Changing interactive mode Edge Shape in JUNG - shapes

I am aware of the ability using an EdgeShapeTransformer to change the look of edges:
vv.getRenderContext().setEdgeShapeTransformer(new EdgeShape.Line()); // for example
However I am looking for how to change the way the line looks while dragging from one node to another to create an edge interactively. By default the 'hovering' edge which is not yet linked to another node is a large curved line. See the example here for what I mean.

CubicCurveEdgeEffects is where it is done. There is an EdgeEffects interface that can be implemented to do other things instead. It is used by the SimpleEdgeSupport class via the EditingGraphMousePlugin.
(Credit to Tom Nelson, offline communication.)

Related

cytoscape show traffic between nodes along an animated path

I need to show things moving between nodes along their connection paths similar to this project. I haven't been able to find any examples of it in cytoscape, but I have used cytoscape in the past and prefer to keep using it for this as well. I would appreciate recommendations on how to approach this problem.
You've got a few options...
The easiest is the Marquee visual style. It produces a "marching ants" illusion in the direction of directed edges. Simply to the Styles tab in the Control Panel and select the "Marquee" style. In the EDGE tab, you can choose from 3 different Marquee Line Types. You could imagine mapping these 3 line types to 3 categories (or bins) of traffic density, for example. Or you could use color, thickness and/or transparency in combination with a marquee style to represent traffic density. You can see an example here:
https://youtu.be/MF0zsxEPoPc?t=44
There's also an app for animation! This takes the approach of interpolating any visual style (including position and existence) between any set of key frames you provide. So, for example, you would have a start and finish frame and then CyAnimator would make a movie file for you:
http://apps.cytoscape.org/apps/cyanimator
And yet another completely different approach: with the scripting capabilities of Cytoscape, you can pretty much do whatever you want. The Unit tests for the RCy3 package, for example, ends up being an almost psychedelic display of data vis potential (and the unit tests aren't even at full coverage, shame). So you could direct your own animations in real time with a bit of scripting in R or Python. Here's the RCy3 unit test demo and links to the scripting libs:
https://www.youtube.com/watch?v=IXqbdlUnzUE&t=1s (caution: flashing graphics)
https://bioconductor.org/packages/release/bioc/html/RCy3.html
https://py2cytoscape.readthedocs.io/en/latest/
I'm using cytoscape.js with meteor.js. My elements, stylesheet and vehicles (shown as red dots) are stored in mongo, and can be updated via an external process or edited on-screen. The graph can be restructured or reshaped on the fly, and the vehicles will discover the new least-cost route to reach their target. Moves are queued with eles.animate() Routing is handled by eles.floydWarshall().path(). This might be similar to what you had in mind.

Adding "properties" to objects in a Blender scene

I am just starting my dive into Blender coming mainly from Quake's Radiant. I am trying to research whether it will fit the need I have for a level editor replacement. So with that in mind, here is my question:
What is the best method for creating and storing a set of prefab "entity" objects such as health packs, ammo pickups, and "moveable" objects such that they have a set of "properties" that can be changed within Blender?
I have found this page, but I am still getting lost as to how to integrate them on a per object basis and achieve the desired result:
https://docs.blender.org/manual/en/dev/editors/properties_editor.html
Note: It is not my goal to use the Blender game engine - just attach values to things for me to export to my own engine.
Edit1: Found an article discussing the topic although it seems very outdated:
https://www.gamasutra.com/blogs/IwanGabovitch/20120524/171032/Using_Blender_3D_as_a_3d_map_editor_rather_than_programming_your_own_from_scratch.php
Example:
// entity 105
{
"inv_item" "2"
"inv_name" "#str_02917"
"classname" "item_medkit"
"name" "item_medkit_11"
"origin" "-150 2322 72"
"triggerFirst" "1"
"triggersize" "40"
"rotation" "0.224951 0.97437 0 -0.97437 0.224951 0 0 0 1"
}
While we can manually add custom properties to any object, these are added to the specific object so can be unique to each object.
A better way of integrating new properties is to use bpy.props, these can be added to an objects class in blender, this means every object will have the same properties available.
You can setup a custom panel to edit your properties, like this simple example. Both the properties and panel as well as your object exporter can be defined in an addon which you can have enable at startup so that it is available every time you run blender. An addon also makes it easier for you to share your game editor with others.
The link I found seems to be the best option and allow for the most flexibility. The source code for the Super Tux Kart plugins serve as a great reference implementation:
https://sourceforge.net/p/supertuxkart/code/HEAD/tree/media/trunk/blender_26/

gpio-key not in sys/kernel/debug/gpio

I asked a similar question here: Embedded - GPIO Key does not register but I am tying to take a step back and focus on just one part of that question.
My board has 3 gpio-keys already built in: power, volume up, and volume down. When calling cat /sys/kernel/debug/gpio they show up under GPIOs 256-319, platform/c2f0000.gpio, tegra-gpio-aon: as expected. When in my dts file I create a new gpio-key node, no matter what is in the node, the buttons no longer show up in /sys/kernel/degub/gpio but are lsited in /proc/device-tree/gpio-keys.
If I call my node something different the buttons do not disappear, even if the new node is gpio-key compatible. I should be able to add properties to a node by inheriting from a base dtsi. Why does my additions to the gpio-key seem to disable the other keys?

Rebol runtime window control create and update

In the video : REBOL VID demonstration - Nenad Rakocevic demonstrates what seems the basic code to compose a Rebol IDE at runtime.
Can someone provide a working Rebol example on how to create, update / modify faces (widget / control) within a View (window) at runtime.
So far the examples I found allow creating faces into a new window rather than update an existing one.
Thanks
The secret is to use "show" after changing what you want to change. And experiment a lot. There are nice scripts on rebol.org that use VID.
If you meant the interactive nature of the demo, that is (23.34) only 30 lines of 'cod'. I have tried to find that 'cod' but could not find it.
Good luck!
Arnold
Terse example on how to update a face :
rebol[]
view layout [
bx: box teal
btn "ShowTime" [
bx/text: now/time
bx/color: random white
show bx
]
]

PyGtk: change image after window's main() method?

I'm using a gtk.Image widget to display a picture in a gtk window. I can set the image to be displayed before I call window.main(), but after I've done that the image won't change any more. Basically:
import pygtk
pygtk.require('2.0')
import gtk
(...)
window= Window()
window.canvas= gtk.Image()
window.window.add(sprite.window.canvas)
window.canvas.show()
window.canvas.set_from_file("pic1.gif")
window.main()
window.canvas.set_from_file("pic2.gif")
pic1.gif will be displayed. Is there a proper way of changing the image (I don't care if I have to use a widget other than gtk.Image)? All I can think of is destroying the window and creating a new one.
Edit:
I realized my mistake... I called window.main() for every window and any window's destroy event called gtk.main_quit(). Had to make slight adjustments, but it works now. Even after calling window.main() :)
As Rawing hasn't yet accepted his own answer, I'll post it to get this off the top of the unanswered questions page, and to help out anyone skimming this from a search engine clickthrough by providing a comprehensive answer. (Rawing, feel free to post your answer yourself, all the same.)
In your code, you're declaring window as Window(), as opposed to gtk.Window. If you're building in one window, you should not need to do this every time. Create the window once, add what you need to it. If you need additional windows, declare them separately in this module, and call them from code (instead of from main).
Furthermore, don't name your objects with a "window." at the beginning...that just gets overly confusing. Give it a simple name, add it where you need it. Python will do the rest.
A cleaned up version of your code above would probably look like this:
window = gtk.Window()
#You may need additional arguments above, such as to make it top level.
canvas = gtk.Image()
window.add(canvas)
canvas.show()
canvas.set_from_file("pic1.gif")
Now, just change the image in an event or another "def", like this:
def ChangePicture():
canvas.set_from_file("pic2.gif")
Canvas should update the picture automatically.