本文介绍了Nodebox打开GL Graph,尺寸功能无法识别。 (Ubuntu的)的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我试图在Ubuntu和Python 2.7上使用Nodebox Graph。

所以我得到了Nodebox OpenGL:



Nodebox图表:



我试图运行他们的基本示例1:

  graph = ximport(graph)

size(500,500 )

g = graph.create()

#创建一些关系。
g.add_edge(roof,house)
g.add_edge(garden,house)
g.add_edge(room,house)
g.add_edge(厨房,房间)
g.add_edge(卧室,房间)
g.add_edge(浴室,房间)
g.add_edge(客厅,房间)
g.add_edge(沙发,客厅)
g.add_edge(餐桌,客厅)

#计算一个好的布局。
g.solve()

#为节点颜色和大小应用默认规则,
#例如,重要节点变为蓝色。
g.styles.apply()

#绘制图表,指出每个关系
#的方向以及获得最多流量的两个节点。
g.draw(
directed = True,
traffic = 1

这是行不通的,因为ximport没有定义,它只是由nodebox定义的,所以我试了两件事,第一次做一个正常导入
导入图
第二次放置在我的代码中从nodebox的ximport函数:

  def ximport(库):$ b $ from sys import modules 
library = __import __(library)
library._ctx = modules [__ name__]
返回库


graph = ximport(graph)


size(500,500)

g = graph.create()

#创建一些关系。
g.add_edge(roof,house)
g.add_edge(garden,house)
g.add_edge(room,house)
g.add_edge(厨房,房间)
g.add_edge(卧室,房间)
g.add_edge(浴室,房间)
g.add_edge(客厅,房间)
g.add_edge(沙发,客厅)
g.add_edge(餐桌,客厅)
#计算一个好的布局。
g.solve()

#为节点颜色和大小应用默认规则,
#例如,重要节点变为蓝色。
g.styles.apply()

#绘制图表,指出每个关系
#的方向以及获得最多流量的两个节点。
g.draw(
directed = True,
traffic = 1

这仍然不起作用,因为现在函数大小无法识别。如果我只是评论大小,我得到以下错误:

我该怎么做?

这个问题可能类似:





但给定的答案对我来说没有任何帮助。

/code/index.php/Graphrel =nofollow> https://www.nodebox.net/code/index.php/Graph
不适用于nodebox opengl,它是只能与节点盒1 for mac兼容,所以没有简单的解决方法。但是,nodebox opengl拥有自己的交互功能,因此可以使用它们。以下是部分示例代码:

  from nodebox.graphics import * 
from nodebox.graphics.physics import Node,Edge ,图

类图形用户界面():
绘制并与该死的东西进行交互

def __init __(self):
rawgraph是RawGraph类的一个实例
GUI允许与它进行交互,即查看它并将其更改。

#Layer .__ init __(self)#未知的事情,可能是必要的。
#Buttons
self.EXPLORE_F =进一步探索
self.EXPLORE_D =深入探索
self.DELETE =删除
self.CLOSE =关闭
self.BUTTONS = False#是否显示按钮?
self.CBUTTON = False#是否显示关闭按钮?


self.nodes = []


self.g =图表()
self.dragged =无
self.clicked = None



def add_node(self,name,root = False):
self.nodes.append(name)
self .g.add_node(id = name,radius = 5,root = root)

$ b $ def add_edge(self,n1,n2,* args,** kwargs):
self.g.add_edge(n1,n2,* args,** kwargs)


def explore_further(self,node_name):
探索更多按钮的动作

通过
def explore_deeper(self,node_name):
探索更深层按钮的动作

通过
def delete_node(self,node_name):
删除按钮的操作

通过

def close_canvas(self):
关闭画布

canvas.clear()
canvas.stop()
$ b $ def add_close(self):
添加关闭按钮

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):
删除关闭按钮

尝试:
self.g.remove(self.g.node(self.CLOSE))

除外:
传递
self.CBUTTON = False

def add_buttons(self,node_name):
添加按钮以更改图形
$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 ,长度= 0.2)
self.BUTTONS = True

def remove_buttons(self):
移除按钮以更改图形

试试:
self.g.remove(self.g.node(s elf.DELETE))
self.g.remove(self.g.node(self.EXPLORE_D))
self.g.remove(self.g.node(self.EXPLORE_F))
除外:
传递
self.BUTTONS = False


def draw(self):

canvas.clear()
background(1)
translate(500,500)

#如果指示=真,边线会有箭头指示连接的方向。
#With weighted = True,Node.centrality在高流量节点下由阴影表示。
#加权= 0.0-1.0,表示节点的中心性>给定的阈值。
#这需要一些额外的计算。
self.g.draw(加权= 0.5,定向=假)
self.g.update(迭代= 10)

#让它互动!
#按下鼠标时,请记住在哪个节点上。
#鼠标移动时,拖动此节点。
dx = canvas.mouse.x - 500#撤消translate()。
dy = canvas.mouse.y - 500
#global拖动
如果canvas.mouse.pressed而不是self.dragged:
self.dragged = self.g.node_at( dx,dy)
old_clicked = self.clicked
try:
self.clicked = self.dragged.id
除外:
self.clicked = None


如果self.clicked!=无:
如果self.clicked == self.DELETE:
如果old_clicked!=无:
self.delete_node(old_clicked )
self.remove_buttons()
elif self.clicked == self.EXPLORE_D:
如果old_clicked!=无:
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:
如果self.BUTTONS:
self.remove_buttons( )
elif self.CBUTTON:
self.remove_close()
else:
self.remove_buttons()
self.add_close()



如果不是canvas.mouse.pressed:
self.dragged =无
如果self.dragged:
self.dragged.x = dx
self.dragged.y = dy


def start(self,distance = 30,force = 0.01,repulsion_radius = 30):
启动GUI

#self.g.prune(depth = 0)#删除没有连接的孤立节点。
self.g.distance =距离#节点之间的总体间距。
self.g.layout.force = force#吸引力&排斥力。
self.g.layout.repulsion = repulsion_radius#排斥半径。
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(距离= 30,repulsion_radius = 30)


I am trying to use Nodebox Graph on Ubuntu and python 2.7.

So I got Nodebox OpenGL: http://www.cityinabottle.org/nodebox/

Nodebox Graph: https://www.nodebox.net/code/index.php/Graph

I tried to run their basic example 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
)

That doesn't work because ximport is not defined, it is only define by nodebox, so instead I tried two things, first doing a normal import import graphsecond putting the ximport function from nodebox in my code:

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
)

That still doesn't work because now the function size is not recognized. If I just comment size out, I get the following error:

What do I do?

This question could be similar:

Pydev Nodebox: "AttributeError: 'NoneType' object has no attribute 'WIDTH'"

but the given answer is not helpful at all to me.

解决方案

The code in https://www.nodebox.net/code/index.php/Graphdoesn't work for nodebox opengl, it is only compatible for nodebox 1 for mac so there is no easy fix. However, nodebox opengl has it's own interactive functions to it is possible to use them instead. Here is partial example code:

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)

这篇关于Nodebox打开GL Graph,尺寸功能无法识别。 (Ubuntu的)的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

10-30 01:42