Add some code review comments.
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springy.js
12
springy.js
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@ -349,6 +349,9 @@ Layout.ForceDirected.prototype.applyCoulombsLaw = function()
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if (point1 !== point2)
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if (point1 !== point2)
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{
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{
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var d = point1.p.subtract(point2.p);
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var d = point1.p.subtract(point2.p);
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// Why is distance = mag + 1.0? If there's a good reason for
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// it, leave a comment. Is it to keep the repulsion from being
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// way too strong at small distances?
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var distance = d.magnitude() + 1.0;
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var distance = d.magnitude() + 1.0;
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var direction = d.normalise();
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var direction = d.normalise();
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@ -385,6 +388,8 @@ Layout.ForceDirected.prototype.attractToCentre = function()
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Layout.ForceDirected.prototype.updateVelocity = function(timestep)
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Layout.ForceDirected.prototype.updateVelocity = function(timestep)
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{
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{
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this.eachNode(function(node, point) {
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this.eachNode(function(node, point) {
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// Is this, along with updatePosition below, the only places that your
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// integration code exist?
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point.v = point.v.add(point.f.multiply(timestep)).multiply(this.damping);
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point.v = point.v.add(point.f.multiply(timestep)).multiply(this.damping);
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point.f = new Vector(0,0);
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point.f = new Vector(0,0);
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});
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});
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@ -393,6 +398,8 @@ Layout.ForceDirected.prototype.updateVelocity = function(timestep)
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Layout.ForceDirected.prototype.updatePosition = function(timestep)
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Layout.ForceDirected.prototype.updatePosition = function(timestep)
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{
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{
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this.eachNode(function(node, point) {
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this.eachNode(function(node, point) {
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// Same question as above; along with updateVelocity, is this all of
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// your integration code?
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point.p = point.p.add(point.v.multiply(timestep));
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point.p = point.p.add(point.v.multiply(timestep));
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});
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});
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};
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};
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@ -402,6 +409,8 @@ Layout.ForceDirected.prototype.totalEnergy = function(timestep)
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var energy = 0.0;
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var energy = 0.0;
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this.eachNode(function(node, point) {
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this.eachNode(function(node, point) {
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var speed = point.v.magnitude();
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var speed = point.v.magnitude();
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// A comment might be warranted explaining why the factor of 1/2 is
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// unnecessary.
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energy += speed * speed;
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energy += speed * speed;
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});
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});
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@ -547,11 +556,14 @@ Layout.ForceDirected.Point = function(position, mass)
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this.p = position; // position
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this.p = position; // position
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this.m = mass; // mass
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this.m = mass; // mass
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this.v = new Vector(0, 0); // velocity
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this.v = new Vector(0, 0); // velocity
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// Based on the usage, the "force" member looks more like an
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// "acceleration".
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this.f = new Vector(0, 0); // force
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this.f = new Vector(0, 0); // force
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};
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};
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Layout.ForceDirected.Point.prototype.applyForce = function(force)
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Layout.ForceDirected.Point.prototype.applyForce = function(force)
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{
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{
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// Ditto on acceleration, here: a = F/m
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this.f = this.f.add(force.divide(this.m));
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this.f = this.f.add(force.divide(this.m));
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};
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};
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