CodeMetropolis - code visualisation in MineCraft

Gergõ Balogh, Árpád Beszédes
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引用次数: 18

Abstract

Data visualisation with high expressive power plays an important role in code comprehension. Recent visualization tools try to fulfil the expectations of the users and use various analogies. For example, in an architectural metaphor, each class is represented by a building. Buildings are grouped into districts according to the structure of the namespaces. We think that these unique ways of code representation have great potential, but in our opinion they use very simple graphical techniques (shapes, figures, low resolution) to visualize the structure of the source code.On the other hand, computer games use high quality graphic and good expressive power. A good example is Minecraft, a popular role playing game with great extensibility and interactivity from another (third party) software. It supports both high definition, photo-realistic textures and long range 3D scene displaying. Our main contribution is to connect data visualisation with high end-user graphics capabilities. To achieve this, a conversion tool was implemented. It processes the basic source code metrics as input and generates a Minecraft world with buildings, districts, and gardens. The tool is in the prototype state, but it can be used to investigate the possibilities of this kind of data visualisation.
CodeMetropolis - MineCraft中的代码可视化
数据可视化具有很强的表现力,在代码理解中起着重要的作用。最近的可视化工具试图满足用户的期望,并使用各种类比。例如,在一个建筑比喻中,每个类都用一个建筑来表示。建筑根据命名空间的结构划分为不同的区域。我们认为这些独特的代码表示方式具有巨大的潜力,但在我们看来,它们使用非常简单的图形技术(形状、图形、低分辨率)来可视化源代码的结构。另一方面,电脑游戏使用高质量的图像和良好的表现力。《我的世界》就是一个很好的例子,这是一款非常受欢迎的角色扮演游戏,具有很强的可扩展性和来自另一个(第三方)软件的交互性。它支持高清晰度,逼真的纹理和远程3D场景显示。我们的主要贡献是将数据可视化与高级终端用户图形功能连接起来。为了实现这一点,实现了一个转换工具。它处理基本的源代码参数作为输入,并生成一个包含建筑、地区和花园的Minecraft世界。该工具处于原型状态,但它可以用于研究这种数据可视化的可能性。
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