Funny bug, simple to reproduce

Try to add the nodes instantiated from the class below on the diagram with (any) label text, all is ok, then do the same but use one of the following strings as label text: “weee”, “ewee”, “eewe”, “eeew” we have nodes with those “special” names drawn different (label layout) that those with any other strings.
public class IconicNode : GoIconicNode
{
public IconicNode()
{
this.Initialize(null, 0, “Node”);
this.Initializing = true;
this.Image.Size = new SizeF(40,40);
this.Initializing = false;
}
///


/// get/set node label text
///

public override String Text
{
get
{
return this.Label.Text;
}
set
{
this.Label.Text = value;
}
}
}

IconicNode theIconicNode = new IconicNode();
theIconicNode.Text = “any”;
theIconicNode.Location = new PointF(40,40);
goView1.Document.Add(theIconicNode);
theIconicNode = new IconicNode();
theIconicNode.Text = “weee”; // ewee, eewe, eeew
theIconicNode.Location = new PointF(120,40);
goView1.Document.Add(theIconicNode);

The difference in appearance is due to your setting GoObject.Initializing to true when changing the size of the Icon. That flag is observed by the GoIconicNode.LayoutChildren method, so in your code LayoutChildren wouldn’t work to make sure each child object of the node is the right size and in the right place.
You probably don’t have any good reason to set .Initializing, but if you do, you need to remember to call LayoutChildren(null) afterwards.
Besides removing those statements, you also don’t need to define the Text property, because it is already defined that way in GoNode.

Thank for you reply!!!