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Tristram Gräbener schrieb:
> Hello,
>
> I have the feeling that having data specifically for routing
> doesn't troubles you. However plain OSM data is not usable as you
> don't have the traditional edge/arc representation (points are only
> geographical points and there can be multiple intersections on a
> single way). How do you people handle that? Did I miss some nice
> tool or misunderstood how data is organized?

Hello.
I'm not sure who this was directed at but I'm answering anyway.
Noone says that you have to use a  traditional representation.
But what most people do is to import the OSM-data into their own
data-formats but not everyone does.
I only split and filter OSM-data and have no problem walking the graph
as long as my getNodeByID() and getWaysForNode() are O(1)-functions.

> When I first thought about having a binary format, I thought about
> boost's serialization. Of course this only makes sense if you use
> boost::graph (I don't want to launch an other debate on that topic
> ;) ). The idea was to be able have immediately the graph structure
> ready to use without having to build it (it costs some CPU time
> even on a full size computer).

Actually on most mobile devices data-storage is flash and accessed using
the same memory-bus that ram is used on. Thus you don't "load" your graph
at all but you access it directly on the storage.

> This brings me to my real concern: do you really want to have the
> same data structure for graphical rendering and routing? Space
> isn't really a problem on portable device (1Gb of SD card costs
> just a peanut), loading/rendering speed and ram use will be much
> more problematic. That's why I think for two uses the data should
> be duplicated to have an fast access depending on the needs.

It does not have to be the same data-structure but both are part of
the format
as walking a large graph and getting a route gets you nowhere unless
you can
display that route including street-names and at least the most important
geographic (ocean, wood) and administrative (city) objects.

Marcus
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