Earlier quoted context omitted.
>> we’d provide much snappier behaviour using coloured quadtrees > That statement was true 30 years ago, no longer a case. The colored quadtrees are an optimization over the plain quadtrees earlier in the article, reducing the number of comparisons for some images. That will be more efficient 300 years from now just as much as it was 30 years ago. In context it is perfectly obvious that "much snappier" does not refer…
> It's a toy implementation used as an example, if you get hung up on the example, you miss the whole point. When to use such techniques, and whether they make sense in the real world, performance wise, should have been part of the "whole point" all along.
You should ask whether these techniques are useful in writing correct code and if they save developer effort, rather than picking apart irrelevant aspects of the toy example.
I don't think modern graphics code represents individual pixels as strings either, would you dismiss the post for that reason?