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Replace long[] arrays by a TileIndex abstraction #1314

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@groldan groldan commented Aug 26, 2024

Dealing with long[] everywhere and knowing it means {x,y,z} is tiring.

Introducing a TileIndex abstraction improves the semantics, and at the same time allows to save memory on TileObject by storing the coordinates as internal long,long,int fields and saving the object reference to a long array.


This is a proposal. Can we please stop using long[] everywhere?
If accepted, there would be more places to get rid of long arrays
and introduce higher level abstractions (e.g. TileRangeInterator)

Dealing with `long[]` everywhere and knowing it means `{x,y,z}` is
tiring.

Introducing a `TileIndex` abstraction improves the semantics, and at the
same time allows to save memory on TileObject by storing the
coordinates as internal long,long,int fields and saving the object
reference to a `long` array.

---

> This is a **proposal**. Can we please stop using `long[]` everywhere?
> If accepted, there would be more places to get rid of `long` arrays
> and introduce higher level abstractions (e.g. `TileRangeInterator`)
@groldan groldan force-pushed the split_tileobject_xyz branch from 8b494e4 to 27e5d87 Compare August 27, 2024 12:11
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