Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I believe so yes. An inertia system or overlapping system are two ways to describe the same thing :).


I'm not sure but you can do:

- smooth region borders (based on distance to one or multiple region centers with some the client being reluctant to report you in a new region until you are far enough from your current regions center point(s) to not "jump" back and force.)

- smoothing of reported regions on the client side (might incur some delay)

- user setting of region size (show that I'm in <large city> or show that I'm in <region of large city> or <small km² grid in region in large city>)

- white list which users can see the position (allow all, potential with 2 or 3 groups of precision).

I think by combining all of this a reasonable system can be created, but I would never go with a system which can report (explicit or implicit) the exact position (without a lot data and work) or which doesn't allow you to whitelist who can see you tbh.

Anyway this also means that the area would need to be calculated by the client (phone) and then send to the server which then might apply further smoothing/filtering based on the regions it's put in relation with.


Huh? Not the way I understood it. Inertia implies the world is divided into cells numbered 1 to N, and people don’t move from X to X + 1 unless they report, say 5, consecutive times from X + 1. Overlapping systems remap the cells 1,2,3 to 1; 2,3,4 to 2 and so on. So if someone oscillated between new no. 1 and new no. 2, you’d still have no of knowing whether they were in old style cells no 2 or 3.


Inertia could well be understood to mean what you described as "overlapping". That's how I understood their comment and it appears that's how they intended it. It makes sense given the literal meaning of interia, relating to resistence to physically move an object. I don't get why you think it necessarily implies the frequency thing.


> Not the way I understood it. Inertia implies the world is divided into cells numbered 1 to N, and people don’t move from X to X + 1 unless they report, say 5, consecutive times from X + 1. Overlapping systems remap the cells 1,2,3 to 1; 2,3,4 to 2 and so on. So if someone oscillated between new no. 1 and new no. 2, you’d still have no of knowing whether they were in old style cells no 2 or 3.

Hmm yeah I meant overlapping cells then, not inertia based ones.


Inertia would just reduce the frequency of the jumps, not eliminate them completely. E.g. if you randomly get the new cell 6 times in a row you'll still oscillate, just slower.


It should be hysteresis, to jump to another cell you have to be pass some threshold of distance from it's border. This way if you live on the border you will just stick to some of cells.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: