About thirty lines of javascript implementing a pretty brain-dead breadth-first search:
https://github.com/bmander/vtp/blob/master/templates/game.html#L118 -B On Mon, Mar 12, 2012 at 1:01 PM, Sean Gorman <[email protected]> wrote: > Awesome work - for the shortest path calculation are you using an A*, > Bellman-Ford type approach, or something else? We tried a bunch of > optimizations to a Floyd style all-to-all SP problem back in the day. > Tricky computations and always cool to see new approaches. Not > to mention a brilliant visualization of it all. > > thanks, > sean > > On Mon, Mar 12, 2012 at 12:49 PM, Brandon Martin-Anderson > <[email protected]> wrote: >> >> Not directly. Stochastic optimizing processes, or optimizing processes >> over stochastic data sets, tend to end up looking biological, because >> biological systems are stochastic optimizing processes. >> >> -B >> >> On Mon, Mar 12, 2012 at 12:42 PM, Laurence Penney <[email protected]> wrote: >> > Utterly beautiful. >> > >> > Is it inspired by Günther von Hagens’s work with blood vessels? >> > >> > http://weheartit.com/entry/19937599 >> > http://plastynarium.pl/images/2011/10/krwiobieg.jpg >> > >> > http://3.bp.blogspot.com/_DaOtlZ8Ux7s/TFmhpAJziMI/AAAAAAAAADE/PFP15vpUZlU/s1600/bodies-revealed-blood-vessels.jpg >> > http://www.bodyworlds.com/en/media/picture_database/preview.html?id=4 >> > http://thedispersalofdarwin.files.wordpress.com/2011/11/img_0690.jpg >> > >> > - Laurence >> > >> > On 12 Mar 2012, at 16:11, Brandon Martin-Anderson wrote: >> > >> >> Behold! I made a thing. >> >> >> >> http://shortestpathtree.org >> >> >> >> It creates shortest path trees, which are pretty, and have a variety >> >> of uses. My favorite use is quickly and phenomenologically checking >> >> OSM referential integrity across entire cities. Also, potentially, it >> >> can tell you how to get places. Tell me how you like it. >> >> >> >> Colophon, for the interested: >> >> Server and client-side code is at https://github.com/bmander/vtp. I >> >> took Migurski's city extracts in PBF format and popped them into a >> >> Mongodb instance using a homebrew script in node.js. Then I applied a >> >> series of map-reduce runs to slice the ways at shared intersections, >> >> and to collect them into tiles. This is slow, but there's some home of >> >> parallelization. A simple node.js script serves the vector tiles to >> >> the client, where all routing is done; printed to a homebrew >> >> canvas-based client. The disadvantage is that routing is slow for you. >> >> The advantage is the server doesn't have to do anything except hand >> >> out tiles, which, ideally, should be pretty small. >> >> >> >> -B >> >> >> >> _______________________________________________ >> >> dev mailing list >> >> [email protected] >> >> http://lists.openstreetmap.org/listinfo/dev >> > >> >> _______________________________________________ >> Geowanking mailing list >> [email protected] >> http://geowanking.org/mailman/listinfo/geowanking_geowanking.org > > > > > -- > Sean Gorman PhD. > GeoIQ > 2200 Wilson Blvd. Suite 307 > Arlington VA, 22201 > mobile: 202-321-3914 > office: 703-647-2151 > > -- > This email and the information it contains are confidential and may be > privileged. If you have received this email in error please notify me > immediately. You should not copy it for any purpose, or disclose its > contents to any other person. Internet communications are not secure and, > therefore, FortiusOne does not accept legal responsibility for the contents > of this message as it has been transmitted over a public network. If you > suspect the message may have been intercepted or amended please contact the > sender. > _______________________________________________ Geowanking mailing list [email protected] http://geowanking.org/mailman/listinfo/geowanking_geowanking.org
