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New generic other answer: "At slightly wrong position" #3502
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Yes please! I often open notes like this. It would also stop the note blocking the further quests. You'd need to implement #2376 too. You'd need to either not allow it for nodes like AEDs on the side of a wall, or have some more complicated system to move them, compared to a standalone bin or bench. It's also probably more accurate to just do it yourself onsite, especially if the satellite stuff was enabled (even if there was an offset you could do them both relatively.
While it seems somewhat trivial if a bin and bench are the wrong way round, the whole point of a map is accuracy so improving that feels like it should be encouraged to me. |
I personally would love it, as it would seem easier (and not requiring data network) than launching Vespucci at that coordinates (or leaving notes and post-processing later) However, I am little worried that average SC user might move nodes wrongly (as they might not be aware of exact definition of GPS Dilution of Precision, what 68% confidence actually means, and why approximations that SC shows in form of transparent circle are often wrong and by how much, and why that can't really be fixed). I would still love it, but perhaps hide it behind |
See also #2586. |
You have a point, @mnalis and let's see if we can address the issues why #2586 was closed:
I think a scale bar would not help a lot. Anyway, maybe instead of a scale bar, when moving the node, the distance one is about to move the node could be shown as a message on screen.
This will be difficult. At the point the quest form is open, the quest form doesn't know the geometry of the surrounding, not even with #3480. It is known when the move-action is being executed (applying the change locally, uploading the change) however. So maybe AEDs, ATMs etc. that are a vertex on a way could be unglued from that way in that case. I.e. create a new node in that case and remove all tags from the old node.
Just like with the dialog that pops up when splitting a way, a dialog could pop up for moving a node and this dialog includes mentioning that the user's current location precision is only an estimate that is accurate to X meters at 68% confidence. |
When I edit on openstreetmap.org, and I go to upload my changes, iD presents a checkbox,
I'm not sure exactly what its effect is; would it be useful for SC to do something similar? E.g. put the moved object in its own changeset, and flag it as asking for review. Aside: this might also be a good idea for the answer which removes a node, or other potentially-destructive edits (I don't know if there are any others at the moment; removing keys on a vacant shop used to be, before #3278). |
I can imagine something like a scale bar being useful. However, I agree that such an indicator should only be shown when moving the node. This would address the screen space concern from #2376 (comment), since it is only shown when needed. I would want to experiment with what the indicator should look like, but I'm imagining something like a bullseye or crosshairs. Not necessarily this exact pattern, but something like: Compared to showing a number that says how far the object has been moved, this lets you quickly tell the distance to multiple objects — both the original location and others — without having to rotate the screen. |
approximately none, it adds tag on changeset but number of people reviewing specifically such changeset is low also, it is not really possible to remotely review accuracy of shop moving except extreme cases. SC edit should be OK without need for external help here (but it is not necessary to be 100% accurate).
Why? At least I cannot really distinguish 15 from 20 or 120 from 150 meters in real life, so scale bar would not help at all. |
How would you deal with objects attached to ways? For example ATM as vertex of building way, bump that is within road line, pole that is within power line etc. I can imagine cases where
That will fail at least for gates, traffic calming objects, power poles and entrances. |
Well let's say it is always unglued, i.e. clear all tags on old node, create new node at new position. For which elements wouldn't that make sense? Maybe power poles, speed bumps, gates etc. - then maybe for those, don't show this option. I think one would usually not want to move power poles, speed bumps etc. |
these can be also misplaced or appear to be misplaced |
Maybe so. |
I agree, but a scale would help distinguish which of two distances is longer, which can be hard to do visually when they are not perfectly aligned. |
Because as I mentioned in #2376 without one if there is a lack of other reference (e.g. bench and bin on a straight path, I can't tell if I've moved it 2 or 20m down the path, as I don't know a comparable distance onscreen. Showing the distance I've moved it would help a bit, but if it only tells me after it's moved that's a bit clunky. Stopping it being moved more than e.g. 50m/throwing a warning if you do would probably be wise too. Also I'm ~2m (as is a bench) and my paces are ~1m so 15 vs 20 is easy if I want to make the effort, 120 to 150 takes a bit more walking. Obviously there's more error on longer distances.
TBH as mentioned in #2376 being able to see it would also help for existence, is it that thing, or another one not on the map.
Won't #3480 just show me the other bins when I'm moving one? I need to see the bench too, to ensure I move it the other side of it.
And AEDs and ATMs and some post boxes and anything else that's in a wall. When you're moving it, will it know at that point it was on a line? Could it snap to nearby ones to ensure it stayed attached? |
To answer the original question,
Yes and yes, but I don't think the benefit for the effort is as high as #124, #1913, or #3123 |
Yes, it just shows the other benches. |
Only because something is "iin a wall" doesn't mean that it is incorrect to have the feature not as a vertex of a way. I.e. for an atm in a wall, I think it is just as fine if the atm is a free floating node that appears just in front of the wall. Same for AEDs. If the node was at a wrong position before, it is an improvement at least. |
We can't make the other known amenities appear as we're dragging it around can we, or would that be too laggy? I find stuff often wants to be placed relative to other bits, e.g. it's actually between the post box and the cycle rack. |
True, but not really. This would require for each type of thing moved to have a custom filter what exactly to show. This would explode the effort estimate. |
Could you share the filters with #3480? |
Hmmm, as I general rule, I quite dislike when stuff like that happens, as it makes it much more difficult to find out what went wrong, as the history of node is lost. I'd really much prefer SC always keeps the node history.
Or maybe, just don't show the option for tagged nodes that are part of the ways or relations? They should be in minority so gain of allowing relocating them is smaller, but the chance of messing up stuff there is quite a lot higher. Alternatively....Alternatively, if we're dead set on also allowing to move tagged nodes which are part of ways/relations, we should only whitelist nodes which contain only tags we've whitelisted (ie. not just checking whether the node has |
This is possible, but would involve adding the new node to the way in place of the old node. And also, updating all the relations the node was part of etc. It would be considerably more difficult.
Not possible. An individual node doesn't know if it is part of a way or relation. With all the points raised here, I fear implementing this action would just involve opening another can of worms (of feature wishes):
So at this point, I think this is not worth the (my) time anymore. |
@peternewman wrote:
Hm yeah, I see your point and a possible solutions: FIXME nodes Adding a new point for the POI (without the tags) with just a FIXME telling other users which POI it is related to. Advantages:
|
Use case
I am being asked a question like:
and I can see that it is at a slightly wrong position by comparing my GPS trace and the location displayed on the map. I could leave a note, but it would be quicker if I could just move the node by a little within this app.
Proposed Solution
Technically similar as for split way, but much easier and much less code. Estimated code cost:
MoveNodeFragment.kt
)MoveNodeTo.kt
)MoveNodeAction.kt
) + 40 LOC test codeSo, about 300 LOC.
Opinions
Does this make sense? Is this worth the cost?
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