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GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
BillWoodruff7-Aug-11 13:02
professionalBillWoodruff7-Aug-11 13:02 
AnswerRe: connection routing algorithm for connecting rectangles with lines ? Pin
Member 41945937-Aug-11 10:48
Member 41945937-Aug-11 10:48 
GeneralRe: connection routing algorithm for connecting rectangles with lines ? [modified] Pin
BillWoodruff7-Aug-11 14:30
professionalBillWoodruff7-Aug-11 14:30 
GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
Member 41945937-Aug-11 15:34
Member 41945937-Aug-11 15:34 
GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
Member 41945937-Aug-11 15:59
Member 41945937-Aug-11 15:59 
GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
BillWoodruff7-Aug-11 17:40
professionalBillWoodruff7-Aug-11 17:40 
GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
Member 41945938-Aug-11 17:57
Member 41945938-Aug-11 17:57 
GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
BillWoodruff16-Aug-11 18:36
professionalBillWoodruff16-Aug-11 18:36 
Hi, Member 4194593,

Thanks for your response !

Yes, the stipulation of a maximum three line segments (four points) is based on the assumption that all the rectangles will be in front of all lines in the z-order, so that a line can pass through the bounds of any other rectangle.

Your idea for a 'silo' computer architecture is interesting, but beyond my "depth" to envision.

Yes, there is a kind of a grid inherent here in that these lines connect nodes in hierarchies together: from node to node within one hierarchy, and/or from node to node 'across' hierarchies. So connecting lines are not limited to 'neighbors' in the same x,y cell of the 'virtual grid.'

Since the visual presentation of these hierarchies will be in TreeView form, then indent order visibly reflects 'inheritance' in the hierarchy, and above-below order reflects 'depth,' and 'ordinal position' in relation to sibling nodes.

However, there may be no fundamental relationship between the #n hierarchies currently displayed. A node at a nesting level of #3 in hierarchy #1 may be completely unrelated to the fact there are nodes in another hierarchy with depth of level #3 ... or, that could be meaningful.

Creating and inspecting these 'connections' between 'nodes' will be facilitated by using some graphic techniques: imagine something like you alt-click on a 'node's display rectangle, and all the displayed rectangles for nodes in all hierarchies that have no 'connection' ... direct or indirect ... to the node you selected become 50% transparent.

Or, imagine a use of one color to indicate 'connections' made by the user directly, and another color used for lines which connect indirectly to the selected node's rectangle representation.

While a 'connection line' is defined as an object of #n:1~3 segments, or #2~4 points, it is, architecturally a data structure inside the 'connection object.'

If you think of the total connection objects per one node of a hierarchy, then you can also think of a set of all possible paths from this node to other nodes: that set, the 'path' object, may be organized based on multiple criteria: for example: sequence in time: the user connected node a to node b then to node c one after the other.

But, no, this is not a scenario where a combinatorial 'explosion' of potential 'routes' will be computed, or, like the infamous 'travelling salesman' problem a case where the shortest route will need to be solved based on passing through a required subset of connected nodes.

best, Bill
"In the River of Delights, Panic has not failed me." Jorge Luis Borges

QuestionRaytracing render quality [modified] Pin
Thomas.D Williams31-Jul-11 11:48
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