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[mkgmap-dev] [Patch v3] LocationHook with new Quadtree

From WanMil wmgcnfg at web.de on Fri Jan 13 19:22:23 GMT 2012

Mmmh, I tested with an without merge using 66 tiles.

LocationHook time with merge:    72,7s
LocationHook time without merge: 55,6s

The times are very different. So I assumed that the GC slowed down the 
merge variant so I compared the timings of each tile. One tile was 8s 
slower with the merge variant. So maybe the GC slowed it down.

But most of the tiles were quicker with the non merge variant. Some are 
quicker with merging and some are rather equal.

Maybe timings can be improved by changing the depth and the nodeNum 
constraint in the split method but merging does not seem to be an 
overall improvement.


> Hi WanMil,
> yes, it improves performance because the merge is done only once, and
> without the merge it would be needed to do more or less the same action for
> each single search. I see no better way to handle the problem with those
> level=7 areas.
> Ciao,
> Gerd
> WanMil wrote
>>>   >  >  >
>>>   >  >  >  * I don't understand why you need a merge() method. Could you
>>> explain
>>>   >  >  >  what you are doing in this method and why it's required?
>>>   >  >  The get method() of the tree returns the data for the first area
>>> that
>>>   >  >  contains the coord.
>>>   >  >  This area should contain all tags of the area itself plus those from
>>>   >  >  areas intersecting it.
>>>   >  >  Maybe this is not correct?
>>>   >
>>>   >  Sounds wrong. If Area a1 is intersected by a2 only in 10% of its area
>>>   >  then an element located in the 90% that does not intersect would be
>>>   >  tagged with a1 and a2?
>>>   >
>>> The merge() first creates a new nodeElem with the intersection, it
>>> merges the tags into this
>>> and subtracts the intersection from the others, so only the 10% part
>>> gets more tags.
>>> Thinking again about this I might not need both subtract() calls since I
>>> move the intersection part
>>> before the others .
>> I doubt that merge improves the performance. It breaks two areas into
>> three probably with intersecting bounding boxes. So I would expect that
>> you don't save much contains checks.
>> But don't mind about my doubts: Did you measure a noticeable performance
>> difference?
>> WanMil
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