LexBrain: Atlas Frame Visual Card Generation Guide
Hey guys! Let's dive into creating a cool visual tool called the "Atlas Frame" card for LexBrain. Think of it as a handy map of your codebase, showing how different parts (modules) connect and interact, along with the rules that govern them. This is going to be super helpful for understanding how everything works together and spotting potential issues quickly. Let's break down how we're going to build this.
The Mission: Visualizing Code Relationships
Our main goal is to build a visual card that acts like a foldable map. It's not just any map; it's a structural slice of your codebase. This "Atlas Frame" card will show you the relationships between modules and the policies that keep them in line. Think of it as a blueprint or an org chart for your code, but much more dynamic and visual. This card is all about making the complex stuff easier to understand. This is going to be incredibly useful for developers, project managers, and anyone else who needs to grasp the architecture of a project at a glance. We'll be using some clever visuals to show exactly what's going on, and to make sure everything's crystal clear.
This "Atlas Frame" card needs to be a snap to read and understand. It's like having a quick reference guide that's always available. The idea is to quickly see the connections and rules, so you can make informed decisions. We're talking about a visual aid that's both informative and aesthetically pleasing, something that will make your life easier when dealing with complex codebases. Imagine being able to instantly see what connects to what, and what rules apply. It's all about making your life easier!
Designing the Atlas Frame Card: A Visual Breakdown
Alright, let's talk about what this Atlas Frame card will actually look like. We're not just throwing information onto a page; we're designing something that's easy to read and intuitive. We're going for a layout that's both informative and visually appealing. Think of it as a well-designed infographic for your codebase. This section gets into the nitty-gritty of the visual elements. Get ready to see the details!
Card Layout: The Anatomy of a Frame
First off, let's break down the card's structure. We'll have a few key sections to keep things organized:
- Header Band: This is like the card's title bar. It'll show the timestamp to tell you when the card was made, the branch name (so you know which version of the code you're looking at), the active ticket (usually a Jira ticket, for tracking purposes), and a quick reference phrase to give you context.
 - Body: This is the main part of the card, the meat and potatoes. For each module in the area you're looking at, it'll display:
- The module name, along with a coordinate badge, so you know where it sits in the grand scheme of things.
 - Visual indicators to show:
- ✅ Allowed callers: Which modules are allowed to interact with this one.
 - ⛔ Forbidden callers: Which modules are not allowed to interact.
 - 🚩 Feature flags: Which features are enabled or disabled.
 - 🔒 Required permissions: What permissions are needed to use the module.
 - ☠️ Kill patterns: Any potential issues or areas of concern.
 
 
 - Footer: We'll include a "Critical Rule": something like, "module_scope in Frames MUST use exactly these module IDs from lexmap.policy.json." This is a key rule to keep in mind.
 
Visual Style: Making it Look Good
Now, how will this thing look? We want the Atlas Frame card to be consistent with the other Frame cards we've got going. It's about maintaining a cohesive aesthetic. We're aiming for a visual style that's both informative and appealing. The goal is to make it look professional and easy on the eyes. We want it to be a visual treat that you can actually understand!
- Spatial Layout: The layout will be based on the 
coordsso that the modules are arranged in a way that makes sense visually. - Edges/Arrows: We'll use visual edges or arrows to show allowed and forbidden relationships between modules.
 - Color Coding:
- Green: For allowed edges (good).
 - Red: For forbidden edges (bad – potential problems).
 - Yellow: For warnings or blockers (pay attention!).
 
 
Making it Happen: Implementation Details
Now, how are we going to build this thing? Let's talk about the tech.
Technology Options: Choosing the Right Tools
We have a few options to consider for the actual rendering:
- HTML Canvas Rendering: This is what we currently use for Frame cards, so it's a solid option that we know works.
 - SVG Generation: This gives us a lot of flexibility and is great for creating scalable graphics. It's all about precision and clarity.
 - Graph Visualization Library: This is where we get fancy. We could use libraries like D3.js or Cytoscape, which are designed specifically for visualizing graphs. It will provide the best way to handle complex relationships.
 
Integration: Putting it All Together
Here's how this all fits into the bigger picture:
- Generation: The Atlas Frame card will be generated when the Atlas Frame data is stored. Think of it as a background process that kicks in automatically.
 - Storage: The image will be stored alongside the Frame card itself. This keeps everything together and organized.
 - Recall Response: When you ask for the card, the recall response will return both the image and the other card information. This will be a one-stop-shop for all your needs.
 
Ensuring Success: Acceptance Criteria
To make sure we're on the right track, here's what we need to get done:
- The Atlas Frame card generation function has to be implemented. This is the core piece.
 - The card must clearly display all the necessary information. It's all about clarity.
 - The visual layout must accurately reflect module coordinates. Think of it as a geographic map.
 - Policy boundaries should be clearly indicated. These are the rules of the game.
 - The style should be consistent with the existing Frame card style. We want consistency.
 - Performance should be good enough for typical module neighborhoods. No one likes a slow card.
 
Related Stuff: Dependencies and Enhancements
Let's talk about what this depends on, and how it fits into the rest of the project. This helps us see the bigger picture.
- Epic: This is part of a larger project, Epic #2.
 - Dependencies: This depends on the Atlas Frame data storage. It needs the data to work!
 - Optional Enhancement: This is a nice-to-have addition to the core functionality.
 
Code Changes: Where the Magic Happens
Finally, here's where we'll be making changes in the code:
packages/server/src/atlas-card-generator.ts: This is where the new card generation code will live. It will be similar to how the current Frame cards are generated.- We might need to add some extra dependencies, especially if we use a graph visualization library. This is the heart of the changes.
 
That's the plan, guys. I hope it helps you better grasp the project! Let's get to work!