Dead end nodes

For the dead end roads use the street numbers.

The editor removes all unconnected nodes, this is the nodes left on dead end roads as there’s no intersection at the end of these roads so become unneeded and end up removed whenever you try to save your edits.

The editor has been removing these unneeded nodes at the end of last year but the street numbers have been around for a couple of months.

street numbering will be the longest to do as you need to know what way the street numbers go and the start and end numbers.

Sorry for off-topic, but to clarify, does this part of the wiki therefore need updating?
http://www.waze.com/wiki/index.php/Australia?title=Creating_and_Editing_street_segments#Fix_the_end-node_on_cul-de-sacs_and_dead-ends
If the end node routing requirement is now unnecessary then a lot of my efforts have been slightly misdirected…

It’s something I’ve noticed in the editor that has been happening for quite some time editing roads in Australia, should you change the wiki about it? I’m not sure, as areas that don’t have street numbering might keep the nodes on dead ends.

Sent from my GT-I9300T using Tapatalk 4 Beta

I’ve checked this out again, about an hour ago.

I’d say the editor has been changed again so that an orphan node can be added to a dead end segment again, the problem though is that once you move that end of the segment the orphaned node will be removed.

And to be honest having a node on a dead end still doesn’t allow you to route down a street that doesn’t have street numbers set up, it just routes you to the end of the segment, so still routes as expected but doesn’t take you to a point along that segment.

I had this problem last weekend while using the app to route to a road without street numbers setup on a segment that was joined at both ends, you just get taken to the end of that segment.

sorry for the off topic post not intended but wanted to point out something.

I’ll move them to a new thread tonight. A dead end segment will need an endnode, and did always need it. Otherwise you can’t route to or from it. If there’s no endnode, you’ll get the message ‘proceed to the highlighted route’.

I agree that an end node is required. I noticed this on my street early on.

I have to admit that when I was a noob editor, I was removing a few end nodes as I didn’t think they were required, was quite embarassed when I found out they were supposed to be there. I’ve been adding them to almost every suburb I come across now as there’s plenty of roads missing them.

The WME Node Fixer plug in is great to ensure all roads you create have an end node, found it two days ago and have never done a suburb or two so quick in my editing history.

Yes, it’s a nice tool, but you have to be very carefull with it. It sometimes cab change ditectivity and roadtype of a roundabout for example…

Little bit off-topic…Do you all know the difference between soft and hard turns? And reverse and self connectivity?

IME Junction node fixer script is extremely useful, including the road type change of roundabouts. It follows the accepted convention of changing the roundabout road type to the same type of the second highest connected road.

Do you all know the difference between soft and hard turns? And reverse and self connectivity?
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Yes
-pete

I know soft and hard turns as that was a new addition and I heard about them when they were introduced.

Reverse connectivity as far I know if just a side effect of changing road direction, I’m not aware of any routing errors as a result.

Not sure what self connectivity refers to.

The editor has never removed nodes from dead-end segments. However it is quite easy to do it yourself - it depends on how you move a dead-end.

If you select a dead end segment, you will then have “A” and “B” nodes at either end - let’s say “A” is the end that’s connected to other segments and “B” is the “dead” end with a junction node on it. If you now drag “B”, you will pull it away from the junction node. Since the junction node now has no connections, it gets deleted.

If you select the junction node at the dead-end, you will now now have a blue/green circle selected: the node itself. If you drag this, you will move the node, dragging the end of the segment with it, but without losing the junction node.

It’s an easy mistake to make - and if you don’t have something like the Colour Highlighting script installed, you have to rely on noticing the absence of those little blue dots on the end of dead-ends.

I should be fair to those editors who are not completely clear on Soft & Hard Turns. Read the Wiki on Soft & Hard Turns.

For Self Connectivity, it’s a segment that is defined in the Waze database as having a connection, via a junction, back to itself. That can cause routing irregularities, but also may be the future of how to define a u-turn. Tools such as the Color Highlighting userscript can help identify this situation.

Does that mean it’s likely half the u-turns highlighted by the colour highlighter have not been intentionally set as u turns?

If I can remember correctly, the U-Turns option was only available when the new version of WME was released, . By default all junctions/nodes had u-turns disabled. (otherwise it would have caused havoc for the majority of our roads)
The u-turn option should only be active if the juction allows the wazer to turn around on 2-way road.
So I can’t really comment on your question theclem54 unless I actually look at the junctions in question.

It’s only a couple I’ve seen marked that shouldn’t be marked, could just as easily have been a slip on the mouse from an editor.

That’s the problematic part :wink:

for example this location. It’s just primary and regular street, so not a big issue, as there is not much of a difference between these types. But this roundabout should be primary as well. That’s better for routing (through traffic), and when you zoom out, streets disappear before primaries. That looks a little strange…

But especially for minor and above, it’s better to keep the highest roadtype, not the second…

If a roundabout had 2 minors and 1 major joining, you could make it minor, but in the Benelux countries we use the highest type everywhere.

Take for example a roundabout with 2 majors, a primary and a street. According ‘the rules’ (I don’t know who invented those :-o), the roundabout will be primary? Doing that is killing longer distance routing.

Routing algorithm will change in the future, but to have an idea:

  • 0-15 km - All road types are allowed for routing.
  • 15-20 km - All road types except Streets.
  • 20-30 km - All road types except Streets and Primary streets.
  • 30-200 km - Only Minor, Major, and Freeways.
  • more than 200 km - only Freeways.

Some time ago there is allready made a change to the routing server, so major highway is also usable over more then 200km.

on that last example JNF will set it to Major as that’s the road type of the second highest road.

1st - major
2nd - major
3rd - primary
4th - street

It uses the second highest road’s type, not the second highest road type :slight_smile:

Similarly, running JNF on that first linked example will set the roundabout to Primary.

1st - primary
2nd - primary
3rd - primary
4th - street

edit: vid eg

[youtube2]ypzxEGS49S0[/youtube2]

We have the u-turn functionality in WME, but the client isn’t ready for it…

Good point :wink:

Just to give an impression of the state of the map. In this example it’s an area around Sydney. But it’s the same in other major cities as well. That’s why I asked the question about soft turns,…

sydney area.jpg

  • red dot. Node has hard restricted turns (wanted or unwanted).
  • red circle. Node has soft turns.
  • green dot. Node has reverse connectivity.
  • green circle. Node has self connetivity (u-turn).
  • blue dot. Unneeded node.
  • lime segments. Missing end node.

So there is still a lot of work to do in these cities.