private void SetupQuadGrid(int maxLevels) { //non-geospatial makes this test a little easier (in gridSnap), and using boundary values 2^X raises // the prospect of edge conditions we want to test, plus makes for simpler numbers (no decimals). FakeSpatialContextFactory factory = new FakeSpatialContextFactory(); factory.geo = false; factory.worldBounds = new Rectangle(0, 256, -128, 128, null); this.ctx = factory.NewSpatialContext(); //A fairly shallow grid, and default 2.5% distErrPct if (maxLevels == -1) maxLevels = randomIntBetween(1, 8);//max 64k cells (4^8), also 256*256 this.grid = new QuadPrefixTree(ctx, maxLevels); this.strategy = new RecursivePrefixTreeStrategy(grid, GetType().Name); }
private void SetupQuadGrid(int maxLevels) { //non-geospatial makes this test a little easier (in gridSnap), and using boundary values 2^X raises // the prospect of edge conditions we want to test, plus makes for simpler numbers (no decimals). FakeSpatialContextFactory factory = new FakeSpatialContextFactory(); factory.geo = false; factory.worldBounds = new Rectangle(0, 256, -128, 128, null); this.ctx = factory.NewSpatialContext(); //A fairly shallow grid, and default 2.5% distErrPct if (maxLevels == -1) { maxLevels = randomIntBetween(1, 8);//max 64k cells (4^8), also 256*256 } this.grid = new QuadPrefixTree(ctx, maxLevels); this.strategy = new RecursivePrefixTreeStrategy(grid, GetType().Name); }