Program: 57242
Project: 57242
Buggy source:
@Override public void renderContent(GL2 gl){
  if (geneID == null)   return;
  List<SelectionType> geneSelectionTypes=geneSelectionManager.getSelectionTypes(davidID);
  List<List<SelectionType>> selectionLists=new ArrayList<List<SelectionType>>();
  selectionLists.add(geneSelectionTypes);
  for (  Integer sampleID : experimentPerspective.getVirtualArray()) {
    selectionLists.add(sampleSelectionManager.getSelectionTypes(experimentPerspective.getIdType(),sampleID));
  }
  int bucketCount=0;
  int sumValues=0;
  for (int i=0; i < histogram.size(); i++) {
    sumValues+=histogram.get(i);
  }
  float step=0;
  if (sumValues != 0)   step=0.85f * y / sumValues;
  float currentPositionY=0;
  for (int bucketNumber=0; bucketNumber < histogram.size(); bucketNumber++) {
    float[] baseColor=dataDomain.getColorMapper().getColor((float)bucketCount / (histogram.size() - 1));
    colorCalculator.setBaseColor(new Color(baseColor[0],baseColor[1],baseColor[2]));
    float currentBarHeight=histogram.get(bucketNumber) * step;
    colorCalculator.calculateColors(Algorithms.mergeListsToUniqueList(selectionLists));
    float[] topBarColor=colorCalculator.getPrimaryColor().getRGBA();
    float[] bottomBarColor=colorCalculator.getSecondaryColor().getRGBA();
    gl.glBegin(GL2.GL_QUADS);
    gl.glColor3fv(topBarColor,0);
    gl.glVertex3f(0,currentPositionY,z);
    gl.glColor3fv(bottomBarColor,0);
    gl.glVertex3d(x,currentPositionY,z);
    gl.glColor3f(bottomBarColor[0] * 0.9f,bottomBarColor[1] * 0.9f,bottomBarColor[2] * 0.9f);
    gl.glVertex3d(x,currentPositionY + currentBarHeight,z);
    gl.glColor3f(topBarColor[0] * 0.9f,topBarColor[1] * 0.9f,topBarColor[2] * 0.9f);
    gl.glVertex3d(0,currentPositionY + currentBarHeight,z);
    gl.glEnd();
    gl.glColor3f(0.2f,0.2f,0.2f);
    gl.glLineWidth(0.1f);
    gl.glBegin(GL.GL_LINE_LOOP);
    gl.glVertex3f(0,currentPositionY,z);
    gl.glVertex3d(x,currentPositionY,z);
    gl.glVertex3d(x,currentPositionY + currentBarHeight,z);
    gl.glVertex3d(0,currentPositionY + currentBarHeight,z);
    gl.glEnd();
    currentPositionY+=currentBarHeight;
    bucketCount++;
  }
}

Fixed version (ground truth):
@Override public void renderContent(GL2 gl){
  if (resolvedRowID == null)   return;
  List<SelectionType> geneSelectionTypes=geneSelectionManager.getSelectionTypes(rowID);
  List<List<SelectionType>> selectionLists=new ArrayList<List<SelectionType>>();
  selectionLists.add(geneSelectionTypes);
  for (  Integer sampleID : experimentPerspective.getVirtualArray()) {
    selectionLists.add(sampleSelectionManager.getSelectionTypes(experimentPerspective.getIdType(),sampleID));
  }
  int bucketCount=0;
  int sumValues=0;
  for (int i=0; i < histogram.size(); i++) {
    sumValues+=histogram.get(i);
  }
  float step=0;
  if (sumValues != 0)   step=0.85f * y / sumValues;
  float currentPositionY=0;
  for (int bucketNumber=0; bucketNumber < histogram.size(); bucketNumber++) {
    float[] baseColor=dataDomain.getColorMapper().getColor((float)bucketCount / (histogram.size() - 1));
    colorCalculator.setBaseColor(new Color(baseColor[0],baseColor[1],baseColor[2]));
    float currentBarHeight=histogram.get(bucketNumber) * step;
    colorCalculator.calculateColors(Algorithms.mergeListsToUniqueList(selectionLists));
    float[] topBarColor=colorCalculator.getPrimaryColor().getRGBA();
    float[] bottomBarColor=colorCalculator.getSecondaryColor().getRGBA();
    gl.glBegin(GL2.GL_QUADS);
    gl.glColor3fv(topBarColor,0);
    gl.glVertex3f(0,currentPositionY,z);
    gl.glColor3fv(bottomBarColor,0);
    gl.glVertex3d(x,currentPositionY,z);
    gl.glColor3f(bottomBarColor[0] * 0.9f,bottomBarColor[1] * 0.9f,bottomBarColor[2] * 0.9f);
    gl.glVertex3d(x,currentPositionY + currentBarHeight,z);
    gl.glColor3f(topBarColor[0] * 0.9f,topBarColor[1] * 0.9f,topBarColor[2] * 0.9f);
    gl.glVertex3d(0,currentPositionY + currentBarHeight,z);
    gl.glEnd();
    gl.glColor3f(0.2f,0.2f,0.2f);
    gl.glLineWidth(0.1f);
    gl.glBegin(GL.GL_LINE_LOOP);
    gl.glVertex3f(0,currentPositionY,z);
    gl.glVertex3d(x,currentPositionY,z);
    gl.glVertex3d(x,currentPositionY + currentBarHeight,z);
    gl.glVertex3d(0,currentPositionY + currentBarHeight,z);
    gl.glEnd();
    currentPositionY+=currentBarHeight;
    bucketCount++;
  }
}