## Interactions map movement +---+ adding a node | +---+ adding a way +--+ click on an existing node | | | +--+ click on the map | | | +--+ double-click, click on existing, or esc to finish | +---+ adding an area ++ click on existing node | ++ click on map | ++ double click to finish, closes area if unclosed ## Pathological conditions * Ways with one node * Relations which contain themselves (circular references) * Nodes with no tags and no way attached * Ways which contain only nodes that are subsets of the nodes of other ways * Paths with intersecting boundaries (invalid geometries) ## Code Layout This follows a similar layout to d3: each module of d3 has a file with its exact name, like ```javascript // format.js iD.format = {}; ``` And the parts of that module are in separate files that implement `iD.format.XML` and so on. ## The Graph iD implements a [persistent data structure](http://en.wikipedia.org/wiki/Persistent_data_structure) over the OSM data model. The data model of OSM is something like root -> relations (-> relations) -> ways -> nodes \ \> nodes \- ways -> nodes \- nodes In English: * Relations have (ways, nodes, relations) * Ways have (nodes) * Nodes have () ## Performance Main performance concerns of iD: ### Panning & zooming performance of the map SVG redraws are costly, especially when they require all features to be reprojected. Approaches: * Using CSS transforms for intermediate map states, and then redrawing when map movement stops * "In-between" projecting features to make reprojection cheaper ### Memory overhead of objects Many things will be stored by iD. With the graph structure in place, we'll be storing much more. We also need to worry about **memory leaks**, which have been a big problem in Potlatch 2. Storing OSM data and versions leads to a lot of object-referencing in Javascript. ## Connection, Graph, Map The Map is a display and manipulation element. It should have minimal particulars of how exactly to store or retrieve data. It gets data from Connection and asks for it from Graph. Graph stores all of the objects and all of the versions of those objects. Connection requests objects over HTTP, parses them, and provides them to Graph. ## loaded The `.loaded` member of nodes and ways is because of [relations](http://wiki.openstreetmap.org/wiki/Relation), which refer to elements, so we want to have real references of those elements, but we don't have the data yet. Thus when the Connection encounters a new object but has a non-loaded representation of it, the non-loaded version is replaced. ## Prior Art JOSM and Potlatch 2 appear to implement versioning in the same way, but having an undo stack: ```java // src/org/openstreetmap/josm/actions/MoveNodeAction.java Main.main.undoRedo.add(new MoveCommand(n, coordinates)); // src/org/openstreetmap/josm/command/MoveCommand.java /** * List of all old states of the objects. */ private List oldState = new LinkedList(); @Override public boolean executeCommand() { // ... } @Override public void undoCommand() { // ... } ``` ## Transforms Performance There are two kinds of transforms: SVG and CSS. CSS transforms of SVG elements are less efficient that SVG transforms of SVG elements. `translate` notation has equivalent performance to `matrix` notation. * [svg swarm with svg transform matrix](http://bl.ocks.org/d/4074697/) * [svg swarm with svg transform translate](http://bl.ocks.org/d/4074808/) * [svg swarm with css translate](http://bl.ocks.org/d/4074632/) SVG transforms are a roughly 2x speedup relative to CSS - 16fps vs 32fps in Google Chrome Beta.