constructing a minimum spanning tree using java's TreeMap - java

I'm working on a project that requires me to keep track of a number of points on a 2d plane. I need to add functionality that allows for certain points to detect the proximity of other points. I immediately thought of the closest pair problem and thought that maybe I should construct a minimum spanning tree.
The first issue is, these points constantly update their coordinates and I was wondering if it would even be plausible to do this.
The other issue is, I can't use 3rd party libraries for this so no jgraph or jung. I was wondering if there is a way to construct a minimum spanning using just the libraries I've been given. Can TreeMap be used or would I have to do this from scratch?

It sounds like you are trying to do Nearest Neighbor queries. That is where you try to find a point (or points) closest to another point. For a naive solution, you can just store a list of points and iterate through them using the distance formula to figure out which ones are closest. But if you want to do queries more quickly, you will want to use a spatial data structure that enables these kinds of queries. I would suggest a KD Tree. Java does not come with a KD Tree implementation in its standard library so you'll need to implement that yourself.
A TreeMap is just an implementation of the Map interface that lets you put and retrieve values by their keys. If you want to write something to generate a minimum spanning tree, you'll need to do that yourself.

On very Object Oriented way of doing this would have the Point Objects use the Observer Pattern and register themselves as Observers of all the other points, then as points positions change they can update all the Observers that they changed. You could control the thresholds of how often the changes occurred or by how much the changed needed to be by before the notifications were sent to the Observers. This would work well since you said, "certain" points need to track proximity and not all.

Related

Can vertexes and edges in jGraphT be added parallely

I'm creating a graph in java using jGraphT and adding vertexes and edges from a list using a stream.
My question is:
Can I use stream().parallel() to add them faster?
No, at least not as far as I'm aware. Essentially, adding a vertex or edge boils down to 2 steps: (a) check whether the edge/vertex already exists and if not (b) add the edge/vertex. Depending on the type of graph, step (b) involves adding the object to the appropriate container that stores the edges/vertices. I'm not an expert on concurrent programming, but I don't see how a parallel stream can do the above faster.
I don't know exactly what your usecase is, or what you try to accomplish. There are however some optimized, special graph types in the jgrapht-opt package that might benefit you. The graph functionality doesn't change (i.e. you can run the same algorithms on them); only the way the graph is stored changes. Some storage mechanisms are more memory efficient, allowing you to store massive graphs using little memory. Other graphs, such as the sparse graphs, can be created quicker and access operations are also quicker, but these graphs are typically immutable, i.e. once created they cannot be changed. What you need really depends on your usecase.

Collision / distance to volumes from point in OpenGL ES on Android

is user inside volume OpenGL ES Java Android
I have an opengl renderer that shows airspaces.
I need to calculate if my location already converted in float[3] is inside many volumes.
I also want to calculate the distance with the nearest volume.
Volumes are random shapes extruded along z axis.
What is the most efficient algorithm to do that?
I don t want to use external library.
What you have here is a Nearest Neighbor Search problem. Since your meshes are constant and won't change, you should probably use a space partioning algorithm. It's a big topic but, in short, you generally need to use a tree structure and sort all the objects to be put into various tree nodes. You'll need to pre-calculate the tree itself. There are plenty of books and tutorials on the net about space partioning, and you could also at source code of, for example, id Software products like Doom, Quake etc. to see how this algorithms (BSP, at least) are used. The efficiency of each algorithm depends on what you have and what you need. Using BSP trees, for example, you'll have the objects sorted from nearest to farthest so you can quickly get the one you need.

Lookup algorithm that returns regions?

I have a large list of regions with 2D coordinates. None of the regions overlap. The regions are not immediately adjacent to one another and do not follow a placement pattern.
Is there an efficient lookup algorithm that can be used to let me know what region a specific point will fall into? This seems like it would be the exact inverse of what a QuadTree is.
The data structure you need is called an R-Tree. Most RTrees permit a "Within" or "Intersection" query, which will return any geographic area containing or overlapping a given region, see, e.g. wikipedia.
There is no reason that you cannot build your own R-Tree, its just a variant on a balanced B-Tree which can hold extended structures and allows some overlap. This implementation is lightweight, and you could use it here by wrapping your regions in rectangles. Each query might return more than one result but then you could check the underlying region. Its probably an easier solution than trying to build a polyline-supporting R-tree version.
What you need, if I understand correctly, is a point location data structure that is, as you put it, somehow the opposite of quad or R-tree. In a point location data structure you have a set of regions stored, and the queries are of the form: given point p give me the region in which it is contained.
Several point location data structures exists, the most famous and the one that achieves the best performance is the Kirkpatrick's one also known as triangulation refinement and achieves O(n) space and O(logn) query time; but is also famous to be hard to implement. On the other hand there are several simpler data structures that achieves O(n) or O(nlogn) space but O(log^2n) query time, which is not that bad and way easier to implement, and for some is possible to reduce the query time to O(logn) using a method called fractional cascading.
I recommend you to take a look into chapter 6 of de Berg, Overmars, et al. Computational Geometry: Algorithms and Applications which explains the subject in a way very easy to grasp, though it doesn't includes Kirkpatrick's method, which you can find it in Preparata's book or read it directly from Kirkpatrick's paper.
BTW, several of this structures assumes that your regions are not overlapping but are expected to be adjacent (regions share edges), and the edges forms a connected graph, some times triangular regions are also assumed. In all cases you can extend your set of regions by adding new edges, but don't you worry for that, since the extra space needed will be still linear, since the final set of regions will induce a planar graph. So you can blindly extend your sets of regions without worrying with too much growth of space.

Android Algorithm for find all Geopoints within a given distance

In my naive beginning Android mind I thought the way to do this would be to loop through each of the objects checking if proximity falls within X range and if so, include the object. This is being done with Google Maps and GeoPoints.
That said, I know this is probably the slowest way possibly. I did a search for Android Proxmity algorithm's and did not get much really. What I am looking for is best options with regard to this the more efficiently.
Are there any libraries I have not been able to find?
If not, should I load these Location objects into SQL then go from there or keep them in a JSONArray?
Once I establish my best datastructure, what is he best method to find all Locations located with X miles of user?
I am not asking for cut and paste code, rather the best method to this efficiently. Then, I can stumble through the code :)
My first gut feeling is to group the Locations by regions but I'm not exactly sure how to do this.
I could potentially have tens of thousands of datapoints.
Any help in simply heading in the right direction is greatly appreciated.
As a side note, I reach this juncture after discovering that a remote API I had been using was.. well.. just PLAIN WRONG and ommiting datapoints from my proximity search. I also realized that if just placed on the datapoints on the phone, then I could allow the user to run the App without internet connection, and only GPS and this would be a HUGE plus. So, with all setbacks come opportunnities!
The answer depends on the representation of the GeoPoints: If these are not sorted you need to scan all of them (this is done in linear time, sorting wrt. distance or clustering will be more expensive). Use Location.distanceTo(Location) or Location.distanceBetween(float, float, float, float, float[]) to calculate the distances.
If the GeoPoints were sorted wrt. distance to your position this task can be done much more efficiently, but since the supplier does not know your position, I assume that this cannot be done.
If the GeoPoints are clustered, i.e. if you have a set of clusters with some center and a radius select each cluster where the distance from your position to the cluster's center is within the limit plus the radius. For these clusters you need to check each GeoPoint contained in the cluster (some of them are possibly farther away from your position than the limit allows). Alternatively you might accept the error and include all points of the cluster (if the radius is relatively small I would recommend this).

representing a topological map using java

I'm developing a indoor navigation program for android, and i'm stuck right at the beginning:
How do you represent a map in java?
I will prefer a way that will allow me to apply Dijkstra's algorithm easily.
note: i need the program to know the size of each room and where are the entrances and exits.
edit: i'm looking for a object to use in the BL not the UI
Android has a built-in GUI element called a mapView that you can add to a screen in your application. It is a Google map and will require you to obtain your applications API key. You can add overlays to it and locate points on the map based on latitude and longitude (I think it supports other methods as well) and these points could be used for Dijkstra's algorithm.
Hope this helps, good luck.
I think, what you are describing is a extended topological map (where you have an estimate on the nodes absolute location). So you basically need a component that can draw a graph with locations attached to the nodes. Also, you might want the possibility to draw addistional stuff (like heat maps for wifi connectivitiy, bluetooth devices or whatever you are using to estimate your position and gather information about the environment). You are also dealing with the SLAM problem.
I don't know of any existing component that can do the visual task for that, but maybe you find something with google. I wouldn't however recommend it. I would just create my own component (using a TextView and draw my stuff on that). It is much more flexible, not that much of an effort and you can choose the functionality and data format, which can be very helpful in such cases...
Once you have all the rest running (which is a lot!), you still can decide to look for some fancy component that may integrate even google maps, is able to zoom or so.

Categories

Resources