it seems you're the only one that likes answering my questions
Everyone else is probably out doing their christmas shopping. 
in order to get all the slides to slide the same direction i better check all which are
connected and then propagate that direction to all the connected ones no?
I don't really understand what you're saying.
When you talk about an edge's "direction", are you talking about it's worldspace direction, as if you treated it like a vector? Or are you talking about the ordering of its vertices as you travel counter clockwise around one of the faces of which it is part?
To take an example, let's say that we have a poly face which is a perfect square, having vertices A, B, C and D, like so:
A ---- D
| |
B ---- C
Normally, the vertices of a face are traversed in a counter-clockwise direction. So the left edge of the square would be called AB and the right edge CD. Similarly, the "direction" of the left edge is downward, from A to B while the direction of the right edge is upward, from C to D.
You say that you want "to get all the slides to slide the same direction". By that do you mean that if you were sliding along the left and right edges of this square you would want to slide counter-clockwise in both cases -- that is, downward on the left and upward on the right? Or do you mean that you want to slide in the same worldspace direction -- that is, either upward on both edges or downward on both?
If it's the worldspace direction you're concerned about, that's pretty easy to work out. Subtract one end of the edge from the other to get a vector. Do the same with the other edge, then take the dot product of the two vectors. If the result is negative then flip the ends of one of the edges and they'll now both be in the same direction (or as close as possible). If the result is 0 then the edges are perpendicular and it's up to how how you want to handle them since "same direction" becomes meaningless at that point.
I suppose a third possibility is that you want to slide along both edges away from some common point. For example, in the square above, sliding along the left and bottom edges away from vertex B. If that's the case then just order the edge endpoints according to their distance from the common point.