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License: MIT License
An easy-to-use ZUI implementation for Java
License: MIT License
The current behavior of finish actions for animations is not very well defined.
Maybe restrict it further or execute the action always when the animation changes (not only when it ends normally)
Some thoughts have to be put into it...
For now we have two actual base classes for a Renderpass.
And AbstractRenderpass inherits from RenderpassAdapter anyways.
View jumps when initiating camera transitions
implement layout using multi-dimensional scaling.
See ArrayUtil
Make GenericAnimated a zero allocation class...
Change bounding box access from getBoundingBox() to
Rectangle2D rect = new Rectangle2D.Double();
pass.getBoundingBox(rect);
// work with rect...
The time it takes to animate all objects is counted twice. Once from the barrier and once in the main animation loop.
rename renderpass into rendernode or something similar. The current name is used wrong. Also rename similar classes
The presentation package is not up to date anymore -- it could use a refactoring to current JSON reading techniques and also items on slides can be regular render passes (since we can guarantee bounding boxes now)
I cannot find the release v1.2.0 in the maven repository. Could you please add it? Many thanks, much appreciated, wow.
wiki is outdated/needs more content...
especially the CoRoutine pool must be shut down
Write some tutorials in the Wiki.
Write more unit tests.
Especially ObjectDependencies and Utility classes.
Currently the bounding box is artificially enlarged to show the column/row-names.
while removing rows/columns with a transition nothing can be done in the matrix because the indices won't be correct. for now an exception is thrown -- don't know how to solve this
Find parts of the code-base that can be simplified with the use of Java 8 when it comes out.
Not decided whether to use two branches or switch to Java 8 at one point
Right aligned text does not work correctly under some circumstances.
See MatrixMain
Currently the force directed layout just forms a ball of nodes.
A small conundrum:
When using the ForkJoinPool
to animate in parallel the invoking thread holds the animation lock while the workers do not have any monitors. When it happens that an animated object wants to do something that needs the animation lock (ie adding animated objects, etc) normally it works fine, because the animation thread already holds the lock, but when the animation is done in the workers the lock is tried to be acquired by them which fails (because the lock is held by the invoking thread) and results in a dead-lock.
Enable the use of messages in HUDs and use them for standard tasks
Put it in the main package and make it more easy to use
The dependency view should be a way to explore data structures within Java.
It should handle arrays correctly, have a better way to decide which classes are included, and should use a (minimal) layout strategy.
When the top left corner of render pass bounding boxes does not equal (0, 0)
RenderGroups (LinearGroup, ExpandableGroup) do not work correctly.
Adding the offset to the positions while laying out makes the problem worse.
Maybe only allow bounding boxes without an additional position (similar to java.awt.Dimension
)
for render passes. A proper bounding box then can be computed by using the offset of the render pass.
Make Canvas strongly typed by creating subclasses of Point2D to reflect the coordinate system they're in
We should look into which licence to use here, as no one is able to use this without asking if no licence file is present.
Maybe just go with MIT?
In JSONElement use the version without default
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