GALVIS: Graph Algorithm Visualizer

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the_cX
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GALVIS: Graph Algorithm Visualizer

Post by the_cX » Sat May 06, 2006 3:21 am

hi,

i made this program for my junior level software engineering course at washington state university.

essentially what it is, is a program that teaches the user complex graph algorithms.

Image

Image

thus far ive only made one algorithm for it.
you will need the .NET 2.0 framework to run this application.

you can download the .NET 2.0 framework here:
http://www.microsoft.com/downloads/deta ... layLang=en

GALVIS download: http://www.hellagames.com/322/GALVIS.rar

some cool features:
-graphs are created dynamically from xml files, located in the media/graphs folder. making new graphs to traverse your algorithm with is as easy as creating a new xml file and putting it in that folder. the graph format is pretty sweet, supporting edge weights and direction, etc.

-algorithms are created individually and saved in a dll. an algorithm developer can inherit the 'algorithm' abstract base class and fill it in, drag the dll into the application folder, and the application will find it and show it. basically, new algorithm can be created/modified/enhanced without ever having to recompile the application itself.

-this is using OgreDotNet, C#, and the .NET 2.0 framework.

some known issues:
-have to do some replacement of user interface objects based on the window sized. really the interface looks the best with a 1024x768 resolution that i made it in.

-running more than two algorithms in code will break something with over. i know its just a small thing with resetting variables, im just too burned out after finals week right now to fix it. ;)

i plan on polishing it up a little more and creating atleast a couple more algorithms for it before i call it done. we all know about the dont-want-to-work-on-this-anymore-because-the-class-is-over syndrome. :lol:

thanks,

cX
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sinbad
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Post by sinbad » Sat May 06, 2006 11:30 am

Hehe, that's the most overkill I've ever seen for a tool like this - nice one ;)
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DarkSun
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Location: Bielefeld, Germany

Post by DarkSun » Sun May 07, 2006 6:04 am

I get a splash screen and right after that a FileNotFoundException
I think, I'm missing sanddock...
Last edited by DarkSun on Sun May 07, 2006 1:38 pm, edited 2 times in total.
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ahmedismaiel
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Post by ahmedismaiel » Sun May 07, 2006 1:18 pm

looks like a very nice way to visualize,but i have a problm running it on my machine ,i see a "!!! Device is lost"
here is the full log

Code: Select all

13:00:35: Creating resource group General
13:00:35: Registering ResourceManager for type Material
13:00:35: Registering ResourceManager for type Mesh
13:00:35: Registering ResourceManager for type Skeleton
13:00:35: Loading library OgrePlatform.dll
13:00:36: OverlayElementFactory for type Panel registered.
13:00:36: OverlayElementFactory for type BorderPanel registered.
13:00:36: OverlayElementFactory for type TextArea registered.
13:00:36: Registering ResourceManager for type Font
13:00:36: ArchiveFactory for archive type FileSystem registered.
13:00:36: ArchiveFactory for archive type Zip registered.
13:00:36: DevIL version: Developer's Image Library (DevIL) 1.6.7 Nov  9 2005
13:00:36: DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal xpm raw 
13:00:36: Registering ResourceManager for type HighLevelGpuProgram
13:00:36: Loading library plugins\RenderSystem_Direct3D9
13:00:36: D3D9 : Direct3D9 Rendering SubSystem created.
13:00:36: D3D9: Driver Detection Starts
13:00:36: D3D9: Driver Detection Ends
13:00:36: Loading library plugins\RenderSystem_GL
13:00:36: OpenGL Rendering Subsystem created.
13:00:36: Loading library plugins\Plugin_ParticleFX
13:00:36: Particle Emitter Type 'Point' registered
13:00:36: Particle Emitter Type 'Box' registered
13:00:36: Particle Emitter Type 'Ellipsoid' registered
13:00:36: Particle Emitter Type 'Cylinder' registered
13:00:36: Particle Emitter Type 'Ring' registered
13:00:36: Particle Emitter Type 'HollowEllipsoid' registered
13:00:36: Particle Affector Type 'LinearForce' registered
13:00:36: Particle Affector Type 'ColourFader' registered
13:00:36: Particle Affector Type 'ColourFader2' registered
13:00:36: Particle Affector Type 'ColourImage' registered
13:00:36: Particle Affector Type 'ColourInterpolator' registered
13:00:36: Particle Affector Type 'Scaler' registered
13:00:36: Particle Affector Type 'Rotator' registered
13:00:36: Loading library plugins\Plugin_OctreeSceneManager
13:00:36: TerrainSceneManager: Registered a new PageSource for type Heightmap
13:00:36: *-*-* OGRE Initialising
13:00:36: *-*-* Version 1.0.6 (Azathoth)
13:00:36: Added resource location '../media/particle' of type 'FileSystem' to resource group 'General'
13:00:36: Added resource location '../media/models' of type 'FileSystem' to resource group 'General'
13:00:36: Added resource location '../media/materials/textures' of type 'FileSystem' to resource group 'General'
13:00:36: Added resource location '../media/materials/scripts' of type 'FileSystem' to resource group 'General'
13:00:36: D3D9 : RenderSystem Option: Anti aliasing = None
13:00:36: D3D9 : RenderSystem Option: Floating-point mode = Fastest
13:00:36: D3D9 : RenderSystem Option: Full Screen = No
13:00:36: D3D9 : RenderSystem Option: VSync = No
13:00:36: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
13:00:36: D3D9 : RenderSystem Option: Rendering Device = RADEON 9800 PRO
13:00:36: D3D9 : Subsystem Initialising
13:00:36: ***************************************
13:00:36: *** D3D9 : Subsystem Initialised OK ***
13:00:36: ***************************************
13:00:36: ResourceBackgroundQueue - threading disabled
13:00:36: D3D9RenderSystem::createRenderWindow "", 526x196 windowed  miscParams: externalWindowHandle=462354 
13:00:36: D3D9 : Created D3D9 Rendering Window '' : 526x196, 32bpp
13:00:36: Registering ResourceManager for type Texture
13:00:36: Registering ResourceManager for type GpuProgram
13:00:36: RenderSystem capabilities
13:00:36: -------------------------
13:00:36:  * Hardware generation of mipmaps: yes
13:00:36:  * Texture blending: yes
13:00:36:  * Anisotropic texture filtering: yes
13:00:36:  * Dot product texture operation: yes
13:00:36:  * Cube mapping: yes
13:00:36:  * Hardware stencil buffer: yes
13:00:36:    - Stencil depth: 8
13:00:36:    - Two sided stencil support: yes
13:00:36:    - Wrap stencil values: yes
13:00:36:  * Hardware vertex / index buffers: yes
13:00:36:  * Vertex programs: yes
13:00:36:    - Max vertex program version: vs_2_0
13:00:36:  * Fragment programs: yes
13:00:36:    - Max fragment program version: ps_2_0
13:00:36:  * Texture Compression: yes
13:00:36:    - DXT: yes
13:00:36:    - VTC: no
13:00:36:  * Scissor Rectangle: yes
13:00:36:  * Hardware Occlusion Query: yes
13:00:36:  * User clip planes: yes
13:00:36:  * VET_UBYTE4 vertex element type: yes
13:00:36:  * Infinite far plane projection: yes
13:00:36:  * Hardware render-to-texture: yes
13:00:36:  * Floating point textures: no
13:00:36:  * Non-power-of-two textures: yes
13:00:36:  * Volume textures: yes
13:00:36: Particle Renderer Type 'billboard' registered
13:00:36: Creating viewport on target '', rendering from camera 'MainCamera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
13:00:36: Viewport for camera 'MainCamera', actual dimensions L: 0 T: 0 W: 526 H: 196
13:00:36: Win32Input8: DirectInput Activation Starts
13:00:36: Win32Input8: Establishing keyboard input.
13:00:36: Win32Input8: Keyboard input established.
13:00:36: Win32Input8: Establishing mouse input.
13:00:36: Win32Input8: Mouse input established.
13:00:36: Win32Input8: DirectInput OK.
13:00:36: Parsing scripts for resource group General
13:00:36: Parsing script ProjectDamascus.material
13:00:36: Parsing script ProjectDamascus.particle
13:00:36: Finished parsing scripts for resource group General
13:00:36: Texture: day_fr.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
13:00:36: Texture: day_bk.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
13:00:36: Texture: day_lf.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
13:00:36: Texture: day_rt.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
13:00:36: Texture: day_up.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
13:00:36: Texture: day_dn.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
13:01:04: !!! Direct3D Device Lost!
13:01:04: Viewport for camera 'MainCamera', actual dimensions L: 0 T: 0 W: 758 H: 408
13:01:04: Mesh: Loading node.mesh.
13:01:04: Can't assign material phong1 to SubEntity of GraphNode_Mesh_A because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:04: Texture: node_color.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
13:01:04: Texture: node_label_a.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
13:01:04: Can't assign material phong1 to SubEntity of GraphNode_Mesh_B because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: node_label_b.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
13:01:05: Can't assign material phong1 to SubEntity of GraphNode_Mesh_C because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: node_label_c.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
13:01:05: Can't assign material phong1 to SubEntity of GraphNode_Mesh_D because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: node_label_d.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
13:01:05: Can't assign material phong1 to SubEntity of GraphNode_Mesh_E because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: node_label_e.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
13:01:05: Can't assign material phong1 to SubEntity of GraphNode_Mesh_F because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: node_label_f.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
13:01:05: Can't assign material phong1 to SubEntity of GraphNode_Mesh_G because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: node_label_g.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
13:01:05: Mesh: Loading nodestring.mesh.
13:01:05: Can't assign material phong2 to SubEntity of GraphEdge_Mesh_AB because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: directed_label.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:01:05: Texture: edge_label_21.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:01:05: Can't assign material phong2 to SubEntity of GraphEdge_Mesh_AD because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: edge_label_94.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:01:05: Can't assign material phong2 to SubEntity of GraphEdge_Mesh_BG because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: edge_label_123.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:01:05: Can't assign material phong2 to SubEntity of GraphEdge_Mesh_DF because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: edge_label_69.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:01:05: Can't assign material phong2 to SubEntity of GraphEdge_Mesh_DC because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: edge_label_155.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:01:05: Can't assign material phong2 to SubEntity of GraphEdge_Mesh_CE because this Material does not exist. Have you forgotten to define it in a .material script?
13:01:05: Texture: edge_label_73.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:01:05: Texture: flare.png: Loading 1 faces(PF_B8G8R8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:01:05: D3D9TextureManager released:
13:01:05: 0 unmanaged textures
13:01:05: D3D9HardwareBufferManager released:
13:01:05: 0 unmanaged vertex buffers
13:01:05: 0 unmanaged index buffers
13:01:05: D3D9TextureManager recreated:
13:01:05: 0 unmanaged textures
13:01:05: D3D9HardwareBufferManager recreated:
13:01:05: 0 unmanaged vertex buffers
13:01:05: 0 unmanaged index buffers
13:01:05: !!! Direct3D Device successfully restored.
13:01:05: Texture: spot_shadow_fade.png: Loading 1 faces(PF_B8G8R8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
13:01:38: *-*-* OGRE Shutdown
13:01:38: Unregistering ResourceManager for type Font
13:01:38: Unregistering ResourceManager for type Skeleton
13:01:38: Unregistering ResourceManager for type Mesh
13:01:38: Unregistering ResourceManager for type HighLevelGpuProgram
13:01:38: Unloading library plugins\Plugin_OctreeSceneManager
13:01:38: Unloading library plugins\Plugin_ParticleFX
13:01:38: *** Stopping Win32GL Subsystem ***
13:01:38: Unloading library plugins\RenderSystem_GL
13:01:38: Render Target '' Average FPS: 165.79 Best FPS: 382.236 Worst FPS: 0.0343501
13:01:38: D3D9 : Shutting down cleanly.
13:01:38: Unregistering ResourceManager for type Texture
13:01:38: Unregistering ResourceManager for type GpuProgram
13:01:38: D3D9 : Direct3D9 Rendering SubSystem destroyed.
13:01:38: Unloading library plugins\RenderSystem_Direct3D9
13:01:38: Unregistering ResourceManager for type Material
13:01:38: Unloading library OgrePlatform.dll
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User avatar
the_cX
Halfling
Posts: 77
Joined: Fri Mar 25, 2005 7:13 pm

Post by the_cX » Sun May 07, 2006 6:40 pm

*sigh.

i apologize, DarkSun is right, i left a dll out.

...im forever doing that! :x

please try to download and run it again :)

http://www.hellagames.com/322/GALVIS.rar
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DarkSun
Kobold
Posts: 35
Joined: Wed Mar 10, 2004 12:10 pm
Location: Bielefeld, Germany

Post by DarkSun » Sun May 07, 2006 7:05 pm

wow, I have never seen such beautiful graph visualization before...
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baker
Halfling
Posts: 48
Joined: Sun Apr 23, 2006 5:37 am

Re: GALVIS: Graph Algorithm Visualizer

Post by baker » Tue May 09, 2006 1:22 pm

wow that is awesome. im sure you will have no problem getting a cool job after college.
the_cX wrote:hi,

i made this program for my junior level software engineering course at washington state university.

essentially what it is, is a program that teaches the user complex graph algorithms.

Image

Image

thus far ive only made one algorithm for it.
you will need the .NET 2.0 framework to run this application.

you can download the .NET 2.0 framework here:
http://www.microsoft.com/downloads/deta ... layLang=en

GALVIS download: http://www.hellagames.com/322/GALVIS.rar

some cool features:
-graphs are created dynamically from xml files, located in the media/graphs folder. making new graphs to traverse your algorithm with is as easy as creating a new xml file and putting it in that folder. the graph format is pretty sweet, supporting edge weights and direction, etc.

-algorithms are created individually and saved in a dll. an algorithm developer can inherit the 'algorithm' abstract base class and fill it in, drag the dll into the application folder, and the application will find it and show it. basically, new algorithm can be created/modified/enhanced without ever having to recompile the application itself.

-this is using OgreDotNet, C#, and the .NET 2.0 framework.

some known issues:
-have to do some replacement of user interface objects based on the window sized. really the interface looks the best with a 1024x768 resolution that i made it in.

-running more than two algorithms in code will break something with over. i know its just a small thing with resetting variables, im just too burned out after finals week right now to fix it. ;)

i plan on polishing it up a little more and creating atleast a couple more algorithms for it before i call it done. we all know about the dont-want-to-work-on-this-anymore-because-the-class-is-over syndrome. :lol:

thanks,

cX
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the_cX
Halfling
Posts: 77
Joined: Fri Mar 25, 2005 7:13 pm

Post by the_cX » Thu May 11, 2006 6:01 am

thank you guys. :D
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