7
This is an overview of not just Chaco, but also Kiva and Enable.
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The Chaco toolkit is defined by a few core architectural ideas:
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* **Plots are compositions of visual components**
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Everything you see in a plot is some sort of graphical widget,
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with position, shape, and appearance attributes, and with an
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opportunity to respond to events.
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* **Separation between data and screen space**
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Although everything in a plot eventually ends up rendering into a common
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visual area, there are aspects of the plot which are intrinsically
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screen-space, and some which are fundamentally data-space. Preserving
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the distinction between these two domains allows us to think about
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visualizations in a structured way.
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* **Modular design and extensible classes**
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Chaco is meant to be used for writing tools and applications, and code
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reuse and good class design are important. We use the math behind the
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data and visualizations to give us architectural direction and conceptual
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modularity. The Traits framework allows us to use events to couple
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disjoint components at another level of modularity.
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Also, rather than building super-flexible core objects with myriad
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configuration attributes, Chaco's classes are written with subclassing in
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mind. While they are certainly configurable, the classes themselves are
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written in a modular way so that subclasses can easily customize
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particular aspects of a visual component's appearance or a tool's
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The Relationship Between Chaco, Enable, and Kiva
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================================================
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Chaco, Enable, and Kiva are three packages in the Enthought Tool Suite.
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They have been there for a long time now, since almost the beginning of
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Enthought as a company. Enthought has delivered many applications using
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these toolkits. The Kiva and Enable packages are bundled together in the
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Kiva is a 2-D vector drawing library for Python. It serves a purpose similar to
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`Cairo <http://cairographics.org/>`_. It allows us to compose vector graphics
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for display on the screen or for saving to a variety of vector and image file
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formats. To use Kiva, a program instantiates a Kiva :class:`GraphicsContext`
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object of an appropriate type, and then makes drawing calls on it like
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:meth:`gc.draw_image`, :meth:`gc.line_to`, and :meth:`gc.show_text`. Kiva
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integrates with windowing toolkits like wxWindows and Qt, and it has an OpenGL
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backend as well. For wxPython and Qt, Kiva actually performs a high-quality,
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fast software rasterization using the Anti-Grain Geometry (AGG) library. For
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OpenGL, Kiva has a python extension that makes native OpenGL calls from C++.
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Kiva provides a GraphicsContext for drawing onto the screen or saving out to
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disk, but it provides no mechanism for user input and control. For this
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"control" layer, it would be convenient to have to write only one set of event
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callbacks or handlers for all the platforms we support, and all the toolkits on
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each platform. The Enable package provides this layer. It insulates all the
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rendering and event handling code in Chaco from the minutiae of each GUI
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toolkit. Additionally, and to some extent more importantly, Enable defines the
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concept of "components" and "containers" that form the foundation of Chaco's
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architecture. In the Enable model, the top-most Window object is responsible for
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dispatching events and drawing a single component. Usually, this component is a
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container with other containers and components inside it. The container can
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perform layout on its internal components, and it controls how events are
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subsequently dispatched to its set of components.
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Almost every graphical component in Chaco is an instance of an
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Enable component or container. We're currently trying to push more of the
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layout system (implemented as the various different kinds of Chaco plot
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containers) down into Enable, but as things currently stand, you have to
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use Chaco containers if you want to get layout. The general trend has been
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that we implement some nifty new thing in Chaco, and then realize that it
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is a more general tool or overlay that will be useful for other
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non-plotting visual applications. We then move it into Enable, and if
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there are plotting-specific aspects of it, we will create an appropriate
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subclass in Chaco to encapsulate that behavior.
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The sorts of applications that can and should be done at the Enable level
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include things like a visual programming canvas or a vector drawing tool.
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There is nothing at the Enable level that understands the concept of
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mapping between a data space to screen space and vice versa. Although
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there has been some debate about the incorporating rudimentary mapping into
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Enable, for the time being, if you want some kind of canvas-like thing to
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model more than just pixel space on the screen, implement it using
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the mechanisms in Chaco.
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.. [COMMENT]: A diagram would be helpful to illustrate the following paragraph.
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The way that Enable hooks up to the underlying GUI toolkit system is via an
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:class:`enable.Window` object. Each toolkit has its own implementation of this
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object, and they all subclass from :class:`enable.AbstractWindow`. They usually
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contain an instance of the GUI toolkit's specific window object, whether it's a
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:class:`wx.Window` or :class:`Qt.QWidget` or :class:`pyglet.window.Window`. This
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instance is created upon initialization of the enable.Window and stored as the
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:attr:`control` attribute on the Enable window. From the perspective of the GUI
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toolkit, an opaque widget gets created and stuck inside a parent control (or
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dialog or frame or window). This instance serves as a proxy between the GUI
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toolkit and the world of Enable. When the user clicks inside the widget area,
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the :attr:`control` widget calls a method on the enable.Window object, which
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then in turn can dispatch the event down the stack of Enable containers and
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components. When the system tells the widget to draw itself (e.g., as the result
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of a PAINT or EXPOSE event from the OS), the enable.Window is responsible for
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creating an appropriate Kiva GraphicsContext (GC), then passing it down through
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the object hierarchy so that everyone gets a chance to draw. After all the
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components have drawn onto the GC, for the AGG-based bitmap backends, the
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enable.Window object is responsible for blitting the rastered off-screen buffer
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of the GC into the actual widget's space on the screen. (For Kiva's OpenGL
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backend, there is no final blit, since calls to the GC render in immediate mode
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in the window's active OpenGL context, but the idea is the same, and the
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enable.Window object does perform initialization on the GL GraphicsContext.)
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Some of the advantages to using Enable are that it makes mouse and key events
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from disparate windowing systems all share the same kind of signature, and be
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accessible via the same name. So, if you write bare wxPython and handle a
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:obj:`key_pressed` event in wx, this might generate a value of
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:obj:`wx.WXK_BACK`. Using Enable, you would just get a "key" back and its value
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would be the string "Backspace", and this would hold true on Qt4 and Pyglet.
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Almost all of the event handling and rendering code in Chaco is identical under
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all of the backends; there are very few backend-specific changes that need to be
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handled at the Chaco level.
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The :class:`enable.Window` object has a reference to a single top-level graphical
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component (which includes containers, since they are subclasses of
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component). Whenever it gets user input events, it recursively dispatches
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all the way down the potentially-nested stack of components. Whenever a
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components wants to signal that it needs to be redrawn, it calls
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self.request_redraw(), which ultimately reaches the enable.Window, which
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can then make sure it schedules a PAINT event with the OS. The nice thing
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about having the enable.Window object between the GUI toolkits and our
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apps, and sitting at the very top of event dispatch, is that we can easily
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interject new kinds of events; this is precisely what we did to enable all
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of our tools to work with Multitouch.
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The basic things to remember about Enable are that:
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* Any place that your GUI toolkit allows you stick a generic widget, you
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can stick an Enable component (and this extends to Chaco components, as
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well). Dave Morrill had a neat demonstration of this by embedding
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small Chaco plots as cells in a wx Table control.
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* If you have some new GUI toolkit, and you want to provide an Enable
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backend for it, all you have to do is implement a new Window class for
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that backend. You also need to make sure that Kiva can actually
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create a GraphicsContext for that toolkit. Once the kiva_gl branch is
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committed to the trunk, Kiva will be able to render into any GL
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context. So if your newfangled unsupported GUI toolkit has a
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GLWindow type of thing, then you will be able to use Kiva, Enable, and
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Chaco inside it. This is a pretty major improvement to
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interoperability, if only because users now don't have to download and
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install wxPython just to play with Chaco.
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===========================================================================
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This section provides an overview of the relationships between these
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classes, and illustrates some sample usages. For a more detailed list of
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the class hierarchy, please see :ref:`modules_and_classes`.
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At the highest level, Chaco consists of:
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* Visual components that render to screen or an output device
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(e.g., :class:`LinePlot`, :class:`ScatterPlot`, :class:`PlotGrid`,
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:class:`PlotAxis`, :class:`Legend`)
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* Data handling classes that wrap input data, interface with
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application-specific data sources, and transform coordinates
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between data and screen space (e.g., :class:`ArrayDataSource`,
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:class:`GridDataSource`, :class:`LinearMapper`)
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* Tools that handle keyboard or mouse events and modify other
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components (e.g., :class:`PanTool`, :class:`ZoomTool`,
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:class:`ScatterInspector`)
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Every Chaco plot is composed of these elements. One can think of them
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as comprising a "display pipeline", although the components form more
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For example, a simple scatter plot will have:
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* Two :class:`ArrayDataSource` objects, one for the array of X data and one for
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* Two :class:`DataRange1D` ranges, one for the X axis and one for the Y axis.
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If we want the ranges to automatically compute the bounds of the dataset,
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then they need a reference to the an :class:`ArrayDataSource`.
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* Two independent :class:`LinearMapper` mappers, one for X axis and one for the
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Y axis. The mappers convert from screen space to data space and vice verse,
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so they need a reference to the :class:`DataRange1D` objects so they know the
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* A :class:`ScatterPlot` renderer, that has a reference to two mappers, as
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well as an index and a value :class:`ArrayDataSource`.
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This creates *only* the renderer that draws scatter markers in some region of
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screen space. This does not create an X-axis, a Y-axis, or horizontal and
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vertical grids. These other visuals are embodied as separate, distinct
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components: axes are drawn by the :class:`PlotAxis` component, and grids are
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drawn by the :class:`PlotGrid` component. Both of these overlays require a
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mapper in order to know where on the screen they should draw.
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.. So, the pipeline looks like: