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DEVELOPER-NOTES.md

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GEOS is a port of JTS

  • The algorithms that form the core value of GEOS are developed in Java in the JTS library. C++ developers will find this annoying, but:

    • This is just history, JTS was written first and GEOS was a slavish port.
    • Being memory managed, JTS is an easier language to prototype in.
    • Having various visual tooling, JTS is an easier platform to debug spatial algorithms in.
    • Being Java, JTS has less language legacy than GEOS, which was originally ported when STL was still not part of the standard, and therefor reflects a mix of styles and eras.
  • Ideally, new algorithms will be implemented in JTS and then ported to GEOS.

  • Smaller performance optimizations in GEOS can travel back to JTS.

    • Short circuits, indexes, other non-language optimizations, should be ticketed in JTS when they are added to GEOS.

Follow JTS as Much as Possible

  • Don't rename things! It makes it harder to port updates and fixes.

    • Class names

    • Method names

    • Variable names

    • Class members

      • Yes, we know in your last job you were taught all member variables are prefixed with m_, but please don't.

Manage Lifecycles

  • Frequently objects are only used local to a method and not returned to the caller.
  • In such cases, avoid lifecycle issues entirely by instantiating on the local stack.
MyObj foo = new MyObj("bar");
MyObj foo("bar");
  • Long-lived members of objects that are passed around should be held using std::unique_ptr<>.
private MyMember foo = new MyMember();
private:

   std::unique_ptr<MyMember> foo;

public:

    MyMember()
        : foo(new MyMember())
        {}
  • You can pass pointers to the object to other methods using std::unique_ptr<>.get().

Avoid Many Small Heap Allocations

  • Heap allocations (objects created using new) are more expensive than stack allocations, but they can show up in batchs in JTS in places where structures are built, like index trees, or graphs.

  • To both lower the overhead of heap allocations, and to manage the life-cycle of the objects, we recommend storing small objects in an appropriate "double-ended queue", like std::deque<>.

  • The implementation of edgegraph is an example.

    • The edgegraph consists of a structure of many HalfEdge objects (two for each edge!), created in the EdgeGraph::createEdge() method and stored in a std::deque<>.

    • The std::deque<> provides two benefits:

      • It lowers the number of heap allocations, because it allocates larger blocks of space to store multiple HalfEdge objects.
      • It handles the lifecycle of the HalfEdge objects that make up the EdgeGraph, because when the EdgeGraph is deallocated, the std::deque<> and all its contents are also automatically deallocated.