Exemple #1
0
def create_scenario():
    '''
    Create something as:
    v4      v0
     \     / |
      \   v1 |
       \ /   |
       v5   /
        \  /
        v2
        |
        v3
    '''
    E = []
    data_to_vertex = {}

    vertices = []
    for i in range(6):
        data = 'v%s' % (i, )
        v = Vertex(data)
        data_to_vertex[data] = v
        v.view = VertexViewer(100, 50)
        vertices.append(v)

    edge = Edge(vertices[0], vertices[1])
    edge.view = EdgeViewer()
    E.append(edge)

    edge = Edge(vertices[0], vertices[2])
    edge.view = EdgeViewer()
    E.append(edge)

    edge = Edge(vertices[1], vertices[5])
    edge.view = EdgeViewer()
    E.append(edge)

    edge = Edge(vertices[2], vertices[3])
    edge.view = EdgeViewer()
    E.append(edge)

    edge = Edge(vertices[4], vertices[5])
    edge.view = EdgeViewer()
    E.append(edge)

    edge = Edge(vertices[5], vertices[2])
    edge.view = EdgeViewer()
    E.append(edge)

    G = Graph(vertices, E)
    assert len(G.C) == 1
    gr = G.C[0]

    # not needed anymore...
    #r = filter(lambda x: len(x.e_in()) == 0, gr.sV)
    #if len(r) == 0:
    #    r = [gr.sV[0]]
    return gr, data_to_vertex
Exemple #2
0
 def initView(self):
     cfg = self.func.cfg
     vertexs = {}
     done = set()
     for block in cfg.blocks:
         if block in done:
             continue
         done.add(block)
         startLockey = block.loc_key
         endLockey = block.loc_key
         blocks = [block]
         while (block.lines[-1].name == 'CALL') and (len(cfg.predecessors(block.get_next())) == 1):
             nextLockey = block.get_next()
             if block.loc_key in cfg.successors(nextLockey):
                 break
             block = cfg.loc_key_to_block(nextLockey)
             blocks.append(block)
             endLockey = block.loc_key
             done.add(block)
         vertex = Vertex(startLockey)
         vertexs[startLockey] = vertex
         vertex.view = AsmBlockView(startLockey, endLockey, blocks, self.func)
     edges = []
     for src in vertexs.values():
         successLocKeys = cfg.successors(src.view.endLockey)
         for key in successLocKeys:
             vSrc = vertexs[src.view.lockey]
             vDst = vertexs[key]
             edge = Edge(vSrc, vDst)
             edge.view = BasicEdge(vDst)
             edges.append(edge)
             vSrc.view.outBlocks.append(vDst.view)
             vDst.view.inBlocks.append(vSrc.view)
     self.graph = Graph(vertexs.values(), edges)
     sugLayout = SugiyamaLayout(self.graph.C[0])
     sugLayout.route_edge = route_with_lines
     sugLayout.init_all()
     sugLayout.draw()
     for v in vertexs.values():
         self.addBlock(v.view, v.view.xy[0] - (v.view.w / 2), v.view.xy[1] - (v.view.h / 2))
         v.view.gotoAddress.connect(self.selectAddress)
     for e in edges:
         srcView = e.v[0].view
         srcBlock = e.v[0].data
         dstBlock = e.v[1].data
         if len(srcView.outBlocks) == 1:
             color = Qt.darkBlue
         elif dstBlock == cfg.successors(srcBlock)[0]:
             color = Qt.darkRed
         else:
             color = Qt.darkGreen
         edge_view = e.view
         edge_view.color = color
         self.scene.addItem(edge_view)
Exemple #3
0
 def initView(self):
     vertexs = {}
     for lockey, block in self.ircfg.blocks.items():
         vertexs[lockey] = Vertex(block)
         vertexs[lockey].view = IRBlockView(lockey, block, False)
     edges = []
     for src in vertexs:
         successLocKeys = self.ircfg.successors(src)
         for key in successLocKeys:
             if key in vertexs:
                 vSrc = vertexs[src]
                 vDst = vertexs[key]
                 edge = Edge(vSrc, vDst)
                 edge.view = BasicEdge(vDst)
                 edges.append(edge)
                 vSrc.view.outBlocks.append(vDst.view)
                 vDst.view.inBlocks.append(vSrc.view)
     self.graph = Graph(vertexs.values(), edges)
     sugLayout = SugiyamaLayout(self.graph.C[0])
     sugLayout.route_edge = route_with_lines
     sugLayout.init_all()
     sugLayout.draw()
     for v in vertexs.values():
         self.addBlock(v.view, v.view.xy[0] - (v.view.w / 2), v.view.xy[1] - (v.view.h / 2))
     for e in edges:
         srcView = e.v[0].view
         srcBlock = e.v[0].data
         dstBlock = e.v[1].data
         if len(srcView.outBlocks) == 1:
             color = Qt.darkBlue
         elif dstBlock.loc_key == self.ircfg.successors(srcBlock.loc_key)[0]:
             color = Qt.darkRed
         else:
             color = Qt.darkGreen
         edge_view = e.view
         edge_view.color = color
         self.scene.addItem(edge_view)
Exemple #4
0
def _layout_graph_sugiyama(graph):
    """
    Arrange the graph automatically using grandalf package
    """

    from grandalf.graphs import Graph, Vertex, Edge
    from grandalf.layouts import SugiyamaLayout

    # Build the viez class for grandalf vertices
    class View(object):
        def __init__(self, w, h):
            self.w = w
            self.h = h
            self.xy = (0, 0)

    # Build the grandalf graph
    ggraph = Graph()

    # Vertices
    vertices_by_id = {}

    all_nodes_by_id = {n.id: n for n in graph.all_nodes()}

    # Get average width for distance between nodes
    avg_width = 0
    avg_height = 0

    for n in all_nodes_by_id.values():
        v = Vertex(n.id)
        if NODE_LAYOUT_DIRECTION == NODE_LAYOUT_HORIZONTAL:
            view = View(n.view.height, n.view.width)
        else:
            view = View(n.view.width, n.view.height)

        avg_width += n.view.width
        avg_height += n.view.height
        v.view = view

        vertices_by_id[n.id] = v

    avg_width /= len(all_nodes_by_id)
    avg_height /= len(all_nodes_by_id)

    for v in vertices_by_id.values():
        ggraph.add_vertex(v)

    # Edges
    inverted_edges = []

    looked_up_nodes = set([])

    for n in all_nodes_by_id.values():

        for cns in n.connected_output_nodes().values():

            for cn in cns:

                e = Edge(vertices_by_id[n.id], vertices_by_id[cn.id])

                if cn.id in looked_up_nodes:
                    inverted_edges.append(e)
                else:
                    looked_up_nodes.add(cn.id)

                ggraph.add_edge(e)

    # Build the layout
    sug = SugiyamaLayout(ggraph.C[0])
    sug.yspace = avg_width if NODE_LAYOUT_DIRECTION == NODE_LAYOUT_HORIZONTAL else avg_height
    sug.xspace = avg_height if NODE_LAYOUT_DIRECTION == NODE_LAYOUT_HORIZONTAL else avg_width
    print(inverted_edges)
    # sug.init_all(inverted_edges=inverted_edges or None)
    sug.init_all()

    sug.draw(10)

    for v in ggraph.C[0].sV:
        node = all_nodes_by_id[v.data]

        if NODE_LAYOUT_DIRECTION == NODE_LAYOUT_HORIZONTAL:
            node.set_pos(*reversed(v.view.xy))
        else:
            node.set_pos(*v.view.xy)
Exemple #5
0
def dotnode(seq):
    _start = Vertex(seq)
    _start.view = Node(_start)
    return _start
	def updateLayeredLayoutWithComp(self): 
		class Vtx(object):
			def __init__(self, name, idx, radius = 1, height = 1):
				self.inNodes = set()
				self.outNodes = set()
				self.name = name
				self.idx = idx
				self.comp = None
				self.compIdx = None
				self.pos = None
				self.radius = radius
				self.fontHeight = height
				self.height = max(radius, height)
				self.firstKey = 0.0
				self.secondKey = 0.0
				self.thirdKey = 0.0

			def getLayoutHeight(self):
				return self.height + self.radius

			def setLayoutPos(self,x,y):
				self.pos = (x, y-0.5*(self.height - self.radius))

			def getMinX(self):
				return self.pos[0] - self.radius

			def getMaxX(self):
				return self.pos[0] + self.radius

			def getMinY(self):
				return self.pos[1] - self.radius

			def getMaxY(self):
				return self.pos[1] + self.height

			def getPos(self):
				return self.pos

		if len(self.scene.itemDict) == 0:
			return
		vtxName2Id = {}
		vtxList = []
		edgeList = []
		for name, item in self.scene.itemDict.items():
			ithVtx = len(vtxList)
			v = Vtx(name, ithVtx, item.getRadius(), item.getHeight())
			v.dispName = item.name
			vtxList.append(v)
			vtxName2Id[name] = ithVtx

		for edgeKey, edge in self.scene.edgeDict.items():
			v1 = vtxName2Id[edgeKey[0]]
			v2 = vtxName2Id[edgeKey[1]]
			vtxList[v1].outNodes.add(v2)
			vtxList[v2].inNodes.add(v1)
			edgeList.append((v1,v2))

		# 构造连通分量
		remainSet = set([i for i in range(len(vtxList))])
		compList = []   # [[idx1,idx2,...],[...]]
		while len(remainSet) > 0:
			# 找出剩余一个顶点并加入队列
			ids = [list(remainSet)[0]]
			ithComp = len(compList)
			vtxList[ids[0]].comp = ithComp
			compMap = []
			# 遍历一个连通分量
			while len(ids) > 0:
				newIds = []
				for id in ids:
					# 把一个顶点加入连通分量
					vtx = vtxList[id]
					vtx.compIdx = len(compMap)
					compMap.append(id)
					# 把周围未遍历顶点加入队列
					for inId in vtx.inNodes:
						inVtx = vtxList[inId]
						if inVtx.comp is None:
							inVtx.comp = ithComp
							newIds.append(inId)
					for outId in vtx.outNodes:
						outVtx = vtxList[outId]
						if outVtx.comp is None:
							outVtx.comp = ithComp
							newIds.append(outId)
					remainSet.discard(id)
				ids = newIds

			# 增加一个连通分量
			compList.append(compMap)

		from grandalf.graphs import Vertex, Edge, Graph
		class VtxView(object):
			def __init__(self, w, h):
				self.w = w
				self.h = h

		# 构造每个连通分量的图结构
		offset = (0,0)
		bboxMin = [1e6,1e6]
		bboxMax = [-1e6,-1e6]
		self.scene.boxTest = []
		for ithComp, compMap in enumerate(compList):
			minPnt = [1e6,1e6]
			maxPnt = [-1e6,-1e6]

			# 构造图数据并布局
			V = []
			for oldId in compMap:
				w = vtxList[oldId].getLayoutHeight()
				vtx = Vertex(oldId)
				height = 200
				vtx.view = VtxView(w, height)
				V.append(vtx)

			E = []
			for edgeKey in edgeList:
				if vtxList[edgeKey[0]].comp == ithComp:
					E.append(Edge(V[vtxList[edgeKey[0]].compIdx], V[vtxList[edgeKey[1]].compIdx]))

			g = Graph(V,E)
			from grandalf.layouts import SugiyamaLayout
			packSpace = 4
			sug = SugiyamaLayout(g.C[0])
			sug.xspace = packSpace
			sug.yspace = packSpace
			#sug.order_iter = 32
			sug.dirvh = 3
			sug.init_all()
			sug.draw(10)

			# 统计包围盒
			for v in g.C[0].sV:
				oldV = vtxList[v.data]
				x= v.view.xy[1]
				y= v.view.xy[0]
				oldV.setLayoutPos(x,y)

				minPnt[0] = min(minPnt[0],oldV.getMinX())
				minPnt[1] = min(minPnt[1],oldV.getMinY())
				maxPnt[0] = max(maxPnt[0],oldV.getMaxX())
				maxPnt[1] = max(maxPnt[1],oldV.getMaxY())

			for v in g.C[0].sV:
				oldV = vtxList[v.data]
				posInComp = oldV.getPos()
				newPos = (posInComp[0], posInComp[1]-minPnt[1]+offset[1])
				self.scene.itemDict[oldV.name].setTargetPos(QtCore.QPointF(newPos[0], newPos[1]))
				bboxMin[0] = min(bboxMin[0], newPos[0])
				bboxMin[1] = min(bboxMin[1], newPos[1])
				bboxMax[0] = max(bboxMax[0], newPos[0])
				bboxMax[1] = max(bboxMax[1], newPos[1])

			offset = (offset[0], offset[1]+maxPnt[1]-minPnt[1]+packSpace)

		# 设置四个角的item
		cornerList = self.scene.cornerItem
		mar = 2000
		cornerList[0].setPos(bboxMin[0]-mar, bboxMin[1]-mar)
		cornerList[1].setPos(bboxMin[0]-mar, bboxMax[1]+mar)
		cornerList[2].setPos(bboxMax[0]+mar, bboxMin[1]-mar)
		cornerList[3].setPos(bboxMax[0]+mar, bboxMax[1]+mar)

		# 更新标志数据
		self.itemSet = set(self.scene.itemDict.keys())
		self.edgeNum = len(self.scene.edgeDict)
	def updateLayeredLayoutWithComp(self): 
		class Vtx(object):
			def __init__(self, name, idx, radius = 1, height = 1):
				self.inNodes = set()
				self.outNodes = set()
				self.name = name
				self.idx = idx
				self.comp = None
				self.compIdx = None
				self.pos = None
				self.radius = radius
				self.fontHeight = height
				self.height = max(radius, height)
				self.firstKey = 0.0
				self.secondKey = 0.0
				self.thirdKey = 0.0

			def getLayoutHeight(self):
				return self.height + self.radius

			def setLayoutPos(self,x,y):
				self.pos = (x, y-0.5*(self.height - self.radius))

			def getMinX(self):
				return self.pos[0] - self.radius

			def getMaxX(self):
				return self.pos[0] + self.radius

			def getMinY(self):
				return self.pos[1] - self.radius

			def getMaxY(self):
				return self.pos[1] + self.height

			def getPos(self):
				return self.pos

		if len(self.scene.itemDict) == 0:
			return
		vtxName2Id = {}
		vtxList = []
		edgeList = []
		for name, item in self.scene.itemDict.items():
			ithVtx = len(vtxList)
			v = Vtx(name, ithVtx, item.getRadius(), item.getHeight())
			v.dispName = item.name
			vtxList.append(v)
			vtxName2Id[name] = ithVtx

		for edgeKey, edge in self.scene.edgeDict.items():
			v1 = vtxName2Id[edgeKey[0]]
			v2 = vtxName2Id[edgeKey[1]]
			vtxList[v1].outNodes.add(v2)
			vtxList[v2].inNodes.add(v1)
			edgeList.append((v1,v2))

		# 构造连通分量
		remainSet = set([i for i in range(len(vtxList))])
		compList = []   # [[idx1,idx2,...],[...]]
		while len(remainSet) > 0:
			# 找出剩余一个顶点并加入队列
			ids = [list(remainSet)[0]]
			ithComp = len(compList)
			vtxList[ids[0]].comp = ithComp
			compMap = []
			# 遍历一个连通分量
			while len(ids) > 0:
				newIds = []
				for id in ids:
					# 把一个顶点加入连通分量
					vtx = vtxList[id]
					vtx.compIdx = len(compMap)
					compMap.append(id)
					# 把周围未遍历顶点加入队列
					for inId in vtx.inNodes:
						inVtx = vtxList[inId]
						if inVtx.comp is None:
							inVtx.comp = ithComp
							newIds.append(inId)
					for outId in vtx.outNodes:
						outVtx = vtxList[outId]
						if outVtx.comp is None:
							outVtx.comp = ithComp
							newIds.append(outId)
					remainSet.discard(id)
				ids = newIds

			# 增加一个连通分量
			compList.append(compMap)

		from grandalf.graphs import Vertex, Edge, Graph
		class VtxView(object):
			def __init__(self, w, h):
				self.w = w
				self.h = h

		# 构造每个连通分量的图结构
		offset = (0,0)
		bboxMin = [1e6,1e6]
		bboxMax = [-1e6,-1e6]
		self.scene.boxTest = []
		for ithComp, compMap in enumerate(compList):
			minPnt = [1e6,1e6]
			maxPnt = [-1e6,-1e6]

			# 构造图数据并布局
			V = []
			for oldId in compMap:
				w = vtxList[oldId].getLayoutHeight()
				vtx = Vertex(oldId)
				height = 200
				vtx.view = VtxView(w, height)
				V.append(vtx)

			E = []
			for edgeKey in edgeList:
				if vtxList[edgeKey[0]].comp == ithComp:
					E.append(Edge(V[vtxList[edgeKey[0]].compIdx], V[vtxList[edgeKey[1]].compIdx]))

			g = Graph(V,E)
			from grandalf.layouts import SugiyamaLayout
			packSpace = 4
			sug = SugiyamaLayout(g.C[0])
			sug.xspace = packSpace
			sug.yspace = packSpace
			#sug.order_iter = 32
			sug.dirvh = 3
			sug.init_all()
			sug.draw(10)

			# 统计包围盒
			for v in g.C[0].sV:
				oldV = vtxList[v.data]
				x= v.view.xy[1]
				y= v.view.xy[0]
				oldV.setLayoutPos(x,y)

				minPnt[0] = min(minPnt[0],oldV.getMinX())
				minPnt[1] = min(minPnt[1],oldV.getMinY())
				maxPnt[0] = max(maxPnt[0],oldV.getMaxX())
				maxPnt[1] = max(maxPnt[1],oldV.getMaxY())

			for v in g.C[0].sV:
				oldV = vtxList[v.data]
				posInComp = oldV.getPos()
				newPos = (posInComp[0], posInComp[1]-minPnt[1]+offset[1])
				self.scene.itemDict[oldV.name].setTargetPos(QtCore.QPointF(newPos[0], newPos[1]))
				bboxMin[0] = min(bboxMin[0], newPos[0])
				bboxMin[1] = min(bboxMin[1], newPos[1])
				bboxMax[0] = max(bboxMax[0], newPos[0])
				bboxMax[1] = max(bboxMax[1], newPos[1])

			offset = (offset[0], offset[1]+maxPnt[1]-minPnt[1]+packSpace)

		# 设置四个角的item
		cornerList = self.scene.cornerItem
		mar = 2000
		cornerList[0].setPos(bboxMin[0]-mar, bboxMin[1]-mar)
		cornerList[1].setPos(bboxMin[0]-mar, bboxMax[1]+mar)
		cornerList[2].setPos(bboxMax[0]+mar, bboxMin[1]-mar)
		cornerList[3].setPos(bboxMax[0]+mar, bboxMax[1]+mar)

		# 更新标志数据
		self.itemSet = set(self.scene.itemDict.keys())
		self.edgeNum = len(self.scene.edgeDict)