[AniMov] Fwd: Re: new plugins are coming

Kail M Zingapan kail.zingapan at gmail.com
Mon Aug 30 10:49:37 CEST 2010


Hi,

I'm not sure if this is relevant. I thought other 
software packages give you the option to get the 
location as 1) centre of gravity; 2) arithmetic 
mean of x and y; 3) drop the farthest point and 
recalculate the remaining ; 4) drop the point 
that changes the area greatly and recalculate; 5) 
use the median of x and y as the location; and other methods.

Kail


At 11:37 PM 8/26/2010 +0200, you wrote:
>Hi List,
>I'm forwarding our correspondence with Vaclav, maybe someone could have any
>thoughts. In the situation presented on the screenshots, there was three
>bearings building a triang. Then adding the fourth bearing (the point on the
>nord) doesn't change the polygon geometry, but moves the location as it's
>computed as a center of gravity. For me it's the best solution, but maybe
>anyone have better ideas?
>
>B.
>
>From: Borys Jurgiel <borysiasty at aster.pl>
>To: Václav Řehák <rehakv01 at gmail.com>
>Subject: Re: [AniMov] new plugins are coming
>Date: Thu, 26 Aug 2010 23:29:29 +0200
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><201008251108.50833.borysiasty at gmail.com> 
><AANLkTimAo29Ubw2ArSAhtSErCPRSdognxP+VQGpPrpdf at mail.gmail.com>
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>
>Dnia czwartek 26 sierpnia 2010 o 22:24:23 Václav Řehák napisał(a):
> > Hi,
> >
> > I tried to modify your test data by adding a new bearing to the subset
> > (fix id) 5 using "Add feature" button in QGIS and expected the result
> > area to change from a triangle to square but it did not happen. It
> > looks like my line is drawn OK but is not included in the area
> > computation. Please see attached data. Do you know what's wrong?
>
>Look at the screenshot. The area is computed as a convex hull, and the
>location is computed as a center of gravity. The red location is computed
>using the 4 bearings, while the green one is computed from the old 3 bearings.
>
>Also in the attribute table of the compuyed location there's n=5, what is a
>number of used intersections.
>
>So all is ok, but maybe the algorithm is not the best solution. Do you have a
>better idea?
>
>B.
>
>
>
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