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EXPLANATION OF THE KIG DESIGN
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=============================
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The Kig Object System is a design I'm particularly proud of. It
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started out pretty basic, but has undergone some major revisions, that
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have proven very succesful. Currently, I have just made one more
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major change, and I think this will be the last majore change to it
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for quite some time to come. That's also why I'm writing this
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explanation for other developers.
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1.1 ObjectImp's: Basic objects.
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An ObjectImp represents the current state of an object in Kig. It
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keeps information about what type of object it is ( e.g. a line, a
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point, a circle etc. ), and its exact data ( e.g. the center and
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radius of the circle ). It is *not* in any way aware of how the
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object was calculated from its parents (e.g. is this a line that is
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constructed as the parallel of another line, or as the line going
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through two given points ? ) or how it is drawn on the window (
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e.g. the thickness of the line, its color etc. ).
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There is also the notion of BogusImp's in Kig. These are special
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kinds of ObjectImp's that *only* hold data. They do not represent any
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real object that can be drawn on a window. Their use is *only* in
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holding data for other objects to use. Examples are StringImp,
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There are a lot of ObjectImp's in Kig, most of them are in files
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called *_imp.h and *_imp.cc or *_imp.cpp in the objects subdirectory.
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Examples are PointImp, LineImp, ConicImp, CircleImp, CubicImp,
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There is also the concept of ObjectImpType's. These identify a kind
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of ObjectImp. They carry information about the inheritance among the
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different ObjectImp types, and some strings identifying them. You can
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get hold of the ObjectImpType of a certain ObjectImp by using its
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type() method, you can also get hold of them by name using
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1.2 ObjectCalcer's: calculating ObjectImp's from other ObjectImp's
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An ObjectCalcer is an object that represents an algorithm for
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calculating an ObjectImp from other ObjectImp's. It is also a node in
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the dependency graph of a certain document. E.g. a LineImp can be
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calculated from the two PointImp's it has to go through; every time
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either of them moves, this calculation is redone. In this case, there
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would be an ObjectCalcer that keeps a reference to its two parents (
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the ObjectCalcer's representing the points ), and that will calculate
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its ObjectImp value every time it is asked to do so ( i.e. every time
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one of its parents moves.. ).
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Because of the complex relations that ObjectCalcer's hold to other
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ObjectCalcer's and to other classes, they have been made
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reference-counted. This means that they keep a count internally of
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how much times a pointer to them is held. If this count reaches 0,
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this means that nobody needs them anymore, and they delete themselves.
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E.g. an ObjectCalcer always keeps a reference to its parents, to
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ensure that those aren't deleted before it is deleted.
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In the inheritance graph of a document, the lowermost objects keep
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references to their parents and those keep reference to their parents,
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so that all of the top of the graph is kept alive. Of course, someone
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needs to keep a reference to the bottommost objects in the graph,
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because otherwise, the entire graph would be deleted. As we will see
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later, an external class ( ObjectHolder ) keeps a reference to the
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ObjectCalcer's that the user is aware of. Thus, the reference
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counting system makes sure that all the objects that the user knows
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about, and all of their ancestors are kept alive, and the others die.
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At the end of the program, this reference is released, and all the
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A special case of an ObjectCalcer is the ObjectConstCalcer. This is
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an ObjectCalcer that has no parents, and only holds some data. The
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data is held as an ObjectImp of some type, and it will remain
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constant, and no calculation needs to be done to get it, it is just
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returned every time it is needed.
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Other ObjectCalcer's are ObjectPropertyCalcer and ObjectTypeCalcer.
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ObjectTypeCalcer is a ObjectCalcer that calculates an object according
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to what a ObjectType object specifies. It basically forwards all
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calculations to that object ( check below ). An ObjectPropertyCalcer
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gets data from a property of a certain object. In fact, ObjectImp's
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can specify property's ( e.g. properties of a circle are its radius,
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its circumference, its center etc. An angle has its bisector as a
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LineImp property ), and they are returned as ObjectImp's of an
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appropriate type. The ObjectPropertyCalcer just gets one of the
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properties of a certain ObjectImp and stores it.
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1.3 ObjectType's: a specification of how to calculate an object.
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An ObjectType represents a certain algorithm to calculate an ObjectImp
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from other ObjectImp's. Unlike an ObjectCalcer, it does not
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participate in the inheritance graph, and there is only one
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instantiation of each type of ObjectType. An ObjectTypeCalcer is an
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ObjectCalcer that keeps a pointer to a certain ObjectType, and
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forwards all requests it gets to its ObjectType. It's very normal
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that multiple ObjectTypeCalcer's share the same ObjectType.
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There are very much ObjectType's in Kig, check out all of the files
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that end in *_type.* or *_types.* in the objects subdirectory of the
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1.4 ObjectHolder's: a link from the document to the hierarchy
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An ObjectHolder represents an object as it is known to the document.
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It keeps a pointer to an ObjectCalcer, where it gets its data ( the
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ObjectImp that the ObjectCalcer holds ) from. It also holds
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information about how to draw this ObjectImp on the window, by keeping
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a pointer to an ObjectDrawer ( see below ). In its draw method, it
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gets the ObjectImp from the ObjectCalcer, and passes it to the
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ObjectDrawer, asking it to draw the ObjectImp on the window.
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The document ( check the KigDocument class ) holds a list of these
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ObjectHolder's. This is its only link with the ObjectCalcer
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dependency graph. An ObjectHolder keeps a reference to its ObjectCalcer.
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1.5 ObjectDrawer: An intelligent struct keeping some data about how to
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draw an ObjectImp on screen.
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An ObjectDrawer is used by an ObjectHolder to keep information about
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how to draw an ObjectImp on the window. It is really nothing more
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than a struct with some convenience methods. It does not have any
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virtual methods, or have any complex semantics. It keeps information
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like the thickness of an object, its color, and whether or not it is
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2. Interesting Issues
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Here, I explain some parts of the design that may at first look
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difficult to understand. This part assumes you have read the above.
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Text labels in Kig are designed in a pretty flexible
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way. I will explain all the classes involved.
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First of all, there is the TextImp class. It is an ObjectImp (
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cf. supra ), and thus represents a piece of text that can be drawn on
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the document. It contains a QString ( the text to be shown ), a
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coordinate ( the location to draw it ), and a boolean saying whether a
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frame should be drawn around it. As with all ObjectImp's, it does not
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contain any code for calculating it, or how it behaves on user input.
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Most of this is handled by the TextType class.
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The TextType class is an implementation of an ObjectType. It contains
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code specifying how to calculate a TextImp from its parents, and for
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how it behaves on user input. A text object has at least three
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parents, and can handle any number of optional arguments. The three
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mandatory arguments are an int, which is set to 1 or 0 depending on
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whether the label needs a surrounding box, a PointImp, containing the
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location of the text label, and a string containing the text of the
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label. The text can contain tokens like '%1', '%2' etc. Every
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additional argument is used to replace the lowest-numbered of those
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tokens, with its string representation. The function
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ObjectImp::fillInNextEscape is used for this.
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For example, if a TextType has the following parents:
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a IntImp with value 0
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a PointImp with value (0,0)
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a String with value "This segment is %1 units long."
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a DoubleImp with value 3.9
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This would result in a string being drawn at the coordinate (0,0),
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with no surrounding box, and showing the text "This segment is 3.9
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All this gives labels in Kig a lot of flexibility.
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Locuses are a mathematical concept that has been modelled in Kig.
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Loosely defined, a locus is the mathematical shape defined by the set
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of points that a certain point moves through while another point is
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moved over its constraints. This can be used to define mathematical
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objects like conics, and various other things. It has been modelled
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in Kig in the most flexible way I can imagine, and I must say that I'm
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proud of this design.
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2.2.1 Constrained points
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In the implementation of this, we use the concept of constrained
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points. This is a point that is attached to a certain curve. It is
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implemented in Kig by the ConstrainedPointType, which takes a CurveImp
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and a DoubleImp as parents and calculates a Point from these by using
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the CurveImp::getPoint function.
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2.2.2 The Implementation
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When a Locus is constructed by the user, Kig receives two points, at
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least one of which is a Constrained point, and the other one somehow
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depends on the first. This is checked before trying to construct a
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Locus, and the user is not allowed to try to construct locuses from
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other sorts of points.
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Next, Kig takes a look at the ObjectCalcer hierarchy. We look at the
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smallest part of the hierarchy that contains all paths from the first
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point to the second point. We then determine all objects that are not
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*on* one of those paths ( meaning that they are not calculated from
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the first point, or another object that is on one of those paths ),
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but that are parents of one or more objects that are on those paths.
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I call this set of objects the "side of the path" sometimes in the
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code. The function that finds them is called sideOfTreePath.
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Next, an ObjectHierarchy object is constructed, which stores the way
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to calculate the second point from the first point and the objects
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from the previous paragraph.
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An object is then constructed that has as parent the curve parent that
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the first point is constrained to, the HierarchyImp containing the
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ObjectHierarchy from the previous paragraph, and all the objects from
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the "side of the tree". This new object is an ObjectTypeCalcer with
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the LocusType as its type. In its calc() function, it calculates a
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LocusImp by taking the objecthierarchy and substituting all the
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current values of the objects from the "side of the path", resulting
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in an ObjectHierarchy that takes one PointImp and calculates another
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PointImp from that. The LocusImp then contains the new
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ObjectHierarchy and the current value of the curve that the first
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point is constrained to. In the drawing function of this LocusImp,
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points on the curve are calculated, and then the hierarchy is used to
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calculated from those points the location of the second point. A
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dynamic feedback algorithm, which has been written with a lot of help
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from the mathematician "Franco Pasquarelli" is used to determine which
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of the points on the curve should be used.
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The above explanation may seem very complicated, but I am very much
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convinced that this *is* the proper way to handle locuses. I will
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here try explain why I think it is superior to the much simpler
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implementation that is used by much other programs.
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The basic alternative implementation involves just keeping a pointer
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to the first and second point in the locus object, and when the locus
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is drawn, the first point is moved over all its possible locations,
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the second point is calculated, and a point is drawn at its new
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The reason I think that this is a bad implementation is that it is not
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possible to model the real dependency relations properly in this
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scheme. For example, the locus object would then be made dependent on
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the constrained point. This is wrong because when the constrained
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point moves within the limits of the curve constraining it, the locus
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does by definition not change. Also, if the constrained point is
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redefined so that it is no longer constrained to any curve, this is a
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major problem, because it would invalidate the locus. Another point
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is that in practice, the locus depends on more objects than its
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parents alone. This is not a good thing, because it makes it
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impossible to optimise drawing of the objects, using the information
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about which objects depend on which others, because this information
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The reason we need to calculate the "side of the path" above is that,
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together with the curve that the first point is constrained to, these
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are the objects that the locus is really dependent on.
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The current Kig system correctly models all dependency relations to
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the extent possible, while keeping a correct implementation.