public void GenerateGenreGraph() { this.GDot.GenerateGenre(); InitializeGraph(); FormatVertex(); HighlightGenre(); DotExport.Export(this.Graphviz, WGG); GraphvizExport.Export("/C sfdp -Goverlap=prism", WGG, this.ExportFormat); }
public void GenerateGenreGraph() { this.GDot.GenerateOrigin(); this.GDot.GenerateGenre(); this.GDot.ConnectOriginToGenre(); InitializeGraph(); FormatVertex(); HighlightGenre(); DotExport.Export(this.Graphviz, SGG); GraphvizExport.Export("/C circo", SGG, this.ExportFormat); }
public void GenerateArtistGraph() { this.GDot.GenerateGenre(); this.GDot.GenerateArtist(); this.GDot.ConnectArtistToGenre(); InitializeGraph(); FormatVertex(); HighlightGenre(); IndexGenreMusic(); HighlightArtist(); DotExport.Export(this.Graphviz, WAG); GraphvizExport.Export("/C neato -Goverlap=prism200", WAG, this.ExportFormat); }
public void GenerateArtistGraph() { this.GDot.GenerateGenre(); this.GDot.GenerateArtist(); this.GDot.ConnectArtistToGenre(); InitializeGraph(); FormatVertex(); HighlightGenre(); HighlightArtist(); HighlightTargetedArtist(); DotExport.Export(this.Graphviz, DAG); GraphvizExport.Export("/C sfdp -Goverlap=prism", DAG, this.ExportFormat); }
public void GenerateMusicGraph() { this.GDot.GenerateGenre(); this.GDot.GenerateArtist(); this.GDot.GenerateMusic(); this.GDot.ConnectArtistToGenre(); this.GDot.ConnectMusicToArtist(); InitializeGraph(); FormatVertex(); HighlightGenre(); HighlightArtist(); //HighlightMusic(); DotExport.Export(this.Graphviz, WMG); GraphvizExport.Export("/C sfdp -Goverlap=prism", WMG, this.ExportFormat); }
private ConnectivityMap BuildBranchingTestMap() { ConnectivityMap newMap = new ConnectivityMap(); newMap.AddRoomConnection(1, 2); newMap.AddRoomConnection(2, 3); //Branch newMap.AddRoomConnection(3, 4); newMap.AddRoomConnection(4, 16); newMap.AddRoomConnection(16, 17); newMap.AddRoomConnection(3, 5); newMap.AddRoomConnection(5, 6); //Cycle newMap.AddRoomConnection(2, 8); newMap.AddRoomConnection(2, 7); newMap.AddRoomConnection(8, 9); newMap.AddRoomConnection(7, 9); //Post-cycle newMap.AddRoomConnection(9, 10); newMap.AddRoomConnection(10, 11); newMap.AddRoomConnection(11, 12); newMap.AddRoomConnection(12, 18); //2-way branches newMap.AddRoomConnection(11, 13); newMap.AddRoomConnection(13, 14); newMap.AddRoomConnection(13, 15); //Save to disk GraphvizExport.OutputUndirectedGraph(newMap.RoomConnectionGraph, "branch-test-map"); return(newMap); }
private ConnectivityMap BuildStandardTestMap() { ConnectivityMap newMap = new ConnectivityMap(); newMap.AddRoomConnection(1, 2); newMap.AddRoomConnection(2, 3); //Branch newMap.AddRoomConnection(3, 4); newMap.AddRoomConnection(3, 5); newMap.AddRoomConnection(5, 6); //Cycle newMap.AddRoomConnection(2, 8); newMap.AddRoomConnection(2, 7); newMap.AddRoomConnection(8, 9); newMap.AddRoomConnection(7, 9); //Post-cycle newMap.AddRoomConnection(9, 10); newMap.AddRoomConnection(10, 11); newMap.AddRoomConnection(11, 12); newMap.AddRoomConnection(11, 13); //2-way branches newMap.AddRoomConnection(13, 14); newMap.AddRoomConnection(13, 15); //Save to disk GraphvizExport.OutputUndirectedGraph(newMap.RoomConnectionGraph, "door-and-clue-manager-map"); return(newMap); }