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);
        }