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iD Architecture

iD is written in a modular code style using ES6 modules. The modules are bundled with rollup.js. iD eventually aims to be a reusable, modular library to kickstart other JavaScript-based tools for OpenStreetMap.

d3

d3 is the primary library used by iD. It is used for rendering the map data as well as many sorts of general DOM manipulation tasks for which jQuery would often be used.

Notable features of d3 that are used by iD include d3.fetch, which is used to make the API requests to download data from openstreetmap.org and save changes; d3.dispatch, which provides a callback-based Observer pattern between different parts of iD; d3.geoPath, which generates SVG paths for lines and areas; and d3.zoom, which implements map panning and zooming.

Core Module

The iD core module implements the basic datastructures needed to support browser-based editing:

  • iD.coreContext - container for all iD "global" objects and bootstrap code
  • iD.coreGraph - graph of objects and their relationships to one another
  • iD.coreHistory - undo/redo history for changes made during editing
  • iD.coreDifference - efficiently determine the difference between two graphs
  • iD.coreTree - performs fast spatial indexing of the loaded objects

OSM Module

The iD osm module includes classes which represent the basic OpenStreetMap objects: nodes, ways, and relations.

  • iD.osmNode - a node is a point type, having a single geographic coordinate
  • iD.osmWay - a way is an ordered list of nodes
  • iD.osmRelation - a relation groups together nodes, ways, and other relations to provide free-form higher-level structures.

Each of these three types has tags: an associative array of key-value pairs which describe the object.

  • iD.osmEntity - common base class for iD.osmNode, iD.osmWay, iD.osmRelation

These three classes inherit from a common base, iD.osmEntity. This is the only use of classical inheritance in iD, but it's justified by the common functionality of the types. Generically, we refer to a node, way or relation as an entity.

Every entity has a unique numeric id. By convention, positive numbers are assigned by the OSM database for saved features, and negative numbers are assigned by the iD editor for local newly-created objects.

id values from the OSM database as treated as opaque strings; no assumptions are made of them other than that they can be compared for identity and do not begin with a minus sign (and thus will not conflict with local id values). The three types of entities have separate id spaces: a node can have the same numeric id as a way or a relation. Instead of segregating ways, nodes, and other entities into different datastructures, iD internally uses fully-unique id values generated by prefixing each OSM ID with the first letter of the entity type. For example, a way with OSM id 123456 is represented as w123456 within iD.

iD entities are immutable: once constructed, an Entity object cannot change. Tags cannot be updated; nodes cannot be added or removed from ways, and so on. Immutability makes it easier to reason about the behavior of an entity: if your code has a reference to one, it is safe to store it and use it later, knowing that it cannot have been changed outside of your control. It also makes it possible to implement the entity graph (described below) as an efficient persistent data structure.

Since iD is an editor, it must allow for new versions of entities. The solution is that all edits produce new copies of anything that changes. At the entity level, this takes the form of methods such as iD.osmNode#move, which returns a new node object that has the same id and tags as the original, but a different loc coordinate. More generically, iD.osmEntity#update returns a new entity of the same type and id as the original but with specified properties such as nodes, tags, or members replaced.

Entities are related to one another: ways have many nodes and relations have many members.

The osm module also includes code related to special kinds of objects in OpenStreetMap.

  • iD.osmIntersection - code for working with turn restrictions
  • iD.osmLanes - code for working with traffic and turn lanes
  • iD.osmMultipolygon - code for working with multipolygon relations

Editing OSM

To render a map of a certain area, iD needs a datastructure to hold all the entities in that area and traverse these relationships. iD.coreGraph provides this functionality. The core of a graph is a map between ids and the associated entities; given an id, the graph can give you the entity. Like entities, a graph is immutable: adding, replacing, or removing an entity produces a new graph, and the original is unchanged. Because entities are immutable, the original and new graphs can minimize memory use by sharing references to entities that have not changed instead of copying the entire graph. This persistent data structure approach is similar to the internals of the git revision control system.

The final major component of the core is iD.coreHistory, which tracks the changes made in an editing session and provides undo/redo capabilities. Here, the immutable nature of the core types really pays off: the history is a simple stack of graphs, each representing the state of the data at a particular point in editing. The graph at the top of the stack is the current state, off which all rendering is based. To undo the last change, this graph is popped off the stack, and the map is re-rendered based on the new top of the stack.

This approach constitutes one of the main differences between iD's approach to data and that of JOSM and Potlatch 2. Instead of changing a single copy of local data and having to implement an 'undo' for each specific action, actions in iD do not need to be aware of history and the undo system.

Finally, we have the auxiliary classes iD.coreDifference and iD.coreTree.

iD.coreDifference encapsulates the difference between two graphs, and knows how to calculate the set of entities that were created, modified, or deleted, and need to be redrawn.

var a = iD.coreGraph(), b = iD.coreGraph();
// (fill a & b with data)
var difference = iD.coreDifference(a, b);

// returns entities created between a and b
difference.created();

iD.coreTree calculates the set of downloaded entities that are visible in the current map view. To calculate this quickly during map interaction, it uses an R-tree.

var graph = iD.coreGraph();
// (load OSM data into graph)

// this tree indexes the contents of the graph
var tree = iD.coreTree(graph);

// quickly pull all features that intersect with an extent
var features = tree.intersects(
    iD.geoExtent([0, 0], [2, 2]), tree.graph());

Actions Module

In iD, an action is a function that accepts a graph as input and returns a new, modified graph as output. Actions typically need other inputs as well; for example, iD.actionDeleteNode also requires the id of a node to delete. The additional input is passed to the action's constructor:

// construct the action: this returns a function that remembers the
// value `n123456` in a closure so that when it's called, it runs
// the specified action on the graph
var action = iD.actionDeleteNode('n123456');

// apply the action, yielding a new graph. oldGraph is untouched.
newGraph = action(oldGraph);

iD provides actions for all the typical things an editor needs to do: add a new entity, split a way in two, connect the vertices of two ways together, and so on. In addition to performing the basic work needed to accomplish these things, an action typically contains a significant amount of logic for keeping the relationships between entities logical and consistent. For example, an action as apparently simple as DeleteNode, in addition to removing the node from the graph, needs to do two other things: remove the node from any ways in which it is a member (which in turn requires deleting parent ways that are left with just a single node), and removing it from any relations of which it is a member.

As you can imagine, implementing all these details requires an expert knowledge of the OpenStreetMap data model. It is our hope that JavaScript based tools for OpenStreetMap can reuse the iD's core implementation, significantly reducing the work necessary to create a robust tool.

Modes Module

With modes, we shift gears from abstract data types and algorithms to the parts of the architecture that implement the user interface for iD. Modes are manifested in the interface by the three buttons at the top left:

Mode buttons

The modality of existing OSM editors runs the gamut from Potlatch 2, which is almost entirely modeless, to JOSM, which sports half a dozen modes out of the box and has many more provided by plugins. iD seeks a middle ground: too few modes can leave new users unsure where to start, while too many can be overwhelming.

iD's user-facing modes consist of a base "Browse" mode, in which you can move around the map and select and edit entities, and three geometrically-oriented drawing modes, which are accessible through the mode buttons in the upper toolbar: Point, Line, and Area. In the code, these are broken down a little bit more. There are separate modes for when an entity is selected (iD.modeSelect) versus when nothing is selected (iD.modeBrowse), and each of the geometric modes is split into one mode for starting to draw an object and one mode for continuing an existing object (with the exception of iD.modeAddPoint, which is a single-step operation for obvious reasons).

The code interface for each mode consists of a pair of methods: enter and exit. In the enter method, a mode sets up all the behavior that should be present when that mode is active. This typically means binding callbacks to DOM events that will be triggered on map elements, installing keybindings, and showing certain parts of the interface like the inspector in Select mode. The exit mode does the opposite, removing the behavior installed by the enter method. Together the two methods ensure that modes are self-contained and exclusive: each mode knows exactly the behavior that is specific to that mode, and exactly one mode's behavior is active at any time.

Behavior Module

Certain behaviors are common to more than one mode. For example, iD indicates interactive map elements by drawing a halo around them when you hover over them, and this behavior is common to both the browse and draw modes. Instead of duplicating the code to implement this behavior in all these modes, we extract it to iD.behaviorHover.

Behaviors take their inspiration from d3's behaviors. Like d3's zoom and drag, each iD behavior is a function that takes as input a d3 selection (assumed to consist of a single element) and installs the DOM event bindings necessary to implement the behavior. The Hover behavior, for example, installs bindings for the mouseover and mouseout events that add and remove a hover class from map elements.

Because certain behaviors are appropriate to some but not all modes, we need the ability to remove a behavior when entering a mode where it is not appropriate. (This is functionality not yet provided by d3's own behaviors.) Each behavior implements an off function that "uninstalls" the behavior. This is very similar to the exit method of a mode, and in fact many modes do little else but uninstall behaviors in their exit methods.

Operations Module

Operations wrap actions, providing their user-interface: tooltips, key bindings, and the logic that determines whether an action can be validly performed given the current map state and selection. Each operation is constructed with the list of ids which are currently selected and a context object which provides access to the history and other important parts of iD's internal state. After being constructed, an operation can be queried as to whether or not it should be made available (i.e., show up in the context menu) and if so, if it should be enabled.

Operations menu

We make a distinction between availability and enabled state for the sake of learnability: most operations are available so long as an entity of the appropriate type is selected. Even if it remains disabled for other reasons (e.g. because you can't split a way on its start or end vertex), a new user can still learn that "this is something I can do to this type of thing", and a tooltip can provide an explanation of what that operation does and the conditions under which it is enabled.

To execute an operation, call it as a function, with no arguments. The typical operation will perform the appropriate action, creating a new undo state in the history, and then enter the appropriate mode. For example, iD.operationSplit performs iD.actionSplit, then enters iD.modeSelect with the resulting ways selected.

Renderer and SVG Modules

Finally, we get to the parts of iD that actually draw and manipulate the map entities on screen. The rendering is coordinated by iD.rendererMap, which takes care of setting up a Spherical Mercator projection and the zoom behavior, and provides accessors for such things as the current zoom level and map center.

For rendering entities on screen, we found it convenient to adopt a geometric vocabulary that provides a slightly higher-level representation than the basic entity types of the OSM data model:

  • A point is a node that is not a member of any way.
  • A vertex is a node that is a member of one or more ways.
  • A line is a way that is not an area.
  • An area is a way that is circular and has certain tags, or a series of one or more ways grouped in a multipolygon relation.

For each of these geometric types, iD.svg has a corresponding module: iD.svgPoints, iD.svgVertices, iD.svgLines, and iD.svgAreas. To render entities on screen, iD.rendererMap delegates to these modules. Internally, they make heavy use of d3 joins to manipulate the SVG elements that visually represent the map entities. When an entity is rendered for the first time, it is part of the enter selection, and the SVG elements needed to represent it are created. When an entity is modified, it is part of the update selection, and the appropriate attributes of the SVG element (for example, those that specify the location on screen) are updated. And when an entity is deleted (or simply moves offscreen), the corresponding SVG element is in the exit selection, and will be removed.

The iD.svg modules apply classes to the SVG elements based on the entity tags, via iD.svgTagClasses. For example, an entity tagged with highway=residential gets two classes: tag-highway and tag-highway-residential. This allows distinct visual styles to be applied via CSS at either the key or key-value levels. SVG elements also receive a class corresponding to their entity type (node, way, or relation) and one corresponding to their geometry type (point, line, or area).

The iD.svg module has a few other submodules that don't have a one-to-one correspondence with entities:

  • iD.svgMidpoints - draws the small "virtual node" at the midpoint between two vertices.
  • iD.svgLabels - draws textual labels
  • iD.svgLayers - sets up a number of layers that ensure that map elements appear in an appropriate z-order.
  • iD.svgOsm - sets up the OSM-specific data layers
  • iD.svgData - draws any other overlaid vector data (gpx, kml, geojson, mvt, pbf)
  • iD.svgDebug - draws debugging information

Other UI

iD provides a lot of user interface elements other than the core map component: the page footer, the interface for saving changes, the splash screen you see the first time you use iD, the map controls, and the tag/preset editor, for example.

The implementations for all non-map UI components live in the iD.ui module. Many of the submodules under the ui module follow a pattern for reusable d3 components originally suggested by Mike Bostock in the context of charts. The entry point to a UI element is a constructor function, e.g. iD.uiViewOnOSM(). The constructor function may require a set of mandatory arguments; for most UI components exactly one argument is required, a context.

The constructor function returns a draw function which accepts a d3 selection. Drawing is then accomplished with d3.selection#call:

    footer = footer.enter()
        .append('div')
        .attr('class', 'footer')
        .merge(footer);

    footer
        .call(uiViewOnOSM(context).what(entity));

Some components are reconfigurable, and some provide functionality beyond basic rendering. Both reconfiguration and extended functionality are exposed via module functions:

var inspector = iD.uiInspector();
inspector(container); // render the inspector
inspector.tags(); // retrieve the current tags
inspector.on('change', callback); // get notified when a tag change is made

Validation Module

Runtime data validation in iD is managed by coreValidator.

Issue Severities

"Issue" is the general term for anything noted by the validator. Issues are further categorized by severity.

error

Red. Errors are the most severe issues. The user must resolve all errors before uploading their changes. Thus, these should be straightforward to fix and there should be virtually no false positives.

warning

Yellow. Warnings are general issues that the user is free to ignore. They have varying degrees of importance, accuracy, and fixability. Still, only clear and relevant warnings should be shown to avoid overwhelming the user. Most issues are warnings.

Validation Rules

A validation rule is an object that takes an entity and a graph and returns objects of type validationIssue representing problems found with that entity for that graph. Rules are listed under modules/validations and correspond directly to the toggleable Rules list under the Issues pane in iD's UI.

Each validationIssue takes its rule's type and may include a subtype that further differentiates it.

Issue Types

almost_junction

A way ends close to another way, indicating they should likely be connected. The current distance threshold is 5 meters.

  • highway-highway: both the ways are roads or paths; no issue is flagged if the endpoint is an entrance or is tagged noexit=yes
close_nodes

Two nodes have a very small distance between them. The threshold distance is smaller for features expected to be mapped at higher levels of detail (e.g. paths, rooms).

  • detached: the nodes are not part of any ways; close points with differing z-axis tags like layer and level are not flagged
  • vertices: the nodes are adjacent members of a way
crossing_ways

Two ways cross without a junction node or enough information to clarify how they cross.

Building crossings are flagged per-feature. Other subtypes are flagged per-crossing.

  • building-building
  • building-highway
  • building-railway
  • building-waterway
  • highway-highway
  • highway-railway
  • highway-waterway
  • railway-railway
  • railway-waterway
  • waterway-waterway
disconnected_way

One or more interconnected, routable feature are not connected to the rest of the routable network (i.e. they form a routing island). A way is considered connected to the network if any of its nodes are on an unloaded tile, meaning large routing islands may not always be detected.

  • highway: the feature is a road, path, ferry route, or elevator; entrances are also considered network connections
help_request

Someone has indicated a feature needs further attention.

  • fixme_tag: a feature has a fixme tag that existed before the user's current edits; deleting the fixme tag marks the issue as resolved regardless of the user's other edits
impossible_oneway

A one-way line does not have a valid connection at its first or last node.

  • highway: a one-way road or path does not start or end at another highway or an entrance
  • waterway: multiple streams, etc., start or end at the same node that's not a spring, drain, or water body
incompatible_source

The source tag of a feature references a data source known to have a license incompatible with OpenStreetMap. This is very much not exhaustive and currently only flags sources containing "google".

invalid_format

A tag of a feature has an unexpected syntax.

maprules

An issue with the active MapRules validation rules.

mismatched_geometry

A feature's tags indicate it should have a different geometry than it currently does.

  • area_as_line: an unclosed way has tags implying it should be a closed area (e.g. area=yes or building=yes)
  • vertex_as_point: a detached node has tags implying it should be part of a way (e.g. highway=stop)
  • point_as_vertex: a vertex node has tags implying it should be detached from ways (e.g. amenity=cafe)
  • unclosed_multipolygon_part: a relation is tagged as a multipolygon but not all of its member ways form closed rings
missing_role

A relation membership does not have a set role.

missing_tag

A feature does not have enough tags to define what it is.

  • any: there are zero tags
  • descriptive: there are area, name, type=multipolygon, and/or meta tags (e.g. source), but no defining tags
  • relation_type: the OSM entity type is relation but there is no type tag
  • highway_classification: the OSM entity type is way and the feature is tagged as highway=road
outdated_tags

A feature has nonstandard tags.

  • deprecated_tags: the feature has tags that should be replaced or removed, as specified in deprecated.json or the replacement property of a preset
  • incomplete_tags: the feature has tags that indicate it should also have some other tags
  • noncanonical_brand: the feature indicates it should match a name-suggestion-index entry but does not have all of the given tags
  • old_multipolygon: the feature is a multipolygon relation with its defining tags set on its outer member way
private_data

An email address, phone number, or fax number is present on a residential feature that isn't also tagged as a POI.

suspicious_name

There's indication that a name tag doesn't contain the actual name of the feature. Multilingual names like name:de are also checked.

  • generic_name: a name matches the raw key or value of the feature's defining tags (e.g. amenity, cafe) or it matches something the name-suggestion-index discards as generic when checking the most common place names in OpenStreetMap
  • not_name: a name tag matches a value under the not:name tag
unsquare_way

A way has corners close to, but not quite 90°. The user can vary the "close to" degree threshold between 0° and 20°. The default is 5°. Only buildings are currently flagged.

  • building: the feature has a building tag

Issue Changeset Tags

To assist data reviewers, tags indicating the number and type of issues created and resolved via the user's edits are included in the changeset tags.

These counts are tied to issues and not features, so edits to a single feature could both create and resolve issues while leaving still others unchanged.

These tags cannot be manually removed or altered by the user—for example, by disabling rules or ignoring issues. One exception to this is that the user can change the unsquare_way degree threshold.

The format is: {warnings|resolved}:{type}:{subtype}={count}

Note that specific type and subtype IDs could change or vary slightly in meaning between different versions of iD.

warnings

The warnings namespace indicates issues that were created and ignored by the user. These must all be issues of severity warning and not error since errors block upload altogether and thus cannot be ignored.

Prior to iD 2.16.0, these also included any warnings concerning features edited by the user, even if they weren't created via the user's edits.

e.g. warnings:disconnected_way:highway=4

resolved

The resolved namespace indicates issues of any kind that were fixed by the user. A resolved issue did not necessarily appear under warnings in some previous OSM changeset.

e.g. resolved:crossing_ways:building-highway=2