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Different layouts for architecture and implementation in reflexion modeling needed #816
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…ure. Configured these new parameters.
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All other things are still work in progress.
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Removed references to removed Cose Layout. Split ILayoutNode.cs into separate files.
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Simplified new. Added reference to Wettel's dissertation where the algorithm comes from.
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…om 1. This simplifies the comparison.
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ILayoutNode has an implementation of IHierarchyNode. AbstractLayoutNode does no longer need the mapping ToLayoutNode. Clients can (and need) to call AddChild to establish the node hierarchy.
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The previous implementation let the LoadedNodeLayout fail because the ID was not set. We need to retrieve it from the game objects.
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This way the naming is consistent with the edge layouts.
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for the layout. The ReflexionLayout needs that.
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We have never truly made a distinction.
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Should have been architectureArea. Removed debugging code. Removed unecessary prefix System for Exception. Removed obsolete code that was commented out.
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New node types ARCHITECTURE, ROOT, and IMPLEMENTATION. Cose Layout was removed.
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The introduction of ReflexionNodeLayout has introduced new attributes.
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Simplified RootGameNode(). Improved documentation.
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Currently, a layout is computed for a reflexion graph consisting of both the implementation and the architecture. As a result, a stored manual layout for the architecture cannot be loaded and we have no control over the space for either of the implementation and the architecture subgraph. The latter can cause an architecture layout to become too small to move implementation nodes onto architecture nodes during the manual mapping process.
We want allow a user to
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