我正在尝试在Ubuntu和python 2.7上使用Nodebox Graph。
所以我得到了Nodebox OpenGL:http://www.cityinabottle.org/nodebox/
Nodebox Graph:https://www.nodebox.net/code/index.php/Graph
我试图运行他们的基本示例1:
graph = ximport("graph")
size(500, 500)
g = graph.create()
# Create some relations.
g.add_edge("roof" , "house")
g.add_edge("garden" , "house")
g.add_edge("room" , "house")
g.add_edge("kitchen" , "room")
g.add_edge("bedroom" , "room")
g.add_edge("bathroom" , "room")
g.add_edge("living room" , "room")
g.add_edge("sofa" , "living room")
g.add_edge("table" , "living room")
# Calculate a good layout.
g.solve()
# Apply default rules for node colors and size,
# for example, important nodes become blue.
g.styles.apply()
# Draw the graph, indicating the direction of each relation
# and the two nodes that get the most traffic.
g.draw(
directed=True,
traffic=1
)
这不起作用,因为没有定义ximport,它只是由nodebox定义,所以相反我尝试了两件事,先做正常导入 导入图 第二步将ximport函数从nodebox放入我的代码中:
def ximport(library):
from sys import modules
library = __import__(library)
library._ctx = modules[__name__]
return library
graph = ximport("graph")
size(500, 500)
g = graph.create()
# Create some relations.
g.add_edge("roof" , "house")
g.add_edge("garden" , "house")
g.add_edge("room" , "house")
g.add_edge("kitchen" , "room")
g.add_edge("bedroom" , "room")
g.add_edge("bathroom" , "room")
g.add_edge("living room" , "room")
g.add_edge("sofa" , "living room")
g.add_edge("table" , "living room")
# Calculate a good layout.
g.solve()
# Apply default rules for node colors and size,
# for example, important nodes become blue.
g.styles.apply()
# Draw the graph, indicating the direction of each relation
# and the two nodes that get the most traffic.
g.draw(
directed=True,
traffic=1
)
这仍然不起作用,因为现在无法识别功能大小。如果我只是评论大小,我会收到以下错误:
self.x = _ctx.WIDTH - max.x*self.d - min_.x*self.d
AttributeError:'NoneType'对象没有属性'WIDTH'
我该怎么办?
这个问题可能类似:
Pydev Nodebox: "AttributeError: 'NoneType' object has no attribute 'WIDTH'"
但是给出的答案对我没有任何帮助。
答案 0 :(得分:2)
https://www.nodebox.net/code/index.php/Graph中的代码 不适用于nodebox opengl,它只与macbox的nodebox 1兼容,因此没有简单的解决方法。但是,nodebox opengl拥有它自己的交互功能,可以使用它们代替它们。以下是部分示例代码:
from nodebox.graphics import *
from nodebox.graphics.physics import Node, Edge, Graph
class GUI():
"""Draw and interact with the damn thing.
"""
def __init__(self):
"""rawgraph is an instance of the RawGraph class
The GUI allows to interact with it, i.e. view it and change it.
"""
#Layer.__init__(self) # unknown thing, might be necessary.
#Buttons
self.EXPLORE_F = "Explore Further"
self.EXPLORE_D = "Explore Deeper"
self.DELETE = "Delete"
self.CLOSE = "CLOSE"
self.BUTTONS = False #Are buttons showing?
self.CBUTTON = False #Is Close button showing?
self.nodes = []
self.g = Graph()
self.dragged =None
self.clicked = None
def add_node(self, name, root = False):
self.nodes.append(name)
self.g.add_node(id=name, radius = 5, root = root)
def add_edge(self,n1,n2,*args,**kwargs):
self.g.add_edge(n1, n2, *args,**kwargs)
def explore_further(self,node_name):
"""action of explore further button
"""
pass
def explore_deeper(self,node_name):
"""action of explore deeper button
"""
pass
def delete_node(self,node_name):
"""action of delete button
"""
pass
def close_canvas(self):
"""Close the canvas
"""
canvas.clear()
canvas.stop()
def add_close(self):
"""Add close button
"""
self.g.add_node(self.CLOSE, radius = 10, fill=(1,0,0,0.2))
self.g.add_edge(self.rawg.root, self.CLOSE, length=0.6)
self.CBUTTON=True
def remove_close(self):
"""Remove the close button
"""
try:
self.g.remove(self.g.node(self.CLOSE))
except:
pass
self.CBUTTON=False
def add_buttons(self,node_name):
"""Add the buttons to change the graph
"""
self.g.add_node(self.EXPLORE_F, radius = 6, fill=(0,1,0,0.5))
self.g.add_node(self.EXPLORE_D, radius = 6, fill=(0,0,1,0.5))
self.g.add_node(self.DELETE,radius=6, fill=(1,0,0,0.5))
self.g.add_edge(node_name, self.EXPLORE_F, length=0.2)
self.g.add_edge(node_name, self.EXPLORE_D, length=0.2)
self.g.add_edge(node_name, self.DELETE, length=0.2)
self.BUTTONS = True
def remove_buttons(self):
"""Remove the buttons to change the graph
"""
try:
self.g.remove(self.g.node(self.DELETE))
self.g.remove(self.g.node(self.EXPLORE_D))
self.g.remove(self.g.node(self.EXPLORE_F))
except:
pass
self.BUTTONS=False
def draw(self):
canvas.clear()
background(1)
translate(500, 500)
# With directed=True, edges have an arrowhead indicating the direction of the connection.
# With weighted=True, Node.centrality is indicated by a shadow under high-traffic nodes.
# With weighted=0.0-1.0, indicates nodes whose centrality > the given threshold.
# This requires some extra calculations.
self.g.draw(weighted=0.5, directed=False)
self.g.update(iterations=10)
# Make it interactive!
# When the mouse is pressed, remember on which node.
# Drag this node around when the mouse is moved.
dx = canvas.mouse.x - 500 # Undo translate().
dy = canvas.mouse.y - 500
#global dragged
if canvas.mouse.pressed and not self.dragged:
self.dragged = self.g.node_at(dx, dy)
old_clicked = self.clicked
try:
self.clicked = self.dragged.id
except:
self.clicked = None
if self.clicked != None:
if self.clicked == self.DELETE:
if old_clicked != None:
self.delete_node(old_clicked)
self.remove_buttons()
elif self.clicked == self.EXPLORE_D:
if old_clicked != None:
self.explore_deeper(old_clicked)
self.remove_buttons()
elif self.clicked == self.EXPLORE_F:
if old_clicked != None:
self.explore_further(old_clicked)
self.remove_buttons()
elif self.clicked == self.CLOSE:
self.remove_buttons()
self.remove_close()
self.close_canvas()
else:
self.remove_buttons()
self.remove_close()
self.add_buttons(self.clicked)
else:
if self.BUTTONS:
self.remove_buttons()
elif self.CBUTTON:
self.remove_close()
else:
self.remove_buttons()
self.add_close()
if not canvas.mouse.pressed:
self.dragged = None
if self.dragged:
self.dragged.x = dx
self.dragged.y = dy
def start(self, distance = 30, force = 0.01, repulsion_radius=30):
"""Starts the GUI
"""
#self.g.prune(depth=0) # Remove orphaned nodes with no connections.
self.g.distance = distance # Overall spacing between nodes.
self.g.layout.force = force # Strength of the attractive & repulsive force.
self.g.layout.repulsion = repulsion_radius # Repulsion radius.
canvas.draw = self.draw
canvas.size = 1000, 1000
canvas.run()
if __name__ == '__main__':
gui = GUI()
gui.add_node("a")
gui.add_node("b")
gui.add_edge("a","b")
gui.start(distance=30, repulsion_radius=30)