public override void Init(double width, double height, Network network)
        {
            base.Init(width, height, network);

            foreach(Vertex v in network.Vertices)
            {
                _vertexPositions[v] = new Vector3(network.NextRandomDouble() * width, network.NextRandomDouble() * height, 1d);
                _newVertices.Add(v);
            }

            // Add vertex to _newVertices whenever one is added to the network
            network.OnVertexAdded+=new Network.VertexUpdateHandler( delegate(Vertex v) {
                _vertexPositions[v] = new Vector3(network.NextRandomDouble() * width, network.NextRandomDouble() * height, 1d);
                _newVertices.Add(v);
            });
        }
Ejemplo n.º 2
0
        public Kuramoto(Network n, double K, double UserDefinedcouplingProb, NetworkColorizer colorizer = null, Func<Vertex, Vertex[]> couplingSelector = null)
            : base(0d, new DenseVector((int) n.VertexCount))
        {
            _network = n;
            _colorizer = colorizer;

            // Coupling Probability is taken from User
            CouplingProbability = UserDefinedcouplingProb;
            CouplingStrengths = new Dictionary<Tuple<Vertex, Vertex>, double>();
            NaturalFrequencies = new ConcurrentDictionary<Vertex, double>();

            foreach (Edge e in _network.Edges)
            {
                Tuple<Vertex,Vertex> t1 = new Tuple<Vertex, Vertex>(e.Source, e.Target);
                Tuple<Vertex,Vertex> t2 = new Tuple<Vertex, Vertex>(e.Target, e.Source);

                if(e.EdgeType == EdgeType.Undirected || e.EdgeType == EdgeType.DirectedAB)
                    CouplingStrengths[t1] = K;

                if(e.EdgeType == EdgeType.Undirected || e.EdgeType == EdgeType.DirectedBA)
                    CouplingStrengths[t2] = K;

                // My code modifications

             //   Console.WriteLine(e.Source.Label+"......... "+e.Target.Label);

            }

            _mapping = new Dictionary<Vertex, int>();

            int i= 0;
            foreach(Vertex v in _network.Vertices)
            {
                NaturalFrequencies[v] = 0.1d;
                _mapping[v] = i++;
            }

            // if no neighbor selector is given, just couple to all nearest neighbors
            if(couplingSelector==null)
                CouplingSelector = new Func<Vertex, Vertex[]>( v => {
                    return v.Neigbors.ToArray();
                });
            else
                CouplingSelector = couplingSelector;

            // Initialize phases, colors and average degree
            foreach (Vertex v in _network.Vertices)
            {
                CurrentValues[_mapping[v]] = _network.NextRandomDouble() * Math.PI * 2d;
                if(_colorizer != null)
                    _colorizer[v] = ColorFromPhase(CurrentValues[_mapping[v]]);
                _avgDeg += v.Degree;
            }
            _avgDeg /= (double) _network.VertexCount;

            Logger.AddMessage(LogEntryType.Info, string.Format("Sychchronization module initialized. Initial global order = {0:0.000}", GetOrder(_network.Vertices.ToArray())));

            TimeDelta = Math.PI / 100d;

            OnStep+= new StepHandler(recolor);
        }
Ejemplo n.º 3
0
        public void DoLayout(double width, double height, Network n)
        {
            double _area = width * height;
            double _k = Math.Sqrt(_area / (double)n.Vertices.Count());
            _k *= 0.75d;

            // The displacement calculated for each vertex in each step
            ConcurrentDictionary<Vertex, Vector3> disp = new ConcurrentDictionary<Vertex, Vector3>(System.Environment.ProcessorCount, (int) n.VertexCount);

            _vertexPositions = new ConcurrentDictionary<Vertex, Vector3>(System.Environment.ProcessorCount, (int) n.VertexCount);

            double t = width/10;
            double tempstep = t / (double) _iterations;

            Parallel.ForEach(n.Vertices.ToArray(), v=>
            {
                _vertexPositions[v] = new Vector3(n.NextRandomDouble() * width, n.NextRandomDouble() * height, 1d);
                disp[v] = new Vector3(0d, 0d, 1d);
            });

            _laidout = true;

            System.Threading.ThreadPool.QueueUserWorkItem(new System.Threading.WaitCallback(delegate(object o)
            {
                for (int i=0; i<_iterations; i++)
                {
                    // parallely Calculate repulsive forces for every pair of vertices
                    Parallel.ForEach(n.Vertices.ToArray(), v =>
                    {
                        disp[v] = new Vector3(0d, 0d, 1d);

                        // computation of repulsive forces
                        foreach(Vertex u in n.Vertices.ToArray())
                        {
                            if (v != u)
                            {
                                Vector3 delta = _vertexPositions[v] - _vertexPositions[u];
                                disp[v] = disp[v] + (delta / Vector3.Length(delta)) * repulsion(Vector3.Length(delta), _k);
                            }
                        }
                    });

                    // Parallely calculate attractive forces for all pairs of connected nodes
                    Parallel.ForEach(n.Edges.ToArray(), e =>
                    {
                        Vertex v = e.Source;
                        Vertex w = e.Target;
                        Vector3 delta = _vertexPositions[v] - _vertexPositions[w];
                        disp[v] = disp[v] - (delta / Vector3.Length(delta)) * attraction(Vector3.Length(delta), _k);
                        disp[w] = disp[w] + (delta / Vector3.Length(delta)) * attraction(Vector3.Length(delta), _k);
                    });

                    // Limit to frame and include temperature cooling that reduces displacement step by step
                    Parallel.ForEach(n.Vertices.ToArray(), v =>
                    {
                        Vector3 vPos = _vertexPositions[v] + (disp[v] / Vector3.Length(disp[v])) * Math.Min(Vector3.Length(disp[v]), t);
                        vPos.X = Math.Min(width-10, Math.Max(10, vPos.X));
                        vPos.Y = Math.Min(height-10, Math.Max(10, vPos.Y));
                        _vertexPositions[v] = vPos;
                    });
                    t-= tempstep;
                }
            }));
        }