line 1452:<br> // Look for existing quad in the hash;<br> end = this->QuadHash + a;<br><br>"a" is used as the starting location of the search. A brute force search would start at 0 and look at every element up to "a" as well. This is the best case sort of hash table where you are happily able to use the input *as* the hash index...<br>
<br><br>Does that make it clearer?<br>David<br><br><br><div class="gmail_quote">On Wed, Apr 30, 2008 at 9:51 AM, Renato N. Elias <<a href="mailto:rnelias@nacad.ufrj.br">rnelias@nacad.ufrj.br</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Hi folks,<br>
<br>
I was trying to understand a VTK algorithm inside vtkDataSetSurfaceFilter class. In this class, there's a method called InsertQuadInHash (line 1418). My doubt is that after studying the code, I was not able to find where the hash index is being computed. From my knowledge, a hash table is made of indexes which are computed using some sort of hash function but this algorithm seems to be only a brute force search inside a linked list. What am I missing?<br>
<br>
thanks for any clarification<br>
<br>
Renato.<br>
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