Originally created by @dscyrescotti on GitHub (May 26, 2024).
Originally assigned to: @dscyrescotti on GitHub.
Description
So far, all strokes are stored in the array and it leads to inefficiency at searching or retrieving strokes for rendering. So, it is a call to replace the existing array with more efficient data structure.
Originally created by @dscyrescotti on GitHub (May 26, 2024).
Originally assigned to: @dscyrescotti on GitHub.
### Description
So far, all strokes are stored in the array and it leads to inefficiency at searching or retrieving strokes for rendering. So, it is a call to replace the existing array with more efficient data structure.
### Reference
- https://www.youtube.com/watch?v=hUIHtPLL940
It turns out that the implementation of RTree data structure is way complex so GKRTree from GameplayKit is used as temporary. But it will require to build the custom RTree for the project.
@dscyrescotti commented on GitHub (May 26, 2024):
It turns out that the implementation of RTree data structure is way complex so GKRTree from GameplayKit is used as temporary. But it will require to build the custom RTree for the project.
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.
Originally created by @dscyrescotti on GitHub (May 26, 2024).
Originally assigned to: @dscyrescotti on GitHub.
Description
So far, all strokes are stored in the array and it leads to inefficiency at searching or retrieving strokes for rendering. So, it is a call to replace the existing array with more efficient data structure.
Reference
@dscyrescotti commented on GitHub (May 26, 2024):
It turns out that the implementation of RTree data structure is way complex so GKRTree from GameplayKit is used as temporary. But it will require to build the custom RTree for the project.