I've played with these before [1]. They work best with hierarchical names. In other words, in a flat namespace (say, showing class dependencies with just the class name) you end up with a very messy diagram.

Let's assume you use "." as the name token separator. If you prefixed the names with their packages, say Tools-Debugger.Debugger, you'd get a better graph, where the bundles would be tighter. If you made things more hierarchical still, say with names like Tools.Debugger.Debugger, things would look even better.

The deeper the naming hierarchy the fewer fat bundles you get in the image.

frank

[1]�http://mbostock.github.io/d3/talk/20111116/bundle.html

On 19 April 2013 16:37, Alexandre Bergel <alexandre.bergel@me.com> wrote:
Let's have this discussion in the Pharo list.

Alexandre

Begin forwarded message:

From: Alexandre Bergel <alexandre.bergel@me.com>
Subject: [Moose-dev] Re: Roassal new algorithms
Date: April 19, 2013 11:25:31 AM GMT-04:00
To: Moose-related development <moose-dev@iam.unibe.ch>
Reply-To: Moose-related development <moose-dev@iam.unibe.ch>

There are more than simply linear, quadratic and cubic Bezier curves. In fact, as you can have as many control points as you wish,�you can have a Bezier curve of any order.

Ok

But what I was calling RadialBezierCurve was a kind of strategy, I mean I have an abstract class which knows how to compute a�curve, but I still have to choose my control points so I was thinking to create different subclasses whose role is to know what are their�control points :

- The radial one choose its control points within the same radius as its source and its target.

Ah ok

I wanted to create an ortoVertical and an ortoHorizontal whose control points would have been computed differently, so that we could�use Bezier curve for regular tree too.

It would be cool to have hierarchical bundles edges in Roassal.
A screenshot of what it looks like:


Alexandre

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