• @[email protected]
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      410 months ago

      The gulags of the future will be coastal, so the prisoners can dig out every part of Florida that’s not almost perfectly north of Cape Sable.

      Fidel would approve of the implications for Miami.

    • @[email protected]
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      2210 months ago

      Hey now, Michigan’s mitten doesn’t appear properly until 60 and mittens are the glove of the common folk

      • Mossy Feathers (She/Her)
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        10 months ago

        One important thing to note, because I see this a lot: this doesn’t mean coastlines are literally infinite in length; it’s a demonstration of how our current measurement system is flawed when it comes to coastlines. Coastlines can be measured in a way that’d make them finite, however the system works well enough that (it sounds like) no one has bothered to come up with a better, widely adopted alternative.

        Also, I think I’ve read this can be applied to borders in general? That they use the same system for measuring the borders between countries, states, cities, etc. so any border could become infinite if the precision gets high enough.

      • rockerface 🇺🇦
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        310 months ago

        Just fractal things. No matter how far you zoom in, it’s not going to be a smooth continuous function

  • @[email protected]
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    1910 months ago

    What’s a systematic algorithm for finding the best approximation (minimal under/overshoot of area) when you are given a raster or vector image representing the “real” borders? Or it just trial and error?

    • Jake Farm
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      210 months ago

      I’d imagine it would be a case by case basis.

    • @[email protected]
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      510 months ago

      For a raster image, you could count the number of true and false positive pixels and true and false negative pixels. Then use statistical metrics for binary classification, like sensitivity and specificity. I guess you could even make an ROC curve by measuring the true positive rate and false positive rate for varying number of edges in the model. I guess for a vector image you could do the same thing, just using the sum of overlapping and non-overlapping areas instead of pixel counts?

      • @[email protected]
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        210 months ago

        Oh I was thinking about something else and should have worded my question differently: for a given number of vertices, how do you find the coordinates that cover most of the area. So for instance for 3 vertices (triangle): where do you place the three points so that you cover as close as 100% of the area as possible? Overshooting would be allowed, ie a triangle that has an area of 120% of the US would be better than one that has 70%.

        • @[email protected]
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          210 months ago

          Yeah, i think minimizing the difference in area would be the primary goal, but you’d need to add additional constraints, like also minimizing the number of times that your edges cross the true perimeter, minimizing the non-overlapping area, or something like that. I dunno for sure, but this sounds like a fun problem. I might give it a shot this weekend. I’m in the early days of trying to learn rust (after years of pure python for work and school), and I’m always looking for toy problems to test myself with!

    • @[email protected]
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      910 months ago

      Bingo. Why do something with 15k vertices if 99% of the shape can be achieved with 700? Be kind to your player’s CPU ❤️

  • @[email protected]
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    610 months ago

    I find it interesting that (at least in my opinion) after 15 that I have to go all way to 40 before it seems like a solid improvement over what 15 offers.