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Hi WanMil,
I am still busy rewriting all the boundary code to allow reading bnd data from zip. Most of it is done, and I also found a few errors contained in my patch boundary_prep_quadtree_v2.patch
Great!!
I have now a version that can read old bnd format, new quadtree bnd file format, both from zip or normal directory, and its BoundaryQuadtree delivers the same results as the version in the performance branch.
Great!!
I did not see a big difference between reading from zip or directory, I think that is okay.
I expected an improvement when using more threads because then reading from disk is often a bottleneck. But obviously this is different between systems.
I did not see any multi-threading problems while reading from zip, so I did not code anything special for this. You mentioned such problems, did you mean updating zip files?
I remember that I read warnings that the Java zip file implementation is not multithread capable. I'll have to search for them and will let you know if I find them.
I don't think that we need a routine to write / create zip files, do we?
There will be one real improvement: The LocationHook first checks if the bounds directory contains bounds file. The time checking that has been improved much by your patch. But I still see quite high timings when using multiple threads. If using a zip file this timing should be much better because one just have to check if the on zip file is there. A 2nd thing is that it is much easier to handle for users. That's what Klaus alias toc-rox metioned. So decide yourself. I would vote for using zip files (and it would also be ok for me to drop the support for non zip files).
I think we need a utility similar to BoundaryMerger to allow creating the bnd files for planet in multiple steps, so that's what I am working on now.
Yes. Otherwise it is not possible to create boundaries for larger regions if your computer does not have tons of GB. WanMil
Gerd
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