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=head1 NAME |
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Graph::Layouter::Spring - spring graph drawing algorithm implementation |
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=cut |
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package Graph::Layouter::Spring; |
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use strict; |
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use Carp qw (croak); |
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use vars qw ($VERSION @ISA @EXPORT_OK); |
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# $Id: Spring.pm,v 1.8 2006/02/11 17:11:39 pasky Exp $ |
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$VERSION = 0.03; |
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=head1 SYNOPSIS |
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use Graph::Layouter::Spring; |
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Graph::Layouter::Spring::layout($graph); |
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=cut |
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use base qw (Graph::Layouter); |
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require Exporter; |
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push @ISA, 'Exporter'; |
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@EXPORT_OK = qw (layout); |
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=head1 DESCRIPTION |
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This module provides the famous spring graph drawing algorithm implementation. |
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See the C class documentation for usage description. |
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=cut |
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use Graph; |
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use Graph::Layouter; |
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=head2 How does it work |
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The algorithm is principially simple, simulating a space of electrically |
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charged particles. Basically, each node is thought of as a particle with the |
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same charge, therefore they all try to get as far of each other as possible. On |
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the other hand, though, there are the edges, which keep nodes together; higher |
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weight the edges have, stronger are they in pulling nodes near each other. |
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So to recapitulate, we have I pushing nodes from each other |
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and I pushing connected nodes near each other. We then just |
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apply the repulsive force between each two nodes and the attractive force |
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between each two connected nodes; each node will have a resulting movement |
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force, which we will apply to the node's position (initially randomzero-zero) |
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after the forces calculation is finished. |
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However, we need to let this repeat for several times in order for the |
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positions to stabilize. In fact, a lot of iterations is needed; higher the |
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better, but also higher the slower, you can very easily get to tens of seconds |
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here so beware. Currently, the number of iterations is hardcoded to 500, but |
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this is expected to get configurable soon. |
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=cut |
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# TODO : _This_ should be all adjustable! |
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my $iterations = 100; # undef for no iterations limit |
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my $max_wait = 10; # (in seconds) undef for no time limit |
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my $max_repulsive_force_distance = 6; |
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my $k = 2; |
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my $c = 0.01; |
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my $max_vertex_movement = 0.5; |
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sub layout { |
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my $graph = shift; |
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Graph::Layouter::_layout_prepare($graph); |
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# Cache |
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my @vertices = $graph->vertices; |
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# Bound execution based on time |
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my $end; |
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$end = time + $max_wait if defined $max_wait; |
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unless (defined $end or defined $iterations) { |
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croak "You did not bound the layouting loop by either time or iterations count!"; |
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} |
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for (my $i = 0; |
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(defined $iterations ? $i < $iterations : 1) |
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and (defined $end ? time <= $end : 1); |
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$i++) { |
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_layout_iteration($graph, \@vertices); |
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} |
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Graph::Layouter::_layout_calc_bounds($graph); |
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} |
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sub _layout_repulsive($$$) { |
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my ($graph, $vertex1, $vertex2) = @_; |
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my $dx = $graph->get_vertex_attribute($vertex2, 'layout_pos1') - |
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$graph->get_vertex_attribute($vertex1, 'layout_pos1'); |
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my $dy = $graph->get_vertex_attribute($vertex2, 'layout_pos2') - |
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$graph->get_vertex_attribute($vertex1, 'layout_pos2'); |
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my $d2 = $dx * $dx + $dy * $dy; |
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if ($d2 < 0.01) { |
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$dx = rand (0.1) + 0.1; |
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$dy = rand (0.1) + 0.1; |
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$d2 = $dx * $dx + $dy * $dy; |
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} |
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my $d = sqrt $d2; |
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if ($d < $max_repulsive_force_distance) { |
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my $repulsive_force = $k * $k / $d; |
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# Now, how simple and clear would this be without the silly |
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# encapsulation games... |
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$graph->set_vertex_attribute($vertex2, 'layout_force1', |
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$graph->get_vertex_attribute($vertex2, 'layout_force1') |
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+ $repulsive_force * $dx / $d); |
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$graph->set_vertex_attribute($vertex2, 'layout_force2', |
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$graph->get_vertex_attribute($vertex2, 'layout_force2') |
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+ $repulsive_force * $dy / $d); |
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$graph->set_vertex_attribute($vertex1, 'layout_force1', |
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$graph->get_vertex_attribute($vertex1, 'layout_force1') |
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- $repulsive_force * $dx / $d); |
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$graph->set_vertex_attribute($vertex1, 'layout_force2', |
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$graph->get_vertex_attribute($vertex1, 'layout_force2') |
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- $repulsive_force * $dy / $d); |
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} |
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} |
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143
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sub _layout_attractive($@) { |
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my ($graph, $vertex1, $vertex2) = @_; |
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my $dx = $graph->get_vertex_attribute($vertex2, 'layout_pos1') - |
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$graph->get_vertex_attribute($vertex1, 'layout_pos1'); |
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my $dy = $graph->get_vertex_attribute($vertex2, 'layout_pos2') - |
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$graph->get_vertex_attribute($vertex1, 'layout_pos2'); |
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my $d2 = $dx * $dx + $dy * $dy; |
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if ($d2 < 0.01) { |
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$dx = rand (0.1) + 0.1; |
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$dy = rand (0.1) + 0.1; |
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$d2 = $dx * $dx + $dy * $dy; |
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} |
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my $d = sqrt $d2; |
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if ($d > $max_repulsive_force_distance) { |
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$d = $max_repulsive_force_distance; |
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$d2 = $d * $d; |
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} |
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my $attractive_force = ($d2 - $k * $k) / $k; |
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my $weight = $graph->get_edge_attribute($vertex1, $vertex2, 'weight'); |
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$weight = 1 if not $weight or $weight < 1; |
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$attractive_force *= log($weight) * 0.5 + 1; |
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$graph->set_vertex_attribute($vertex2, 'layout_force1', |
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$graph->get_vertex_attribute($vertex2, 'layout_force1') |
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- $attractive_force * $dx / $d); |
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$graph->set_vertex_attribute($vertex2, 'layout_force2', |
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$graph->get_vertex_attribute($vertex2, 'layout_force2') |
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- $attractive_force * $dy / $d); |
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$graph->set_vertex_attribute($vertex1, 'layout_force1', |
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$graph->get_vertex_attribute($vertex1, 'layout_force1') |
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+ $attractive_force * $dx / $d); |
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$graph->set_vertex_attribute($vertex1, 'layout_force2', |
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$graph->get_vertex_attribute($vertex1, 'layout_force2') |
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+ $attractive_force * $dy / $d); |
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} |
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184
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sub _layout_iteration($$) { |
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my ($graph, $vertices) = @_; |
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# Welcome to the time-critical zone |
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# Forces on vertices due to vertex-vertex repulsions |
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191
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foreach my $n1 (0 .. $#$vertices) { |
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my $vertex1 = $vertices->[$n1]; |
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foreach my $n2 ($n1 + 1 .. $#$vertices) { |
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my $vertex2 = $vertices->[$n2]; |
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196
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_layout_repulsive($graph, $vertex1, $vertex2); |
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} |
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} |
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200
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# Forces on vertices due to edge attractions |
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202
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my @edges = $graph->edges; |
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foreach my $edge (@edges) { |
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_layout_attractive($graph, @$edge); |
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} |
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# Move by the given force |
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foreach my $vertex (@$vertices) { |
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my $xmove = $c * $graph->get_vertex_attribute($vertex, 'layout_force1'); |
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my $ymove = $c * $graph->get_vertex_attribute($vertex, 'layout_force2'); |
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my $max = $max_vertex_movement; |
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$xmove = $max if $xmove > $max; |
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$xmove = -$max if $xmove < -$max; |
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$ymove = $max if $ymove > $max; |
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$ymove = -$max if $ymove < -$max; |
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$graph->set_vertex_attribute($vertex, 'layout_pos1', |
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$graph->get_vertex_attribute($vertex, 'layout_pos1') |
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+ $xmove); |
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$graph->set_vertex_attribute($vertex, 'layout_pos2', |
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$graph->get_vertex_attribute($vertex, 'layout_pos2') |
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+ $ymove); |
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$graph->set_vertex_attribute($vertex, 'layout_force1', 0); |
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$graph->set_vertex_attribute($vertex, 'layout_force2', 0); |
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} |
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} |
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=head1 SEE ALSO |
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C, C, C |
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=head1 BUGS |
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The object-oriented interface is missing as well as some more universal layout |
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calling interface (hash parameters). |
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It should all be configurable. |
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=head1 COPYRIGHT |
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Copyright 2004 by Petr Baudis Epasky@ucw.czE. |
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249
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This code is distributed under the same copyright terms as |
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Perl itself. |
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The algorithm is based on a spring-style layouter of a Java-based social |
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network tracker PieSpy written by Paul Mutton Epaul@jibble.orgE. |
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256
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257
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=head1 VERSION |
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259
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Version 0.03 |
260
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261
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$Id: Spring.pm,v 1.8 2006/02/11 17:11:39 pasky Exp $ |
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263
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=cut |
264
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1; |