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just a little visualgo.net clone in C++

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CS162 Project: jalviz - VisuAlgo clone

jalviz screenshot

Author: 22125113 - Nguyen Quang Truong

This is an application that tries to replicate what VisuAlgo.net does, with basic data structures.

Features

It currently supports the following data structures:

  • Array
  • Dynamic Array (similar to std::vector)
  • Linked List
  • Doubly Linked List
  • Circular Linked List
  • Stack
  • Queue

Notable features include:

  • Visualization of initialization and CRUD operations of different data structures
  • Step-by-step code highlight
  • Super customizable color settings (with presets included)
  • ... and more to come!

Releases

The application is live on the web! Yes. It is compiled into WebAssembly, and runs natively on the web! More info can be found on the html5 branch of the repository.

If you still like the desktop version, the application is cross-platform. There are the Windows version and the Debian version. If you want to run on MacOS or Arch Linux, you can build the application with the guides below.

Demonstration

Here is the demonstration on YouTube.

Repository

Here is the repository of the project on GitHub.

License

This project is licensed under the GNU GPL v3.0 License.

Dependencies

Application

Documentation

Building

Manually

  • Clone this repository
  • cmake -S. -Bbuild
  • make -Cbuild (or any similar command depending on your build system)
  • The executable visualgo_cpp in the directory build/ will appear.

IDEs with automatic configuration from CMake

These IDEs (e.g. Visual Studio, CLion) can automatically set up the project from the CMake configurations.

Simply open/clone the project from the GitHub repository, configure the project from CMake and build.

Other IDEs

Please run cmake -G to see which are supported by CMake. The following example will use CodeBlocks on Windows (MinGW). You can replace CodeBlocks with your IDE.

  • Clone this repository
  • cmake -S. -Bbuild -G "CodeBlocks - MinGW Makefiles"
  • The project visualgo_cpp.cbp in the directory build/ will appear
  • Launch the project and build inside CodeBlocks.

Extra building notes

  • If you can’t build the project, please make sure the dependencies are correctly applied;
  • If CMake chooses the wrong build system, please run cmake -G and read the options;
  • You can use the -j flag for Make to enable multithreaded compiling (for example, my laptop has 4 cores, so I usually run make -Cbuild -j4).

Project Structure

This project follows the Pitchfork Layout for modern C++ projects.

  • data/: Application assets and preset configurations
  • docs/: Documentation of the project implementation
    • diagrams/: PlantUML scripts and generated diagrams
    • images/: Images for the user manual
    • html/: The deployable HTML version of the documentation
    • latex/: The LaTeX version of the documentation
  • examples/: Examples of the format for file inputs
  • external/: External dependencies (which are not fetched by CMake)
  • src/: Source code of the project implementation
    • component/: Common modules that are used in different scenes
    • core/: General-purpose implementations of data structures (can be extended to the GUI version; can replace standard containers in the project itself) and their unit tests
    • gui/: GUI versions of the core data structures
    • scene/: Scenes to display the GUI data structures, the menu, and the settings

Documentation

User manual

Please refer to USER_MANUAL.md.

Program structure

For the LaTeX version, please refer to docs/latex/refman.pdf.

For the HTML version, please see this webpage.

Modeling structures overview

For a more detailed overview, please refer to the documentation.

Examples of design patterns in this project

  • The GUI version of each data structure is designed with the Composite pattern (combining the core version and a GUI base);
  • The classes of the scene namespace are designed using the Strategy pattern so that the scenes are interchangeable during runtime;
  • Scenes are controlled by a SceneRegistry (which is a Finite State Machine), applying the State pattern;
  • The rendering and event polling mechanism apply the Chain of Responsibility pattern;
  • The Settings class is a singleton, as it’s accessible everywhere in the application and there should only exist only one instance of it.

core

gui

scene

component

settings

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