2) Do a CAG adding all of the rounded rectangles together into one
gigantic clipping shape. This is probably.... Er definitely the
easiest to code since I'm already iterating through the RR2Ds anyways
and can make this master shape. I'll probably do that one before I go
to sleep. Since I'm at a loss as to how Java handles Areas and the
documentation just isn't 'there' enough this one is difficult to
judge. I'm assuming that Java will have to do the same clipping logic
in 'java code' that I would have to do so this one is likely going to
be close to 1 in overall work and scalability.

Some info that may help you to make some judgment calls on implementation here.

Area works on double precision geometry.  Also, it has no cutoff for
how much precision is required.  This, it must hunt down the exact
intersection point of every piece of geometry.  This can take a while
as the number of objects increases.

If you perform an operation on an Area, it must dice up the geometry to
do its tests.  When it is done testing and putting the pieces back
together into something that can yeild a path, it tries to keep the
original geometries that it was given as "whole" as it can, but if it
must slice some of them up then it needs to create a new geometry at
the appropriate slice point.  Due to double precision ideosyncracies,
it may not be possible to exactly represent the needed slice and so now
it ends up with slightly different geometry.  Now when you do the next
operation it must compare all the pieces to each other again, but this
time they've been perturbed.  This has the potential to cause yet
another piece of geometry to be created in the final extraction stages.
There are a couple of things we could do to improve this in the
implementation, but we don't have the resources at this point,
unfortunately.

                               ...jim

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