the standard box model properties. The
 * following combinations of properties are supported:
 *
 *

 *
Properties	Orientation

 *

 *
left	vertical

 *
right	vertical

 *
left, bottom, top	vertical

 *
right, bottom, top	vertical

 *
top	horizontal

 *
bottom	horizontal

 *
top, left, right	horizontal

 *
bottom, left, right	horizontal

 *
left, top, height	vertical

 *
left, bottom, height	vertical

 *
right, top, height	vertical

 *
right, bottom, height	vertical

 *
left, top, width	horizontal

 *
left, bottom, width	horizontal

 *
right, top, width	horizontal

 *
right, bottom, width	horizontal

 *

 *

 *
 *
Small rules can be used as tick marks; alternatively, a {@link Dot} with
 * the "tick" shape can be used.
 *
 *
See also the Rule guide.
 *
 * @see pv.Line
 * @extends pv.Mark
 */
pv.Rule = function() {
  pv.Mark.call(this);
};

pv.Rule.prototype = pv.extend(pv.Mark)
    .property("width")
    .property("height")
    .property("lineWidth")
    .property("strokeStyle");

pv.Rule.prototype.type = "rule";

/**
 * The width of the rule, in pixels. If the left position is specified, the rule
 * extends rightward from the left edge; if the right position is specified, the
 * rule extends leftward from the right edge.
 *
 * @type number
 * @name pv.Rule.prototype.width
 */

/**
 * The height of the rule, in pixels. If the bottom position is specified, the
 * rule extends upward from the bottom edge; if the top position is specified,
 * the rule extends downward from the top edge.
 *
 * @type number
 * @name pv.Rule.prototype.height
 */

/**
 * The width of stroked lines, in pixels; used in conjunction with
 * <tt>strokeStyle</tt> to stroke the rule. The default value is 1 pixel.
 *
 * @type number
 * @name pv.Rule.prototype.lineWidth
 */

/**
 * The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
 * stroke the rule. The default value of this property is black.
 *
 * @type string
 * @name pv.Rule.prototype.strokeStyle
 * @see pv.color
 */

/**
 * Default properties for rules. By default, a single-pixel black line is
 * stroked.
 *
 * @type pv.Rule
 */
pv.Rule.prototype.defaults = new pv.Rule()
    .extend(pv.Mark.prototype.defaults)
    .lineWidth(1)
    .strokeStyle("black");

/**
 * Constructs a new rule anchor with default properties. Rules support five
 * different anchors:

 *
 *
top
 *
left
 *
center
 *
bottom
 *
right
 *
 *
In addition to positioning properties (left, right, top bottom), the
 * anchors support text rendering properties (text-align, text-baseline). Text is
 * rendered to appear outside the rule. Note that this behavior is different
 * from other mark anchors, which default to rendering text inside the
 * mark.
 *
 *
For consistency with the other mark types, the anchor positions are
 * defined in terms of their opposite edge. For example, the top anchor defines
 * the bottom property, such that a bar added to the top anchor grows upward.
 *
 * @param {string} name the anchor name; either a string or a property function.
 * @returns {pv.Anchor}
 */
pv.Rule.prototype.anchor = function(name) {
  return pv.Bar.prototype.anchor.call(this, name)
    .textAlign(function(d) {
        switch (this.name()) {
          case "left": return "right";
          case "bottom":
          case "top":
          case "center": return "center";
          case "right": return "left";
        }
      })
    .textBaseline(function(d) {
        switch (this.name()) {
          case "right":
          case "left":
          case "center": return "middle";
          case "top": return "bottom";
          case "bottom": return "top";
        }
      });
};

/**
 * @private Overrides the default behavior of {@link pv.Mark.buildImplied} to
 * determine the orientation (vertical or horizontal) of the rule.
 *
 * @param s a node in the scene graph; the instance of the rule to build.
 */
pv.Rule.prototype.buildImplied = function(s) {
  var l = s.left, r = s.right, t = s.top, b = s.bottom;

  /* Determine horizontal or vertical orientation. */
  if ((s.width != null)
      || ((l == null) && (r == null))
      || ((r != null) && (l != null))) {
    s.height = 0;
  } else {
    s.width = 0;
  }

  pv.Mark.prototype.buildImplied.call(this, s);
};
/**
 * Constructs a new, empty panel with default properties. Panels, with the
 * exception of the root panel, are not typically constructed directly; instead,
 * they are added to an existing panel or mark via {@link pv.Mark#add}.
 *
 * @class Represents a container mark. Panels allow repeated or nested
 * structures, commonly used in small multiple displays where a small
 * visualization is tiled to facilitate comparison across one or more
 * dimensions. Other types of visualizations may benefit from repeated and
 * possibly overlapping structure as well, such as stacked area charts. Panels
 * can also offset the position of marks to provide padding from surrounding
 * content.
 *
 *
All Protovis displays have at least one panel; this is the root panel to
 * which marks are rendered. The box model properties (four margins, width and
 * height) are used to offset the positions of contained marks. The data
 * property determines the panel count: a panel is generated once per associated
 * datum. When nested panels are used, property functions can declare additional
 * arguments to access the data associated with enclosing panels.
 *
 *
Panels can be rendered inline, facilitating the creation of sparklines.
 * This allows designers to reuse browser layout features, such as text flow and
 * tables; designers can also overlay HTML elements such as rich text and
 * images.
 *
 *
All panels have a <tt>children</tt> array (possibly empty) containing the
 * child marks in the order they were added. Panels also have a <tt>root</tt>
 * field which points to the root (outermost) panel; the root panel's root field
 * points to itself.
 *
 *
See also the Protovis guide.
 *
 * @extends pv.Bar
 */
pv.Panel = function() {
  pv.Bar.call(this);

  /**
   * The child marks; zero or more {@link pv.Mark}s in the order they were
   * added.
   *
   * @see #add
   * @type pv.Mark[]
   */
  this.children = [];
  this.root = this;

  /**
   * The internal $dom field is set by the Protovis loader; see lang/init.js. It
   * refers to the script element that contains the Protovis specification, so
   * that the panel knows where in the DOM to insert the generated SVG element.
   *
   * @private
   */
  this.$dom = pv.Panel.$dom;
};

pv.Panel.prototype = pv.extend(pv.Bar)
    .property("canvas")
    .property("overflow");

pv.Panel.prototype.type = "panel";

/**
 * The canvas element; either the string ID of the canvas element in the current
 * document, or a reference to the canvas element itself. If null, a canvas
 * element will be created and inserted into the document at the location of the
 * script element containing the current Protovis specification. This property
 * only applies to root panels and is ignored on nested panels.
 *
 *
Note: the "canvas" element here refers to a <tt>div</tt> (or other suitable
 * HTML container element), not a <tt>canvas</tt> element. The name of
 * this property is a historical anachronism from the first implementation that
 * used HTML 5 canvas, rather than SVG.
 *
 * @type string
 * @name pv.Panel.prototype.canvas
 */

/**
 * Default properties for panels. By default, the margins are zero, the fill
 * style is transparent.
 *
 * @type pv.Panel
 */
pv.Panel.prototype.defaults = new pv.Panel()
    .extend(pv.Bar.prototype.defaults)
    .fillStyle(null)
    .overflow("visible");

/**
 * Returns an anchor with the specified name. This method is overridden since
 * the behavior of Panel anchors is slightly different from normal anchors:
 * adding to an anchor adds to the anchor target's, rather than the anchor
 * target's parent. To avoid double margins, we override the anchor's proto so
 * that the margins are zero.
 *
 * @param {string} name the anchor name; either a string or a property function.
 * @returns {pv.Anchor} the new anchor.
 */
pv.Panel.prototype.anchor = function(name) {

  /* A "view" of this panel whose margins appear to be zero. */
  function z() { return 0; }
  z.prototype = this;
  z.prototype.left = z.prototype.right = z.prototype.top = z.prototype.bottom = z;

  var anchor = pv.Bar.prototype.anchor.call(new z(), name)
      .data(function(d) { return [d]; });
  anchor.parent = this;
  return anchor;
};

/**
 * Adds a new mark of the specified type to this panel. Unlike the normal
 * {@link Mark#add} behavior, adding a mark to a panel does not cause the mark
 * to inherit from the panel. Since the contained marks are offset by the panel
 * margins already, inheriting properties is generally undesirable; of course,
 * it is always possible to change this behavior by calling {@link Mark#extend}
 * explicitly.
 *
 * @param {function} type the type of the new mark to add.
 * @returns {pv.Mark} the new mark.
 */
pv.Panel.prototype.add = function(type) {
  var child = new type();
  child.parent = this;
  child.root = this.root;
  child.childIndex = this.children.length;
  this.children.push(child);
  return child;
};

/** @private TODO */
pv.Panel.prototype.bind = function() {
  pv.Mark.prototype.bind.call(this);
  for (var i = 0; i < this.children.length; i++) {
    this.children[i].bind();
  }
};

/**
 * @private Evaluates all of the properties for this panel for the specified
 * instance <tt>s</tt> in the scene graph, including recursively building the
 * scene graph for child marks.
 *
 * @param s a node in the scene graph; the instance of the panel to build.
 * @see Mark#scene
 */
pv.Panel.prototype.buildInstance = function(s) {
  pv.Bar.prototype.buildInstance.call(this, s);
  if (!s.children) s.children = [];

  /*
   * Build each child, passing in the parent (this panel) scene graph node. The
   * child mark's scene is initialized from the corresponding entry in the
   * existing scene graph, such that properties from the previous build can be
   * reused; this is largely to facilitate the recycling of SVG elements.
   */
  for (var i = 0; i < this.children.length; i++) {
    this.children[i].scene = s.children[i]; // possibly undefined
    this.children[i].build();
  }

  /*
   * Once the child marks have been built, the new scene graph nodes are removed
   * from the child marks and placed into the scene graph. The nodes cannot
   * remain on the child nodes because this panel (or a parent panel) may be
   * instantiated multiple times!
   */
  for (var i = 0; i < this.children.length; i++) {
    s.children[i] = this.children[i].scene;
    delete this.children[i].scene;
  }

  /* Delete any expired child scenes, should child marks have been removed. */
  s.children.length = this.children.length;
};

/**
 * @private Computes the implied properties for this panel for the specified
 * instance <tt>s</tt> in the scene graph. Panels have two implied
 * properties:

 *
 *
The <tt>canvas</tt> property references the DOM element, typically a DIV,
 * that contains the SVG element that is used to display the visualization. This
 * property may be specified as a string, referring to the unique ID of the
 * element in the DOM. The string is converted to a reference to the DOM
 * element. The width and height of the SVG element is inferred from this DOM
 * element. If no canvas property is specified, a new SVG element is created and
 * inserted into the document, using the panel dimensions; see
 * {@link #createCanvas}.
 *
 *
The <tt>children</tt> array, while not a property per se, contains the
 * scene graph for each child mark. This array is initialized to be empty, and
 * is populated above in {@link #buildInstance}.
 *
 *
The current implementation creates the SVG element, if necessary, during
 * the build phase; in the future, it may be preferrable to move this to the
 * update phase, although then the canvas property would be undefined. In
 * addition, DOM inspection is necessary to define the implied width and height
 * properties that may be inferred from the DOM.
 *
 * @param s a node in the scene graph; the instance of the panel to build.
 */
pv.Panel.prototype.buildImplied = function(s) {
  if (!this.parent) {
    var c = s.canvas;
    if (c) {
      if (typeof c == "string") c = document.getElementById(c);

      /* Clear the container if it's not associated with this panel. */
      if (c.$panel != this) {
        c.$panel = this;
        c.innerHTML = "";
      }

      /* If width and height weren't specified, inspect the container. */
      var w, h;
      if (s.width == null) {
        w = parseFloat(pv.css(c, "width"));
        s.width = w - s.left - s.right;
      }
      if (s.height == null) {
        h = parseFloat(pv.css(c, "height"));
        s.height = h - s.top - s.bottom;
      }
    } else if (s.$canvas) {

      /*
       * If the canvas property is null, and we previously created a canvas for
       * this scene node, reuse the previous canvas rather than creating a new
       * one.
       */
      c = s.$canvas;
    } else {

      /**
       * Returns the last element in the current document's body. The canvas
       * element is appended to this last element if another DOM element has not
       * already been specified via the <tt>$dom</tt> field.
       */
      function lastElement() {
        var node = document.body;
        while (node.lastChild && node.lastChild.tagName) {
          node = node.lastChild;
        }
        return (node == document.body) ? node : node.parentNode;
      }

      /* Insert a new container into the DOM. */
      c = s.$canvas = document.createElement("span");
      this.$dom // script element for text/javascript+protovis
          ? this.$dom.parentNode.insertBefore(c, this.$dom)
          : lastElement().appendChild(c);
    }
    s.canvas = c;
  }
  pv.Bar.prototype.buildImplied.call(this, s);
};
/**
 * Constructs a new dot mark with default properties. Images are not typically
 * constructed directly, but by adding to a panel or an existing mark via
 * {@link pv.Mark#add}.
 *
 * @class Represents an image. Images share the same layout and style properties as
 * bars, in conjunction with an external image such as PNG or JPEG. The image is
 * specified via the {@link #url} property. The fill, if specified, appears
 * beneath the image, while the optional stroke appears above the image.
 *
 *
TODO Restore support for dynamic images (such as heatmaps). These were
 * supported in the canvas implementation using the pixel buffer API; although
 * SVG does not support pixel manipulation, it is possible to embed a canvas
 * element in SVG using foreign objects.
 *
 *
TODO Allow different modes of image placement: "scale" -- scale and
 * preserve aspect ratio, "tile" -- repeat the image, "center" -- center the
 * image, "fill" -- scale without preserving aspect ratio.
 *
 *
See {@link pv.Bar} for details on positioning properties.
 *
 * @extends pv.Bar
 */
pv.Image = function() {
  pv.Bar.call(this);
};

pv.Image.prototype = pv.extend(pv.Bar)
    .property("url");

pv.Image.prototype.type = "image";

/**
 * The URL of the image to display. The set of supported image types is
 * browser-dependent; PNG and JPEG are recommended.
 *
 * @type string
 * @name pv.Image.prototype.url
 */

/**
 * Default properties for images. By default, there is no stroke or fill style.
 *
 * @type pv.Image
 */
pv.Image.prototype.defaults = new pv.Image()
    .extend(pv.Bar.prototype.defaults)
    .fillStyle(null);
/**
 * Constructs a new wedge with default properties. Wedges are not typically
 * constructed directly, but by adding to a panel or an existing mark via
 * {@link pv.Mark#add}.
 *
 * @class Represents a wedge, or pie slice. Specified in terms of start and end
 * angle, inner and outer radius, wedges can be used to construct donut charts
 * and polar bar charts as well. If the {@link #angle} property is used, the end
 * angle is implied by adding this value to start angle. By default, the start
 * angle is the previously-generated wedge's end angle. This design allows
 * explicit control over the wedge placement if desired, while offering
 * convenient defaults for the construction of radial graphs.
 *
 *
The center point of the circle is positioned using the standard box model.
 * The wedge can be stroked and filled, similar to {link Bar}.
 *
 *
See also the Wedge guide.
 *
 * @extends pv.Mark
 */
pv.Wedge = function() {
  pv.Mark.call(this);
};

pv.Wedge.prototype = pv.extend(pv.Mark)
    .property("startAngle")
    .property("endAngle")
    .property("angle")
    .property("innerRadius")
    .property("outerRadius")
    .property("lineWidth")
    .property("strokeStyle")
    .property("fillStyle");

pv.Wedge.prototype.type = "wedge";

/**
 * The start angle of the wedge, in radians. The start angle is measured
 * clockwise from the 3 o'clock position. The default value of this property is
 * the end angle of the previous instance (the {@link Mark#sibling}), or -PI / 2
 * for the first wedge; for pie and donut charts, typically only the
 * {@link #angle} property needs to be specified.
 *
 * @type number
 * @name pv.Wedge.prototype.startAngle
 */

/**
 * The end angle of the wedge, in radians. If not specified, the end angle is
 * implied as the start angle plus the {@link #angle}.
 *
 * @type number
 * @name pv.Wedge.prototype.endAngle
 */

/**
 * The angular span of the wedge, in radians. This property is used if end angle
 * is not specified.
 *
 * @type number
 * @name pv.Wedge.prototype.angle
 */

/**
 * The inner radius of the wedge, in pixels. The default value of this property
 * is zero; a positive value will produce a donut slice rather than a pie slice.
 * The inner radius can vary per-wedge.
 *
 * @type number
 * @name pv.Wedge.prototype.innerRadius
 */

/**
 * The outer radius of the wedge, in pixels. This property is required. For
 * pies, only this radius is required; for donuts, the inner radius must be
 * specified as well. The outer radius can vary per-wedge.
 *
 * @type number
 * @name pv.Wedge.prototype.outerRadius
 */

/**
 * The width of stroked lines, in pixels; used in conjunction with
 * <tt>strokeStyle</tt> to stroke the wedge's border.
 *
 * @type number
 * @name pv.Wedge.prototype.lineWidth
 */

/**
 * The style of stroked lines; used in conjunction with <tt>lineWidth</tt> to
 * stroke the wedge's border. The default value of this property is null,
 * meaning wedges are not stroked by default.
 *
 * @type string
 * @name pv.Wedge.prototype.strokeStyle
 * @see pv.color
 */

/**
 * The wedge fill style; if non-null, the interior of the wedge is filled with
 * the specified color. The default value of this property is a categorical
 * color.
 *
 * @type string
 * @name pv.Wedge.prototype.fillStyle
 * @see pv.color
 */

/**
 * Default properties for wedges. By default, there is no stroke and the fill
 * style is a categorical color.
 *
 * @type pv.Wedge
 */
pv.Wedge.prototype.defaults = new pv.Wedge()
    .extend(pv.Mark.prototype.defaults)
    .startAngle(function() {
        var s = this.sibling();
        return s ? s.endAngle : -Math.PI / 2;
      })
    .innerRadius(0)
    .lineWidth(1.5)
    .strokeStyle(null)
    .fillStyle(defaultFillStyle.by(pv.index));

/**
 * Returns the mid-radius of the wedge, which is defined as half-way between the
 * inner and outer radii.
 *
 * @see #innerRadius
 * @see #outerRadius
 * @returns {number} the mid-radius, in pixels.
 */
pv.Wedge.prototype.midRadius = function() {
  return (this.innerRadius() + this.outerRadius()) / 2;
};

/**
 * Returns the mid-angle of the wedge, which is defined as half-way between the
 * start and end angles.
 *
 * @see #startAngle
 * @see #endAngle
 * @returns {number} the mid-angle, in radians.
 */
pv.Wedge.prototype.midAngle = function() {
  return (this.startAngle() + this.endAngle()) / 2;
};

/**
 * Constructs a new wedge anchor with default properties. Wedges support five
 * different anchors:

 *
 *
outer
 *
inner
 *
center
 *
start
 *
end
 *
 *
In addition to positioning properties (left, right, top bottom), the
 * anchors support text rendering properties (text-align, text-baseline,
 * textAngle). Text is rendered to appear inside the wedge.
 *
 * @param {string} name the anchor name; either a string or a property function.
 * @returns {pv.Anchor}
 */
pv.Wedge.prototype.anchor = function(name) {
  var w = this;
  return pv.Mark.prototype.anchor.call(this, name)
    .left(function() {
        switch (this.name()) {
          case "outer": return w.left() + w.outerRadius() * Math.cos(w.midAngle());
          case "inner": return w.left() + w.innerRadius() * Math.cos(w.midAngle());
          case "start": return w.left() + w.midRadius() * Math.cos(w.startAngle());
          case "center": return w.left() + w.midRadius() * Math.cos(w.midAngle());
          case "end": return w.left() + w.midRadius() * Math.cos(w.endAngle());
        }
      })
    .right(function() {
        switch (this.name()) {
          case "outer": return w.right() + w.outerRadius() * Math.cos(w.midAngle());
          case "inner": return w.right() + w.innerRadius() * Math.cos(w.midAngle());
          case "start": return w.right() + w.midRadius() * Math.cos(w.startAngle());
          case "center": return w.right() + w.midRadius() * Math.cos(w.midAngle());
          case "end": return w.right() + w.midRadius() * Math.cos(w.endAngle());
        }
      })
    .top(function() {
        switch (this.name()) {
          case "outer": return w.top() + w.outerRadius() * Math.sin(w.midAngle());
          case "inner": return w.top() + w.innerRadius() * Math.sin(w.midAngle());
          case "start": return w.top() + w.midRadius() * Math.sin(w.startAngle());
          case "center": return w.top() + w.midRadius() * Math.sin(w.midAngle());
          case "end": return w.top() + w.midRadius() * Math.sin(w.endAngle());
        }
      })
    .bottom(function() {
        switch (this.name()) {
          case "outer": return w.bottom() + w.outerRadius() * Math.sin(w.midAngle());
          case "inner": return w.bottom() + w.innerRadius() * Math.sin(w.midAngle());
          case "start": return w.bottom() + w.midRadius() * Math.sin(w.startAngle());
          case "center": return w.bottom() + w.midRadius() * Math.sin(w.midAngle());
          case "end": return w.bottom() + w.midRadius() * Math.sin(w.endAngle());
        }
      })
    .textAlign(function() {
        switch (this.name()) {
          case "outer": return pv.Wedge.upright(w.midAngle()) ? "right" : "left";
          case "inner": return pv.Wedge.upright(w.midAngle()) ? "left" : "right";
        }
        return "center";
      })
    .textBaseline(function() {
        switch (this.name()) {
          case "start": return pv.Wedge.upright(w.startAngle()) ? "top" : "bottom";
          case "end": return pv.Wedge.upright(w.endAngle()) ? "bottom" : "top";
        }
        return "middle";
      })
    .textAngle(function() {
        var a = 0;
        switch (this.name()) {
          case "center":
          case "inner":
          case "outer": a = w.midAngle(); break;
          case "start": a = w.startAngle(); break;
          case "end": a = w.endAngle(); break;
        }
        return pv.Wedge.upright(a) ? a : (a + Math.PI);
      });
};

/**
 * Returns true if the specified angle is considered "upright", as in, text
 * rendered at that angle would appear upright. If the angle is not upright,
 * text is rotated 180 degrees to be upright, and the text alignment properties
 * are correspondingly changed.
 *
 * @param {number} angle an angle, in radius.
 * @returns {boolean} true if the specified angle is upright.
 */
pv.Wedge.upright = function(angle) {
  angle = angle % (2 * Math.PI);
  angle = (angle < 0) ? (2 * Math.PI + angle) : angle;
  return (angle < Math.PI / 2) || (angle > 3 * Math.PI / 2);
};

/**
 * @private Overrides the default behavior of {@link pv.Mark.buildImplied} such
 * that the end angle is computed from the start angle and angle (angular span)
 * if not specified.
 *
 * @param s a node in the scene graph; the instance of the wedge to build.
 */
pv.Wedge.prototype.buildImplied = function(s) {
  pv.Mark.prototype.buildImplied.call(this, s);

  /*
   * TODO If the angle or endAngle is updated by an event handler, the implied
   * properties won't recompute correctly, so this will lead to potentially
   * buggy redraw. How to re-evaluate implied properties on update?
   */
  if (s.endAngle == null) s.endAngle = s.startAngle + s.angle;
  if (s.angle == null) s.angle = s.endAngle - s.startAngle;
};
/**
 * @ignore
 * @namespace
 */
pv.Layout = {};
/**
 * Returns a new grid layout.
 *
 * @class A grid layout with regularly-sized rows and columns.  The number of rows
 * and columns are determined from the array, which should be in row-major
 * order. For example, the 2×3 array:
 *
 *
1 2 3
 * 4 5 6

 *
 * should be represented as:
 *
 *
[[1, 2, 3], [4, 5, 6]]

 *
 * If your data is in column-major order, you can use {@link pv.transpose} to
 * transpose it.
 *
 *
This layout defines left, top, width, height and data properties. The data
 * property will be the associated element in the array. For example, if the
 * array is a two-dimensional array of values in the range [0,1], a simple
 * heatmap can be generated as:
 *
 *
.add(pv.Bar)
 *   .extend(pv.Layout.grid(array))
 *   .fillStyle(pv.ramp("white", "black"))

 *
 * By default, the grid fills the full width and height of the parent panel.
 *
 * @param {array[]} arrays an array of arrays.
 * @returns {pv.Layout.grid} a grid layout.
 */
pv.Layout.grid = function(arrays) {
  var rows = arrays.length, cols = arrays[0].length;

  /** @private */
  function w() { return this.parent.width() / cols; }

  /** @private */
  function h() { return this.parent.height() / rows; }

  /* A dummy mark, like an anchor, which the caller extends. */
  return new pv.Mark()
      .data(pv.blend(arrays))
      .left(function() { return w.call(this) * (this.index % cols); })
      .top(function() { return h.call(this) * Math.floor(this.index / cols); })
      .width(w)
      .height(h);
};
/**
 * Returns a new stack layout.
 *
 * @class A layout for stacking marks vertically or horizontally, using the
 * cousin instance. This layout is designed to be used for one of the
 * four positional properties in the box model, and changes behavior depending
 * on the property being evaluated:

 *
 *
bottom: cousin.bottom + cousin.height
 *
top: cousin.top + cousin.height
 *
left: cousin.left + cousin.width
 *
right: cousin.right + cousin.width
 *
 *
If no cousin instance is available (for example, for first instance),
 * the specified offset is used. If no offset is specified, zero is used. For
 * example,
 *
 *
new pv.Panel()
 *     .width(150).height(150)
 *   .add(pv.Panel)
 *     .data([[1, 1.2, 1.7, 1.5, 1.7],
 *            [.5, 1, .8, 1.1, 1.3],
 *            [.2, .5, .8, .9, 1]])
 *   .add(pv.Area)
 *     .data(function(d) d)
 *     .bottom(pv.Layout.stack())
 *     .height(function(d) d * 40)
 *     .left(function() this.index * 35)
 *   .root.render();

 *
 * specifies a vertically-stacked area chart.
 *
 * @returns {pv.Layout.stack} a stack property function.
 * @see pv.Mark#cousin
 */
pv.Layout.stack = function() {
  /** @private */
  var offset = function() { return 0; };

  /** @private */
  function layout() {

    /* Find the previous visible parent instance. */
    var i = this.parent.index, p, c;
    while ((i-- > 0) && !c) {
      p = this.parent.scene[i];
      if (p.visible) c = p.children[this.childIndex][this.index];
    }

    if (c) {
      switch (property) {
        case "bottom": return c.bottom + c.height;
        case "top": return c.top + c.height;
        case "left": return c.left + c.width;
        case "right": return c.right + c.width;
      }
    }

    return offset.apply(this, arguments);
  }

  /**
   * Sets the offset for this stack layout. The offset can either be specified
   * as a function or as a constant. If a function, the function is invoked in
   * the same context as a normal property function: <tt>this</tt> refers to the
   * mark, and the arguments are the full data stack. By default the offset is
   * zero.
   *
   * @function
   * @name pv.Layout.stack.prototype.offset
   * @param {function} f offset function, or constant value.
   * @returns {pv.Layout.stack} this.
   */
  layout.offset = function(f) {
      offset = (f instanceof Function) ? f : function() { return f; };
      return this;
    };

  return layout;
};
// TODO share code with Treemap
// TODO vertical / horizontal orientation?

/**
 * Returns a new icicle tree layout.
 *
 * @class A tree layout in the form of an icicle.  The first row corresponds to the root
 * of the tree; subsequent rows correspond to each tier. Rows are subdivided
 * into cells based on the size of nodes, per {@link #size}. Within a row, cells
 * are sorted by size.
 *
 *
This tree layout is intended to be extended (see {@link pv.Mark#extend})
 * by a {@link pv.Bar}. The data property returns an array of nodes for use by
 * other property functions. The following node attributes are supported:
 *
 *

 *
<tt>left</tt> - the cell left position.
 *
<tt>top</tt> - the cell top position.
 *
<tt>width</tt> - the cell width.
 *
<tt>height</tt> - the cell height.
 *
<tt>depth</tt> - the node depth (tier; the root is 0).
 *
<tt>keys</tt> - an array of string keys for the node.
 *
<tt>size</tt> - the aggregate node size.
 *
<tt>children</tt> - child nodes, if any.
 *
<tt>data</tt> - the associated tree element, for leaf nodes.
 *

 *
 * To produce a default icicle layout, say:
 *
 *
.add(pv.Bar)
 *   .extend(pv.Layout.icicle(tree))

 *
 * To customize the tree to highlight leaf nodes bigger than 10,000 (1E4), you
 * might say:
 *
 *
.add(pv.Bar)
 *   .extend(pv.Layout.icicle(tree))
 *   .fillStyle(function(n) n.data > 1e4 ? "#ff0" : "#fff")

 *
 * The format of the <tt>tree</tt> argument is any hierarchical object whose
 * leaf nodes are numbers corresponding to their size. For an example, and
 * information on how to convert tabular data into such a tree, see
 * {@link pv.Tree}. If the leaf nodes are not numbers, a {@link #size} function
 * can be specified to override how the tree is interpreted. This size function
 * can also be used to transform the data.
 *
 *
By default, the icicle fills the full width and height of the parent
 * panel. An optional root key can be specified using {@link #root} for
 * convenience.
 *
 * @param tree a tree (an object) who leaf attributes have sizes.
 * @returns {pv.Layout.icicle} a tree layout.
 */
pv.Layout.icicle = function(tree) {
  var keys = [], sizeof = Number;

  /** @private */
  function accumulate(map) {
    var node = {size: 0, children: [], keys: keys.slice()};
    for (var key in map) {
      var child = map[key], size = sizeof(child);
      keys.push(key);
      if (isNaN(size)) {
        child = accumulate(child);
      } else {
        child = {size: size, data: child, keys: keys.slice()};
      }
      node.children.push(child);
      node.size += child.size;
      keys.pop();
    }
    node.children.sort(function(a, b) { return b.size - a.size; });
    return node;
  }

  /** @private */
  function scale(node, k) {
    node.size *= k;
    if (node.children) {
      for (var i = 0; i < node.children.length; i++) {
        scale(node.children[i], k);
      }
    }
  }

  /** @private */
  function depth(node, i) {
    i = i ? (i + 1) : 1;
    return node.children
        ? pv.max(node.children, function(n) { return depth(n, i); })
        : i;
  }

  /** @private */
  function layout(node) {
    if (node.children) {
      icify(node);
      for (var i = 0; i < node.children.length; i++) {
        layout(node.children[i]);
      }
    }
  }

  /** @private */
  function icify(node) {
    var left = node.left;
    for (var i = 0; i < node.children.length; i++) {
      var child = node.children[i], width = (child.size / node.size) * node.width;
      child.left = left;
      child.top = node.top + node.height;
      child.width = width;
      child.height = node.height;
      child.depth = node.depth + 1;
      left += width;
      if (child.children) {
        icify(child);
      }
    }
  }

  /** @private */
  function flatten(node, array) {
    if (node.children) {
      for (var i = 0; i < node.children.length; i++) {
        flatten(node.children[i], array);
      }
    }
    array.push(node)
    return array;
  }

  /** @private */
  function data() {
    var root = accumulate(tree);
    root.top = 0;
    root.left = 0;
    root.width = this.parent.width();
    root.height = this.parent.height() / depth(root);
    root.depth = 0;
    layout(root);
    return flatten(root, []).reverse();
  }

  /* A dummy mark, like an anchor, which the caller extends. */
  var mark = new pv.Mark()
      .data(data)
      .left(function(n) { return n.left; })
      .top(function(n) { return n.top; })
      .width(function(n) { return n.width; })
      .height(function(n) { return n.height; });

  /**
   * Specifies the root key; optional. The root key is prepended to the
   * <tt>keys</tt> attribute for all generated nodes. This method is provided
   * for convenience and does not affect layout.
   *
   * @param {string} v the root key.
   * @function
   * @name pv.Layout.icicle.prototype.root
   * @returns {pv.Layout.icicle} this.
   */
  mark.root = function(v) {
    keys = [v];
    return this;
  };

  /**
   * Specifies the sizing function. By default, the sizing function is
   * <tt>Number</tt>. The sizing function is invoked for each node in the tree
   * (passed to the constructor): the sizing function must return
   * <tt>undefined</tt> or <tt>NaN</tt> for internal nodes, and a number for
   * leaf nodes. The aggregate sizes of internal nodes will be automatically
   * computed by the layout.
   *
   *
For example, if the tree data structure represents a file system, with
   * files as leaf nodes, and each file has a <tt>bytes</tt> attribute, you can
   * specify a size function as:
   *
   *
.size(function(d) d.bytes)

   *
   * This function will return <tt>undefined</tt> for internal nodes (since
   * these do not have a <tt>bytes</tt> attribute), and a number for leaf nodes.
   *
   *
Note that the built-in <tt>Math.sqrt</tt> and <tt>Math.log</tt> methods
   * can also be used as sizing functions. These function similarly to
   * <tt>Number</tt>, except perform a root and log scale, respectively.
   *
   * @param {function} f the new sizing function.
   * @function
   * @name pv.Layout.icicle.prototype.size
   * @returns {pv.Layout.icicle} this.
   */
  mark.size = function(f) {
    sizeof = f;
    return this;
  };

  return mark;
};
// TODO share code with Treemap
// TODO inspect parent panel dimensions to set inner and outer radii

/**
 * Returns a new sunburst tree layout.
 *
 * @class A tree layout in the form of a sunburst.  The
 * center circle corresponds to the root of the tree; subsequent rings
 * correspond to each tier. Rings are subdivided into wedges based on the size
 * of nodes, per {@link #size}. Within a ring, wedges are sorted by size.
 *
 *
The tree layout is intended to be extended (see {@link pv.Mark#extend} by
 * a {@link pv.Wedge}. The data property returns an array of nodes for use by
 * other property functions. The following node attributes are supported:
 *
 *

 *
<tt>left</tt> - the wedge left position.
 *
<tt>top</tt> - the wedge top position.
 *
<tt>innerRadius</tt> - the wedge inner radius.
 *
<tt>outerRadius</tt> - the wedge outer radius.
 *
<tt>startAngle</tt> - the wedge start angle.
 *
<tt>endAngle</tt> - the wedge end angle.
 *
<tt>angle</tt> - the wedge angle.
 *
<tt>depth</tt> - the node depth (tier; the root is 0).
 *
<tt>keys</tt> - an array of string keys for the node.
 *
<tt>size</tt> - the aggregate node size.
 *
<tt>children</tt> - child nodes, if any.
 *
<tt>data</tt> - the associated tree element, for leaf nodes.
 *

 *
 *
To produce a default sunburst layout, say:
 *
 *
.add(pv.Wedge)
 *   .extend(pv.Layout.sunburst(tree))

 *
 * To only show nodes at a depth of two or greater, you might say:
 *
 *
.add(pv.Wedge)
 *   .extend(pv.Layout.sunburst(tree))
 *   .visible(function(n) n.depth > 1)

 *
 * The format of the <tt>tree</tt> argument is a hierarchical object whose leaf
 * nodes are numbers corresponding to their size. For an example, and
 * information on how to convert tabular data into such a tree, see
 * {@link pv.Tree}. If the leaf nodes are not numbers, a {@link #size} function
 * can be specified to override how the tree is interpreted. This size function
 * can also be used to transform the data.
 *
 *
By default, the sunburst fills the full width and height of the parent
 * panel. An optional root key can be specified using {@link #root} for
 * convenience.
 *
 * @param tree a tree (an object) who leaf attributes have sizes.
 * @returns {pv.Layout.sunburst} a tree layout.
 */
pv.Layout.sunburst = function(tree) {
  var keys = [], sizeof = Number, w, h, r;

  /** @private */
  function accumulate(map) {
    var node = {size: 0, children: [], keys: keys.slice()};
    for (var key in map) {
      var child = map[key], size = sizeof(child);
      keys.push(key);
      if (isNaN(size)) {
        child = accumulate(child);
      } else {
        child = {size: size, data: child, keys: keys.slice()};
      }
      node.children.push(child);
      node.size += child.size;
      keys.pop();
    }
    node.children.sort(function(a, b) { return b.size - a.size; });
    return node;
  }

  /** @private */
  function scale(node, k) {
    node.size *= k;
    if (node.children) {
      for (var i = 0; i < node.children.length; i++) {
        scale(node.children[i], k);
      }
    }
  }

  /** @private */
  function depth(node, i) {
    i = i ? (i + 1) : 1;
    return node.children
        ? pv.max(node.children, function(n) { return depth(n, i); })
        : i;
  }

  /** @private */
  function layout(node) {
    if (node.children) {
      wedgify(node);
      for (var i = 0; i < node.children.length; i++) {
        layout(node.children[i]);
      }
    }
  }

  /** @private */
  function wedgify(node) {
    var startAngle = node.startAngle;
    for (var i = 0; i < node.children.length; i++) {
      var child = node.children[i], angle = (child.size / node.size) * node.angle;
      child.startAngle = startAngle;
      child.angle = angle;
      child.endAngle = startAngle + angle;
      child.depth = node.depth + 1;
      child.left = w / 2;
      child.top = h / 2;
      child.innerRadius = Math.max(0, child.depth - .5) * r;
      child.outerRadius = (child.depth + .5) * r;
      startAngle += angle;
      if (child.children) {
        wedgify(child);
      }
    }
  }

  /** @private */
  function flatten(node, array) {
    if (node.children) {
      for (var i = 0; i < node.children.length; i++) {
        flatten(node.children[i], array);
      }
    }
    array.push(node)
    return array;
  }

  /** @private */
  function data() {
    var root = accumulate(tree);
    w = this.parent.width();
    h = this.parent.height();
    r = Math.min(w, h) / 2 / (depth(root) - .5);
    root.left = w / 2;
    root.top = h / 2;
    root.startAngle = 0;
    root.angle = 2 * Math.PI;
    root.endAngle = 2 * Math.PI;
    root.innerRadius = 0;
    root.outerRadius = r;
    root.depth = 0;
    layout(root);
    return flatten(root, []).reverse();
  }

  /* A dummy mark, like an anchor, which the caller extends. */
  var mark = new pv.Mark()
      .data(data)
      .left(function(n) { return n.left; })
      .top(function(n) { return n.top; })
      .startAngle(function(n) { return n.startAngle; })
      .angle(function(n) { return n.angle; })
      .innerRadius(function(n) { return n.innerRadius; })
      .outerRadius(function(n) { return n.outerRadius; });

  /**
   * Specifies the root key; optional. The root key is prepended to the
   * <tt>keys</tt> attribute for all generated nodes. This method is provided
   * for convenience and does not affect layout.
   *
   * @param {string} v the root key.
   * @function
   * @name pv.Layout.sunburst.prototype.root
   * @returns {pv.Layout.sunburst} this.
   */
  mark.root = function(v) {
    keys = [v];
    return this;
  };

  /**
   * Specifies the sizing function. By default, the sizing function is
   * <tt>Number</tt>. The sizing function is invoked for each node in the tree
   * (passed to the constructor): the sizing function must return
   * <tt>undefined</tt> or <tt>NaN</tt> for internal nodes, and a number for
   * leaf nodes. The aggregate sizes of internal nodes will be automatically
   * computed by the layout.
   *
   *
For example, if the tree data structure represents a file system, with
   * files as leaf nodes, and each file has a <tt>bytes</tt> attribute, you can
   * specify a size function as:
   *
   *
.size(function(d) d.bytes)

   *
   * This function will return <tt>undefined</tt> for internal nodes (since
   * these do not have a <tt>bytes</tt> attribute), and a number for leaf nodes.
   *
   *
Note that the built-in <tt>Math.sqrt</tt> and <tt>Math.log</tt> methods
   * can be used as sizing functions. These function similarly to
   * <tt>Number</tt>, except perform a root and log scale, respectively.
   *
   * @param {function} f the new sizing function.
   * @function
   * @name pv.Layout.sunburst.prototype.size
   * @returns {pv.Layout.sunburst} this.
   */
  mark.size = function(f) {
    sizeof = f;
    return this;
  };

  return mark;
};
// TODO add `by` function for determining size (and children?)

/**
 * Returns a new treemap tree layout.
 *
 * @class A tree layout in the form of an treemap.  Treemaps
 * are a form of space-filling layout that represents nodes as boxes, with child
 * nodes placed within parent boxes. The size of each box is proportional to the
 * size of the node in the tree.
 *
 *
This particular algorithm is taken from Bruls, D.M., C. Huizing, and
 * J.J. van Wijk, "Squarified
 * Treemaps" in Data Visualization 2000, Proceedings of the Joint
 * Eurographics and IEEE TCVG Sumposium on Visualization, 2000,
 * pp. 33-42.
 *
 *
This tree layout is intended to be extended (see {@link pv.Mark#extend})
 * by a {@link pv.Bar}. The data property returns an array of nodes for use by
 * other property functions. The following node attributes are supported:
 *
 *

 *
<tt>left</tt> - the cell left position.
 *
<tt>top</tt> - the cell top position.
 *
<tt>width</tt> - the cell width.
 *
<tt>height</tt> - the cell height.
 *
<tt>depth</tt> - the node depth (tier; the root is 0).
 *
<tt>keys</tt> - an array of string keys for the node.
 *
<tt>size</tt> - the aggregate node size.
 *
<tt>children</tt> - child nodes, if any.
 *
<tt>data</tt> - the associated tree element, for leaf nodes.
 *

 *
 * To produce a default treemap layout, say:
 *
 *
.add(pv.Bar)
 *   .extend(pv.Layout.treemap(tree))

 *
 * To display internal nodes, and color by depth, say:
 *
 *
.add(pv.Bar)
 *   .extend(pv.Layout.treemap(tree).inset(10))
 *   .fillStyle(pv.Colors.category19().by(function(n) n.depth))

 *
 * The format of the <tt>tree</tt> argument is a hierarchical object whose leaf
 * nodes are numbers corresponding to their size. For an example, and
 * information on how to convert tabular data into such a tree, see
 * {@link pv.Tree}. If the leaf nodes are not numbers, a {@link #size} function
 * can be specified to override how the tree is interpreted. This size function
 * can also be used to transform the data.
 *
 *
By default, the treemap fills the full width and height of the parent
 * panel, and only leaf nodes are rendered. If an {@link #inset} is specified,
 * internal nodes will be rendered, each inset from their parent by the
 * specified margins. Rounding can be enabled using {@link #round}. Finally, an
 * optional root key can be specified using {@link #root} for convenience.
 *
 * @param tree a tree (an object) who leaf attributes have sizes.
 * @returns {pv.Layout.treemap} a tree layout.
 */
pv.Layout.treemap = function(tree) {
  var keys = [], round, inset, sizeof = Number;

  /** @private */
  function rnd(i) {
    return round ? Math.round(i) : i;
  }

  /** @private */
  function accumulate(map) {
    var node = {size: 0, children: [], keys: keys.slice()};
    for (var key in map) {
      var child = map[key], size = sizeof(child);
      keys.push(key);
      if (isNaN(size)) {
        child = accumulate(child);
      } else {
        child = {size: size, data: child, keys: keys.slice()};
      }
      node.children.push(child);
      node.size += child.size;
      keys.pop();
    }
    node.children.sort(function(a, b) { return a.size - b.size; });
    return node;
  }

  /** @private */
  function scale(node, k) {
    node.size *= k;
    if (node.children) {
      for (var i = 0; i < node.children.length; i++) {
        scale(node.children[i], k);
      }
    }
  }

  /** @private */
  function ratio(row, l) {
    var rmax = -Infinity, rmin = Infinity, s = 0;
    for (var i = 0; i < row.length; i++) {
      var r = row[i].size;
      if (r < rmin) rmin = r;
      if (r > rmax) rmax = r;
      s += r;
    }
    s = s * s;
    l = l * l;
    return Math.max(l * rmax / s, s / (l * rmin));
  }

  /** @private */
  function squarify(node) {
    var row = [], mink = Infinity;
    var x = node.left + (inset ? inset.left : 0),
        y = node.top + (inset ? inset.top : 0),
        w = node.width - (inset ? inset.left + inset.right : 0),
        h = node.height - (inset ? inset.top + inset.bottom : 0),
        l = Math.min(w, h);

    scale(node, w * h / node.size);

    function position(row) {
      var s = pv.sum(row, function(node) { return node.size; }),
          hh = (l == 0) ? 0 : rnd(s / l);

      for (var i = 0, d = 0; i < row.length; i++) {
        var n = row[i], nw = rnd(n.size / hh);
        if (w == l) {
          n.left = x + d;
          n.top = y;
          n.width = nw;
          n.height = hh;
        } else {
          n.left = x;
          n.top = y + d;
          n.width = hh;
          n.height = nw;
        }
        d += nw;
      }

      if (w == l) {
        if (n) n.width += w - d; // correct rounding error
        y += hh;
        h -= hh;
      } else {
        if (n) n.height += h - d; // correct rounding error
        x += hh;
        w -= hh;
      }
      l = Math.min(w, h);
    }

    var children = node.children.slice(); // copy
    while (children.length > 0) {
      var child = children[children.length - 1];
      if (child.size <= 0) {
        children.pop();
        continue;
      }
      row.push(child);

      var k = ratio(row, l);
      if (k <= mink) {
        children.pop();
        mink = k;
      } else {
        row.pop();
        position(row);
        row.length = 0;
        mink = Infinity;
      }
    }

    if (row.length > 0) {
      position(row);
    }

    /* correct rounding error */
    if (w == l) {
      for (var i = 0; i < row.length; i++) {
        row[i].width += w;
      }
    } else {
      for (var i = 0; i < row.length; i++) {
        row[i].height += h;
      }
    }
  }

  /** @private */
  function layout(node) {
    if (node.children) {
      squarify(node);
      for (var i = 0; i < node.children.length; i++) {
        var child = node.children[i];
        child.depth = node.depth + 1;
        layout(child);
      }
    }
  }

  /** @private */
  function flatten(node, array) {
    if (node.children) {
      for (var i = 0; i < node.children.length; i++) {
        flatten(node.children[i], array);
      }
    }
    if (inset || !node.children) {
      array.push(node)
    }
    return array;
  }

  /** @private */
  function data() {
    var root = accumulate(tree);
    root.left = 0;
    root.top = 0;
    root.width = this.parent.width();
    root.height = this.parent.height();
    root.depth = 0;
    layout(root);
    return flatten(root, []).reverse();
  }

  /* A dummy mark, like an anchor, which the caller extends. */
  var mark = new pv.Mark()
      .data(data)
      .left(function(n) { return n.left; })
      .top(function(n) { return n.top; })
      .width(function(n) { return n.width; })
      .height(function(n) { return n.height; });

  /**
   * Enables or disables rounding. When rounding is enabled, the left, top,
   * width and height properties will be rounded to integer pixel values. The
   * rounding algorithm uses error accumulation to ensure an exact fit.
   *
   * @param {boolean} v whether rounding should be enabled.
   * @function
   * @name pv.Layout.treemap.prototype.round
   * @returns {pv.Layout.treemap} this.
   */
  mark.round = function(v) {
    round = v;
    return this;
  };

  /**
   * Specifies the margins to inset child nodes from their parents; as a side
   * effect, this also enables the display of internal nodes, which are hidden
   * by default. If only a single argument is specified, this value is used to
   * inset all four sides.
   *
   * @param {number} top the top margin.
   * @param {number} [right] the right margin.
   * @param {number} [bottom] the bottom margin.
   * @param {number} [left] the left margin.
   * @function
   * @name pv.Layout.treemap.prototype.inset
   * @returns {pv.Layout.treemap} this.
   */
  mark.inset = function(top, right, bottom, left) {
    if (arguments.length == 1) right = bottom = left = top;
    inset = {top:top, right:right, bottom:bottom, left:left};
    return this;
  };

  /**
   * Specifies the root key; optional. The root key is prepended to the
   * <tt>keys</tt> attribute for all generated nodes. This method is provided
   * for convenience and does not affect layout.
   *
   * @param {string} v the root key.
   * @function
   * @name pv.Layout.treemap.prototype.root
   * @returns {pv.Layout.treemap} this.
   */
  mark.root = function(v) {
    keys = [v];
    return this;
  };

  /**
   * Specifies the sizing function. By default, the sizing function is
   * <tt>Number</tt>. The sizing function is invoked for each node in the tree
   * (passed to the constructor): the sizing function must return
   * <tt>undefined</tt> or <tt>NaN</tt> for internal nodes, and a number for
   * leaf nodes. The aggregate sizes of internal nodes will be automatically
   * computed by the layout.
   *
   *
For example, if the tree data structure represents a file system, with
   * files as leaf nodes, and each file has a <tt>bytes</tt> attribute, you can
   * specify a size function as:
   *
   *
.size(function(d) d.bytes)

   *
   * This function will return <tt>undefined</tt> for internal nodes (since
   * these do not have a <tt>bytes</tt> attribute), and a number for leaf nodes.
   *
   *
Note that the built-in <tt>Math.sqrt</tt> and <tt>Math.log</tt> methods
   * can be used as sizing functions. These function similarly to
   * <tt>Number</tt>, except perform a root and log scale, respectively.
   *
   * @param {function} f the new sizing function.
   * @function
   * @name pv.Layout.treemap.prototype.size
   * @returns {pv.Layout.treemap} this.
   */
  mark.size = function(f) {
    sizeof = f;
    return this;
  };

  return mark;
};
 return pv;}();/*
 * Parses the Protovis specifications on load, allowing the use of JavaScript
 * 1.8 function expressions on browsers that only support JavaScript 1.6.
 *
 * @see pv.parse
 */
pv.listen(window, "load", function() {
    var scripts = document.getElementsByTagName("script");
    for (var i = 0; i < scripts.length; i++) {
      var s = scripts[i];
      if (s.type == "text/javascript+protovis") {
        try {
          pv.Panel.$dom = s;
          window.eval(pv.parse(s.textContent || s.innerHTML)); // IE
        } catch (e) {
          pv.error(e);
        }
        delete pv.Panel.$dom;
      }
    }
  });