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We're probably to early to start thinking about optimizations, but these ideas/questions were on my mind so leaving this here for discussion.
As far as I understand the code, for the indexes we are creating look-ups by id to the original value. What performance might be gained from creating complete 'materialized views' with a copy of the original data, at the expense of increased disk space, and, perhaps, longer write times? i.e. looking up a value from the index would only require a single read, rather than two, one for the id(s), and then for the original record.
For the spatial index, what might we get by creating a quadtile index as opposed to kdb tree? My idea would be to create a quad-tile index at a single zoom level (e.g. z16) and respond to boundbox queries approximating the bbox to the overlapping zoom 16 tiles. If we stored this as a materialized view as opposed to an index, bbox quieries could be very fast, since it could be a single batch read from leveldb bounded by the min-max of the tiles we are looking for. Would it matter if we responded to bounding box queries with a close approximation (e.g. rounded to z16 quadtiles) as opposed to the exact bbox boundaries? iD Editor for example only makes bbox requests to the OSM API for bounding boxes equivalent to z16 tiles.
The text was updated successfully, but these errors were encountered:
We're probably to early to start thinking about optimizations, but these ideas/questions were on my mind so leaving this here for discussion.
The text was updated successfully, but these errors were encountered: