Right. If you were building a scalable UI with a flat hierarchy of
objects that do not move often (scrolling is OK, since scrolling is
just an offset across the whole set of objects), then one solution is
known as a quadtree. The idea here is that you recursively subdivide
the scene into quadrants and try to balance it such that each quadrant
has 5-10 objects. You spend a lot more time building the quadtree but
it will significantly cut down on lookup time.

On Mon, May 11, 2015 at 2:37 PM, Paul Davis <p...@linuxaudiosystems.com> wrote:
>
>
> On Mon, May 11, 2015 at 5:30 PM, Jasper St. Pierre <jstpie...@mecheye.net>
> wrote:
>>
>> Computers are *fast*. It turns out that simply recursively walking
>> down all children is fast enough for most cases. It's a complicated
>> walk, but it's entirely doable. You can see the code for the walk
>> here:
>>
>> https://git.gnome.org/browse/gtk+/tree/gdk/gdkwindow.c#n7247
>
>
>
> notice the assumption that there's no Z-axis ordering. this is important and
> simplifies the code/algorithm significantly. many modern applications occupy
> what we might call "2-1/2D", where the 3rd dimension doesn't represent real
> space, but the stacking of items does have some semantic significance.
>
> the tree walking algorithm also causes issues with any situations (which
> admittedly are rare) where objects are highly non-rectangular.
>
>>
>>
>> More complex data structures, like a map of pixel to object, would
>> take up too much memory, or require too much effort to suitably parse.
>> The simple and brute force solution often works well, because you'll
>> never have more than 100 visible children in the worst case, and 100
>> is not a big enough number to optimize for.
>
>
> this number isn't realistic in the more general case where the "things" on
> the screen are less heavy-weight than widgets. So certainly it works OK for
> the GDK/GTK case, but in terms of a general mapping, optimizations do and
> can matter. A typical somewhat complex session in Ardour that involves MIDI
> and audio data might have in excess of 2k objects on the screen, and in
> extreme cases, a factor of ten larger.
>
> unfortunately, the map of pixel to object is also too expensive in that
> case. we don't have the right answer (yet), so we too walk the tree, but we
> have to take layering (z-axis) into account. it easy to see this slow down
> certain aspects of GUI performance.
>
>
>



-- 
  Jasper
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