Oh, forgot one obvious solution, store/check all the combinations of the 
triangle in the map :D

https://play.golang.org/p/Rqn8LLI4li
https://play.golang.org/p/0TY_Bcugw8

On Monday, 28 August 2017 16:58:07 UTC+3, Val wrote:
>
> @Jakob  sorry what I wrote was confusing, I meant : vertices have strong 
> identity (same pointer), and triangles are just keys for the map so they 
> need to be very stable.  A triangle pointer wouldn't solve the case. When I 
> encounter 3 vertex pointers A, B, C, then I need a "key" to determine if 
> triangle ABC (or CAB, etc.) is already in the map.
>
> @Axel indeed I had not taken into account that the GC may "change the 
> pointers, while preserving ==" so basically yes ordering pointers looks 
> unreliable.
>
> @Kulti checking equality of triangles by checking combinations of vertex 
> equality would be interesting but it would make the program really super 
> slow: instead of a O(1) map lookup, each existence check would cost O(n) to 
> traverse all the existing triangles, which is too slow because we have 1M+ 
> triangles. This is because we can't use Triangle as a map key when equality 
> is computed by a func instead of ==.
>
> @Egon those are nice workarounds, thanks.  X,Y,Z are weak, they change all 
> the time.
>
> I will try to minimize code clutter, minimize memory and cpu overhead, 
> maximize safety and readability.  So I think the best tradeoff so far is to 
> add a field Vertex.ID, because I have the chance to do it, though it does 
> clutter a little a fundamental data structure of the whole program.
> Thank you all for insights!
>
> On Monday, August 28, 2017 at 3:20:39 PM UTC+2, Axel Wagner wrote:
>>
>> FTR, I don't think ordering by pointer (no matter whether using unsafe or 
>> not) is reliable and safe. The GC is free to move data around at any point, 
>> including during your sort.
>> I don't think there are a lot of ways around that. You could basically 
>> build your own allocator and add a way for it to return a reliable id. e.g. 
>> it allocates a []Vertex and the id is the index of the vertex in that 
>> slice. You can calculate it using unsafe by (roughly. No guarantees here. 
>> Unsafe is subtle)
>>
>> func ID(v *Vertex) int {
>>     i := int(uintptr(unsafe.Pointer(v))) - 
>> int(uintptr(unsafe.Pointer(&Vertex[0])))
>>     if i < 0 || i > len(pool) {
>>         panic("not pool-allocated")
>>     }
>>     return i
>> }
>>
>> (not that you need to take care to do both conversions in the same 
>> expression, to satisfy the unsafe.Pointer 
>> <https://godoc.org/unsafe#Pointer> rules).
>>
>> Apart from that, Egon gave a couple of good suggestions :)
>>
>> On Mon, Aug 28, 2017 at 3:02 PM, Jakob Borg <ja...@kastelo.net> wrote:
>>
>>> In that case, maybe use *Triangle pointers instead of Triangle values, 
>>> and let that address be the identity for map purposes? Then the Vertex 
>>> order etc doesn't matter any more.
>>>
>>> //jb
>>>
>>> > On 28 Aug 2017, at 14:03, Val <dele...@gmail.com> wrote:
>>> >
>>> > That's actually a clever idea, I had not thought of that when 
>>> dismissing the vertex struct inspection. Thanks!
>>> >
>>> > But it turns out that X,Y,Z will change often during my program 
>>> execution: vertices move, but their identity (and the triangles identity) 
>>> must be strongly preserved.
>>> >
>>> > On Monday, August 28, 2017 at 1:42:35 PM UTC+2, Jakob Borg wrote:
>>> > On 28 Aug 2017, at 13:13, Val <dele...@gmail.com> wrote:
>>> > >
>>> > > To achieve this, I consider normalizing the triplet so that all keys 
>>> of the map verify
>>> > >   A < B < C
>>> > > for some arbitrary definition of < .  This ensures that I can detect 
>>> any Triangle already present as key in the map, regardless the order of its 
>>> Vertex pointers.
>>> >
>>> > Can't you sort the Vertex slice by their X,Y,Z position? (You're then 
>>> not relying on the coordinates for identity, only for order. This breaks 
>>> for triangles that are actually lines or points, which may or may not be an 
>>> issue and can be handled separately...)
>>> >
>>> > //jb
>>> >
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>>
>>

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