[Script] Highlights for Segments & Landmarks - v1.5 Nov 16

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Re: [Script] Highlights for Segments & Landmarks - v1.4.2 Oc

Postby iainhouse » Wed Nov 07, 2012 5:40 pm

mssusa wrote:Don't tell me it is working fine with the new editor, too? On Chrome?


Yes. And Yes.

mssusa wrote:I think I'm not feeling too well and should be excused.


Wait til you see how many there are - then you'll feel sick!

PM me a phone number and you can receive an "urgent call from the office" :lol:
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Wed Nov 28, 2012 12:03 am

Pete-Keller wrote:I am running WME Color highlights version 1.5, Greasemonkey 1.5 and Firefox 17.

I am a level 1 editor.

How do I get the highlight tab to show up on the left panel?

Thanks
Pete


I'm afraid some of the features of the highlighting script are restricted to Area Managers (level 3) and above.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Fri Jan 18, 2013 1:54 am

Fixed saving of options when leaving the editor


Fantastic! :D It's been so annoying having to remember to turn "un-terminated" back on after every refresh.


Highlight landmarks when a specific city is selected


The highlighting seems to be "sticky": if I turn on city highlighting, the landmarks don't highlight until I mouseover them. Similarly, if I turn the highlighting off, I have to mouseover again to un-highlight the landmark.

Zooming in doesn't make the highlights change. Panning a short distance away and back again (1 screen horizontally) doesn't change it, but panning 2 screens away and then back does work.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Wed Jan 23, 2013 11:18 pm

Timbones wrote:Final call for feedback for this beta...


I checked the landmark highlighting issue and that's now working fine.

There is another issue that has gone back a few versions, but I'm not sure how far or if it's connected to the beta versions. I have been seeing a weird problem that I have only now made the effort to pin down. :oops:

Whenever I refresh the browser or go to a favorite or hit permalink, I find that the roads & aerials layers are shifted horizontally by a few pixels:
offset.gif
offset.gif (4.87 KiB) Viewed 594 times


In this image you can see that the highlights appear to the right of the road images. Also, the cyan segment highlight where I have moved the mouse over a segment is offset. Although this image doesn't include the aerials, they are lined up with the road images. If I pan the map, the road & aerial images will then shift to the right, lining up with the highlights and actual selectable segments.

After disabling all other scripts and then re-enabling them one at a time, I have pinned it down to an interaction with Twister_UK's WMEOpenData script (both versions 1.14 and 1.15). If I disable that script, the offset behaviour does not happen.

It's not a biggie - I've got used to panning a bit immediately after following a link or refreshing - but I thought I'd better mention it. When I've posted this, I'll post a link to it in the topic for WMEOpenData.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Thu Jan 24, 2013 1:44 am

Twister_UK wrote:Iain, please try the 1.15.1 update I've just posted - although I wasn't able to replicate the problem you've described, I did find something in 1.14 and 1.15 which has the potential to cause it.


By George, I think he's got it!


That was it. I've noticed that scrollbar appearing as well, but I didn't connect the dots. :oops:
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Fri Jan 25, 2013 1:22 am

timl2k12 wrote:This is a long thread and am sorry if it's been covered and I'm only making it longer. I'm finding Highlights does not highlight ALL UTurn nodes. Seems to maybe not highlight Uturns that are only on plain old streets. I occasionally click on an random street and discover it has a Uturn, but the node was not highlighted. Or am I confused and it is something else that highlights UTurn and RC nodes?


You're not confused: it is this script that highlights the selfcons and revcons, but it only does so on higher road types - primary street and above.

I think the discussion is somewhere in this thread, but you're right about it being a long one. :lol: I think the reasoning is that it's only worth fixing them for the more "important" roads. I have seen a couple of requests before to highlight all of them, but I think Timbones (the author) doesn't feel it is necessary.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Fri Jan 25, 2013 2:48 am

Actually, that doesn't look like a u-turn node problem to me. Since you have to be able to get into and out of a dead-end road, this is a route that's theoretically available to Waze. Admittedly it doesn't look very good, but it's technically valid.

In my experience, a selfcon (u-turn node, highlighted red) would cause a slightly different problem. If there was a selfcon at Briarthorn & Midland affecting the routing, I would expect to see the Waze route turn back on itself just where the pin is in your image - without routing into & out of Midland. Maybe the selfcon you saw is a "soft-enabled" turn: Waze could have used it, but preferred the extra short length of Midland and a "hard-enabled" right turn back out again.

I originally experienced this when I first started with Waze. On my daily route to work I reach a T-junction. Waze always wants me to go left to follow some fast highways inhabited by crazy London drivers trying to get to work! I prefer to turn right and take a quieter route. It may add a couple of minutes to my journey but it's shorter & far less stressful. :)

Well when I turned right, Waze would direct me to turn back on myself at the next junction. Then, when I passed that one, it would happen at the next junction and the next, before Waze would eventually "give in" and calculate a new route. When I got into the editor there was nothing visibly wrong with these junctions. But after I rebuilt all 3 by pulling the roads from the junction node then rejoining them, the problem went away. That was before this script highlighted these junctions, but that is the only manual method to remove selfcons.

Incidentally, I think this is how selfcons are created (and they are still being created). When someone gets a route like this they do their u-turn at the junction and go back the way they came - and Waze enables the turn back onto the segment they came from because it someone doing it.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Wed Jan 30, 2013 1:13 am

pjlasl wrote:Could we have the ability to change highlight colors maybe? Locks are very hard to see on major Hwys since the are red...


I'll add +1 to that.

In fact, I have been hacking my version of the script for the last couple of months, changing the lock highlight from red (#f00) to cyan (#0ff), which seems to work quite well.

Even if you can't build in the ability to change & remember the colours Tim, perhaps you could define the colours at the top of the script? Then anyone who wants to make changes and isn't scared of a text editor :lol: can find the colours all in one place.
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Wed Feb 06, 2013 10:28 pm

I would like to suggest an additional highlight - roundabout junctions with soft turns.

I understand that it's not really neccessary to highlight soft turns in general - it would probably tempt people to go around "fixing" them without adding any real value to the map. However, as far as I am aware, roundabouts should never have soft turns. The JNF script includes removing these automatically and I think WME Addons does something similar.

If roundabout junctions with soft turns had a nice yellow dot, similar to the red & purple ones, it would save me a lot of time speculatively checking roundabouts. :)
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Re: [Script] Highlights for Segments & Landmarks - v1.5 Nov

Postby iainhouse » Sun Feb 10, 2013 3:28 pm

iainhouse wrote:I would like to suggest an additional highlight - roundabout junctions with soft turns.


This request seems to have kicked off quite a discussion about indiscriminate "fixing" of nodes, most of which seems very sensible. I agree that extending the highlighting to minor roads could well be an encouragement to those looking for easy points gains without being willing to make the effort to check what they are doing as they go.

I still think my original request to highlight soft turns on roundabouts is valid - based on the fact that 2 other scripts include functions to fix them and on the fact that, when you create a roundabout, you should confirm all turns anyway to do a complete job.

However, I would like to withdraw my request. :o :lol:

I've looked at the Highlighting script and, with pretty limited scripting knowledge, managed to make changes to things like highlight colours. AFAIK, the script currently contains no code for highlighting soft turns across the screen (like it does with selfcons & revcons). If code was introduced to highlight soft turns on roundabouts, I think it would then take little effort to extend it to highlight them everywhere. That would lead to an orgy of points whores converting soft-allowed turns into hard-allowed turns, providing no improvement to routing at all.

This is basically the same discussion as the one about "Allow all drives" in WME Addons. It's a useful time-saver for those experienced editors who are willing to take the effort to ensure that the area is then checked for any "real" restrictions, modify the geometry, name the roads and so on. For those concerned only with gaining points it can be a weapon of mass destruction.

If we can't trust "the bad guys" with nuclear weapons, perhaps the only solution is that nobody has nuclear weapons?
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