[Script] WME Color Highlights - 1.98 Dec 2014

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Discussion for the unofficial, community-developed addons, extensions and scripts built for the Waze Map Editor.

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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Thu Apr 04, 2013 10:02 pm

iainhouse wrote:First of all, we need to be told. This is the first I've heard that this behaviour might be deliberate. Of course, it might have been discussed in the champs forum, or I might have just had my head up my ass (happens frequently :lol: ) and I missed it.

It's in beta test, and like all things there, they aren't announced right away but are slowly leaked. @WazeMapping tweeted it too.

1. Agree. This is the way it is going to be, and why I posted my request for wmech to be updated (maybe I should have put it in the beta forum only...)

2. Yes.

3. Agree, but not sure this is any different than other turns. Once set by an editor (locked, not a soft turn), they shouldn't be auto-updated.

4. The app should update near the same time the routing server is updated. Right now, there is no u-turn instruction, so both need updates to handle it gracefully.
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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Sat Apr 06, 2013 1:24 am

shawndoc wrote:
kodi75 wrote:Presumably a good portion of the house numbers on the older streets are set / were imported with the help of the geocoding sources. Undoubtedly they need to be tweaked - prompted by UR's.


Why, they aren't currently used by Waze search?

It's been posted about already: the search engine and app functionality aren't built yet. It's in process.
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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Tue Apr 23, 2013 1:02 am

iainhouse wrote:Assuming that u-turns can also be "soft" or "hard", I think the only realistic solution is for Waze to run a cleanup and change every soft-allowed u-turn back to soft-restricted and then stop soft-allowing them. That will preserve all the hard u-turns presumably set by editors..

Please remember that ALL turns at the end of a junction are either locked or not. You cannot have a "soft" u-turn and others locked (hard) at that segment end. If the turns are locked, so is the u-turn. If the turns are unlocked, so is the u-turn. It's an all-or-nothing proposition.
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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Tue Apr 23, 2013 2:57 am

When the uturn feature was enabled in the editor, there was no change to the data anywhere. Any selfcons which existed before would now show as an allowed uturn, whether locked or unlocked.
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[Script] Colour Highlights for Segments - v1.6.2 Apr 2013

Postby AlanOfTheBerg » Tue Apr 23, 2013 3:40 am

The single question mark possible at each end of a selected segment denotes that the turns from that end of the segment are unlocked. It is not, as noted above and many other places, specific to any turn. It's all or nothing.

It is not "on" the uturn or any other turn. It is for all turns.
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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Tue Apr 23, 2013 12:31 pm

ncc1701v wrote:Please keep selfcon highlighting. The statistical correlations are pretty clear in my mind. That may be because whenever I see strange problems I look for them, but I usually find them. Thanks.

Just remember that if you remove it, you may likely be removing a uturn that an editor enabled on purpose and that's the same as restricting a valid turn.
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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Tue Apr 23, 2013 10:24 pm

iainhouse wrote:
doctorkb wrote:I wouldn't start calling them "locked" or "unlocked" -- because that will confuse younger editors who see the "Lock" button and think that's how to lock turns/junction. I think "soft" and "hard" are the unique identifiers that everyone understands.


You're not wrong! I must admit I'm following AlanOfTheBerg's phraseology there - because I'd be crazy disagree with him. :lol:

Even though I think it sounds a bit wrong, I could live with calling them soft & hard junctions.

Yeah, I should probably fall in line with the common terminology. The boolean value in the model data which is loaded into the browser is called fwdTurnsLocked (A end) and revTurnsLocked (B end), so that's what I revert to sometimes when having more "technical" discussions. :mrgreen:

iainhouse wrote:I'm sure Alan will be along in a minute with his opinion, a better argument and to point out whatever other confusion I've introduced. ;)

So predictable... :D
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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Tue May 14, 2013 4:53 pm

Laakkus wrote:I was wondering if it is possible to add the possibility to highlight segments which have house numbers added? Me thinks there is a need for such a feature.

I believe Tim is looking into this. Right now, there is a property which should be available for us to use for this purpose, but it doesn't look like it is being properly set.
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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Tue May 28, 2013 8:56 pm

tonestertm wrote:I don't know if it's possible, but I'd love to have CH indicate segments stacked on top of one another, especially when they're both set at the same Road Level.

I think I've asked for this before too. :) I'd love to see both a "conflict" checker (which is pretty advanced as the code must figure out if two segments overlap: not a trivial matter to code), and a level display: where each level is a color of the rainbow and I can scan for overlapping same colors.
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Re: [Script] Colour Highlights for Segments - v1.6.2 Apr 201

Postby AlanOfTheBerg » Fri May 31, 2013 7:03 pm

gohamstergo wrote:
AlanOfTheBerg wrote:I think I've asked for this before too. :) I'd love to see both a "conflict" checker (which is pretty advanced as the code must figure out if two segments overlap: not a trivial matter to code), and a level display: where each level is a color of the rainbow and I can scan for overlapping same colors.

you may already know about it, but there is a script that shows levels, but it does conflict with this script.

One of these scripts for levels needs to be incorporated into WMECH.
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