IJSRSET151422 | Received: 20 July 2015 | Accepted: 05 August 2015 | July-August 2015 [(1)4: 221-226]
© 2015 IJSRSET | Volume 1 | Issue 4 | Print ISSN : 2395-1990 | Online ISSN : 2394-4099
Themed Section: Engineering and Technology
221
Optimizing the Search in Hierarchical Database using
Quad Tree
Deepak Kumar Sharma, Sonia Vatta
School of Computer Science and Engineering Bahra University Waknaghat Solan, Himachal Pradesh, India
ABSTRACT
This research work is done to optimize the search in hierarchal database by using Quad Tree. Quad Tree is a tree
which consists of a node having 4 sub child nodes.[1] Quad Tree is used in many fields such as computer graphics
to find out a desired pixel in graphics and collision detection in 3-D gaming. There are various other applications of
quad tree in different fields like weather forecasting, geographical survey and study of mutation rate with a change
of environment. The main focus of this work was optimizing the search for which the main areas of concentration
were various searching techniques using Quad Tree and finding out the best solution. To fulfill the purpose, a new
approach is designed which results in better representation of data and enhancing the speed of search. This work is
done on the basis of the value of the root node. Further based on this value, the ranges of nodes at each level are
calculated. The results are also included with snapshots and comparison is given between earlier and proposed
techniques.
Keywords: Quad Tree, Memory Management, Search, Result
I. INTRODUCTION
The quad tree is widely in practice in detecting collision
in 2D and 3D games and pixel processing to detect
image in different image resolution.[2] Many games
require the use of collision detection algorithms to
determine when two objects have collided, but these
algorithms are often expensive operations and can
greatly slow down a game.[3][4][5][6][7] As such the
collision detection is very costly process in gaming . So
in many games we use Quad Tree to detect collision.
The Quad Tree is too used to process the polygon or
images in graphics. The techniques used to process the
polygons in graphics are point to point processing, edge
to edge processing and region by region processing.
Commonly used techniques for collision detection is
spatial portioning and bit- interleaving [8][9][10][11]12].
In the research paper Quad tree: an approach of
traversing and searching published in IJRITCC volume
3 issue 5 [74] the searching time of the information in
database is reduce.
II. METHODS AND MATERIAL
A. Searching Algorithm
To search an element in a quad tree, the new
design technique is as follows:
Steps for Searching Item
SEARCHING (ROOT)
1. Put ITEM in LOC. Take RANGE = ROOT
2. Calculate range of each sub node of level i
a. QLN has range 0 to RANGE/2^2*i
b. BLN has range RANGE/2^2*i+1 to
2*RANGE/2^2*i.
c. BRN has range 2*RANGE/2^2*i + 1 to
3*RANGE/2^2*i
d. QRN has all values lies between
3*RANGE/2^2*i+1 to RANGE
3. Selection of initial node to traverse for searching
3. Selection of initial node to traverse for searching
4. i=1
If (0<ITEM< RANGE)