Thursday, November 8, 2012

Mobile Development with Phonegap / Cordova

Part 1: Getting set up for Android development on Windows 7

I got a new computer, which freed up my old one for dedicated use as a mobile development platform. My intended approach is to use Phonegap, so I can continue writing in HTML/CSS/JavaScript as I've been doing for 16 years. (then determine whether this method has problems such as slow speed, large app size, etc)

I run Windows and have an Android phone, so this first writeup is about those environments. A future writeup will cover Mac OSX, iOS, and xcode.

THE BASIC IDEA

The basic idea of Phonegap (sorry, I mean Cordova; they changed their name in 2012), is that you create a project folder which contains your HTML, CSS, and JavaScript assets, as well as the Phonegap library. Phonegap effectively acts as a web browser (but it's not), executing the JavaScript and rendering the HTML/CSS, and it brings some non-standard JavaScript features such as cross-domain loading, access to local files, and APIs to the phone's hardware.

Long story short: You start with a project folder, punch in HTML/CSS/JS, and export the whole shebang as an APK.

There are five basic parts to getting started with Phonegap:
* Java Development Kit (JDK), since Phonegap is Java
* Android SDK, since you're writing for Android
* Apache Ant, a build tool for Java apps
* The Cordova library itself, of course
* Eclipse SDK, the all-purpose editor to tie it all together

INSTALLING PREREQUISITES

Do a Google search for "jdk download", find Oracle, download the JDK 7 package, run the installer and click through the menus. Make a note of the directory (something like C:\Program Files\Java\jdk1.7) because you will need it later.

Do a Google search for "android sdk download", download the SDK installer, run it. I prefer to have it directly in my folder C:\Users\Gregor\AndroidSDK so it's easier to find and remember. Note that the SDK will later want to download files and create subfolders, so it should be in your documents and not someplace system-wide such as C:\Program Files. Wherever you install it, keep a note of the folder location because you will need it later.

Do a Google Search for "apache ant binary" and download a binary package. There is no installer, simply unzip it someplace. I put it under C:\Program Files\Apache Ant but had to provide admin privilege. Make a note of this directory, because you will need it later.

All three of these packages will involve some command-line usage later, so we have to set some environment variables.
  • Go into your Start menu, type "environment" and select "Edit environment variables for your account"
  • You'll get a panel listing a few variables such as TEMP, and some self-explanatory buttons such as New and Edit.
  • Set JAVA_HOME to the installation directory for the JDK, e.g. C:\Program Files\Java\jdk1.7
  • Set the PATH to include the JDK's bin directory, e.g. C:\Program Files\Java\jdk1.7\bin
  • Set the PATH to include the Android SDK's tools subdirectory, e.g. C:\Users\Gregor\AndroidSDK\tools
  • Set the PATH to include Apache Ant's bin subdirectory, e.g. C:\Program Files\Apache Ant\bin
Note that the syntax of a PATH is to join together multiple directory names with a semicolon ; character, like this:
C:\Program Files\Java\jdk1.7\bin;C:\Users\Gregor\AndroidSDK\tools;C:\Program Files\Apache Ant\bin
If you already had a PATH set, simply add a ; to the end of it, then add these three new ones.
Now test it by opening a command prompt (if you had one open already, close it and open a new one). Run the following commands and check the output:
# This should display the path of the JDK
echo %JAVA_HOME%

# This should run the Java compiler, which will show some usage help
"%JAVA_HOME%"\bin\javac

# This should run Ant, which will complain that build.xml doesn't exist
ant

# This should launch the Android SDK manager. just close it
android.bat

SETTING UP ECLIPSE & ANDROID

We're not finished yet!

Now Google and download Eclipse SDK (also called Eclipse Classic) and unpack it someplace. There is no installer, just unpack it someplace convenient. I like to put it in C:\Program Files\Eclipse and then drag it into my Start menu.

Now start Eclipse and install the Android Development Tools (ADT) plugin, which allows Eclipse to access the Android SDK.
  • Start Eclipse
  • Go into Help / Add New Software
  • Add a new repository. name it "ADT Plugin" and use the URL https://dl-ssl.google.com/android/eclipse/
  • It will show you a list of default packages which it will download. Click OK and let it download for a little while...
  • When Eclipse restarts, you should be prompted by ADT asking where to find the Android SDK. Tell it to Use Existing SDKs, and then show it where you installed Android SDK.
I prefer to test my future apps on an Android emulator, so I can test multiple OS versions and not risk my phone while I tinker. As such, I will take an extra step here to install several more packages:
  • Open Windows / Android SDK Manager, Look over the list of packages. For various versions of Android OS, the SDK platform and also the Intel x86 Atom System Image. You will need these for the versions of Android OS you want to support.
  • Install the Extras / Intel x86 Emulator Accelerator (HAXM). This enables the Android Virtual Device (AVD) to run much faster than it would without.
  • Click OK, Accept, and wait a while...
If you installed the HAXM, you will need to run an installer too; the SDK Manager downloaded but didn't really install it. Go into your Android SDK folder (C:\Users\Gregor\AndroidSDK\tools), go into Extras / Intel and look for the IntelHaxm.exe setup file. It's a standard wizard: double click, Next, Finish.

Now you're finally done setting up! It's time to make a project!


FINALLY, START A PROJECT!

Download the Phonegap / Cordova package from http://phonegap.com/download It is not an installer, just a ZIP file. Unpack it someplace convenient like C:\Program Files\Phonegap\Cordova 2.2.0

The Cordova distribution supports several different target platforms, all under the lib folder. Naturally, we want to use "lib/android"

To start a new project, use the command-line "create" script. This will create a folder containing various bootstrap elements for your new app: a copy of the Phonegap library, a folder for WWW assets with JS, CSS, and HTML subfolders, and so on.
  • Open a command prompt
  • Type: C:\Program Files\Phonegap\Cordova 2.2.0\lib\Android\bin\create FOLDER_PATH PACKAGENAME PROJECTNAME
  • Exit the command prompt
 FOLDER_PATH - This is the path to the intended folder for your new project, e.g. C:\Users\Gregor\Mobile\Demo Project
PACKAGENAME - A dotted-format app name combined with domain name, e.g. org.greeninfo.demoproject1
PROJECTNAME - The name of your app as you want it to appear, e.g. "Demonstration Project"
Example (don't forget those quotes!):
C:\Program Files\Phonegap\Cordova 2.2.0\lib\Android\bin\create C:\Users\Gregor\Mobile\"Demo Project" org.greeninfo.demoproject1 "Demonstration Project"
Start up Eclipse. Go into File / New / Project, and a wizard will allow you to pick from a set of project templates. Select Android Project From Existing Code, then lead it to the project folder you just created.

You now have an Android project underway! The left-hand panel shows the files in your project (Package Explorer). The right-hand panel will show your program code.

TEST IT RIGHT AWAY

If you're like me, you'll immediately want to make test their own demo. (don't you hate it when someone's own Hello World doesn't work?)

In the Package Explorer (the left-hand side), scroll to the top and right-click on the root object, which is your project. Select Run As / Android Application.

There are three possible things that may happen here:
  1. If your phone is attached and USB Debugging is enabled, or if you have previously created an Android Virtual Device (AVD) , you will be presented with a list of target devices. Pick the one you want to use.
  2. If there is only one Android device (phone or AVD), it will be chosen automatically without prompting you.
  3. If there are no Android devices available (no phones, no AVDs) then you will need to create one or attach one. This is a few New buttons, and selecting your choice of Android OS version (aka SDK level) and amount of virtual storage. It then lets you choose which one to use, or uses the only one.
Now the Android emulator will fire up. Like your real phone, it will take a brief slice of eternity. Eventually you'll unlock the "phone" and browse through the apps. Hey, there it is! Tap it and it works!



Note: I did get an error INSTALL_FAILED_OLDER_SDK and needed to make an adjustment to the Manifest file. See below.

SUCCESS! AND NEXT STEPS...

So far, so good. It was a long and tortuous road, but our environment is set up. For future projects, we just need to run "create" to bootstrap a folder, then open up Eclipse and Run As to test it.

The immediate next step will be development of the app, and this largely means editing HTML, CSS, and JavaScript in the assets folder. Eclipse has the build tools, but for the editing I may fall back to my trusted Komodo Edit.

A followup article will cover the development of my own Hello World app, packaging and permissions via the Manifest file, and actual deployment of a distributable APK file.


FOLLOWUP NOTES: ANDROID OS VERSION, aka SDK LEVEL

A note on terminology: Each version of the Android OS is also referred to as a SDK Level. Android 4.1 Jelly Bean is SDK Level 16. 4.0 Ice Cream Sandwich is SDK Level 15.

The Phonegap starter app probably didn't run when the emulator came up, giving an error of This means that your Manifest file (metadata and configuration about the app, device suport, etc) indicates that the app is for a different version of Android OS.

Check the AndroidManifest.xml file, down at the bottom look for android:minSdkVersion and android:targetSdkVersion In my case, the targetSdkVersion was __VERSION__ instead of a proper number. Setting this to a real number (16 for Jelly Bean) fixed it.

FOLLOWUP NOTES: TIPS AND TROUBLESHOOTING

A note about the Android SDK installation directory. I lied: I really put mine into C:\Program Files\Android SDK. This did mean some additional fussing, though: I had to provide admin privilege to install it, then I had to set the ownership of C:\Program Files\Android SDK to myself, and to grant Full Control to myself. If you have multiple accounts on your computer, this solution may not work. Keep in mind that the SDK will try to download and create files and folders here; if it fails when trying to install packages, check the ownership and permissions.

I chose to install Apache Ant and Cordova to C:\Program Files since it's a convenient place to keep them from cluttering up my documents or my desktop. I did need to provide admin privilege to put the folder there, but it works just fine after that because (unlike Android SDK) these won't make changes later and require special permission.

When running Cordova's "create", it has one very general error message: "missing one of the following". This means that one of those JAVA_HOME or PATH entries is wrong back when you set up JDK, Ant, and Android SDK. Run through those steps again, including the tests.

The Android emulator should be slow but reasonably fast, even on my two-year-old laptop. If it takes more than a few seconds to load, or is really slow, make sure that you have really installed HAXM. Remember, you must download the package via the SDK Manager and then run an installer wizard.

HAXM won't work with some older CPUs, particularly laptop CPUs before 2010. If your CPU is missing the virtualization features, either buy a newer computer or just accept that the emulator will be slow.

If you want to create more Android Virtual Devices (AVDs), e.g. for a new version of Android OS, open Eclipse, go into Window, and select the AVD Manager.

Thursday, October 4, 2012

MAKING VERY LARGE REQUESTS TO WMS SERVERS


For purposes of printing, we need to fetch a giant image from a WMS. As in, 9 megapixels. Unfortunately, the WMS server isn't configured to allow requests of that size, and since we don't have an "in" with them we're not able to have them correct this.
http://gis4.oit.ohio.gov/arcgis/services/OSIP/MapServer/WMSServer?SERVICE=WMS&LAYERS=0&CRS=EPSG%3A4326&FORMAT=image%2Fpng&TRANSPARENT=FALSE&BGCOLOR=0xFFFFFF&REQUEST=GetMap&BBOX=41.383726033437%2C-81.70929151108008%2C41.39716625056923%2C-81.694329632648&STYLES=&VERSION=1.3.0&WIDTH=3236&HEIGHT=2906
Using tiles isn't an option, for reasons I won't get into here. Point is, we need a giant image from a WMS service that just won't give out images that large.

HORIZONTAL COMPOSITION PHP PROXY

My solution: I wrote a proxy server in PHP, which takes our large request, splits it into 4 logical requests, fetches the 4 images, and then composites them and returns that finished image. Ta-da, an interface that accepts any arbitrary parameters which the source WMS supports, but which also provides for very-large requests.
function ohioimagery() {
    $BASE_URL = "http://gis4.oit.ohio.gov/arcgis/services/OSIP/MapServer/WMSServer";

    // parse the bbox into 4 numbers: NOTE THIS IS NOT THE USUAL SEQUENCE
    // this is S W N E, and I have no idea how they do that. Maybe that's WMS 1.3.0 ?
    list($miny,$minx,$maxy,$maxx) = explode(",",$_GET['BBOX']);
    //list($minx,$miny,$maxx,$maxy) = explode(",",$_GET['BBOX']); // the normal way

    // calculate the W/S/E/N for the 4 quadrants, e.g. a logical "nw" box bounded by $nw_w $nw_s $nw_e $nw_n
    $halfx = ($maxx + $minx) / 2.0;
    $halfy = ($maxy + $miny) / 2.0;
    $nw_w = $minx; $nw_s = $halfy; $nw_e = $halfx; $nw_n = $maxy;
    $ne_w = $halfx; $ne_s = $halfy; $ne_e = $maxx; $ne_n = $maxy;
    $sw_w = $minx; $sw_s = $miny; $sw_e = $halfx; $sw_n = $halfy;
    $se_w = $halfx; $se_s = $miny; $se_e = $maxx; $se_n = $halfy;

    // split the width and height in half, but use subtraction so we don't fall victim to rounding
    $nw_width = $sw_width = round($_GET['WIDTH'] / 2.0);
    $ne_width = $se_width = $_GET['WIDTH'] - $nw_width;
    $nw_height = $ne_height = round($_GET['HEIGHT'] / 2.0);
    $sw_height = $se_height = $_GET['HEIGHT'] - $nw_height;

    // now generate a new set of WMS params and then URLs for each of the 4 boxes
    $nw = $_GET; $nw['WIDTH'] = $nw_width; $nw['HEIGHT'] = $nw_height; $nw['BBOX'] = "$nw_s,$nw_w,$nw_n,$nw_e";
    $ne = $_GET; $ne['WIDTH'] = $ne_width; $ne['HEIGHT'] = $ne_height; $ne['BBOX'] = "$ne_s,$ne_w,$ne_n,$ne_e";
    $sw = $_GET; $sw['WIDTH'] = $sw_width; $sw['HEIGHT'] = $sw_height; $sw['BBOX'] = "$sw_s,$sw_w,$sw_n,$sw_e";
    $se = $_GET; $se['WIDTH'] = $se_width; $se['HEIGHT'] = $se_height; $se['BBOX'] = "$se_s,$se_w,$se_n,$se_e";
    $nw_url = $BASE_URL . '?' . http_build_query($nw);
    $ne_url = $BASE_URL . '?' . http_build_query($ne);
    $sw_url = $BASE_URL . '?' . http_build_query($sw);
    $se_url = $BASE_URL . '?' . http_build_query($se);
    /*
    header("Content-type: text/plain");
    print "ORIGINAL\n"; print_r($_GET); print "\n\n";
    print "NW\n"; print_r($nw); print "\n\n";
    print "NE\n"; print_r($ne); print "\n\n";
    print "SW\n"; print_r($sw); print "\n\n";
    print "SE\n"; print_r($se); print "\n\n";
    print "NW\n$nw_url\n";
    print "NE\n$ne_url\n";
    print "SW\n$sw_url\n";
    print "SE\n$se_url\n";
    */

    // fetch the four images and composite them into a single canvas
    $canvas = imagecreatetruecolor($_GET['WIDTH'],$_GET['HEIGHT']);
    $nw_img = imagecreatefrompng($nw_url);
    $ne_img = imagecreatefrompng($ne_url);
    $sw_img = imagecreatefrompng($sw_url);
    $se_img = imagecreatefrompng($se_url);
    imagecopy($canvas, $nw_img, $sw_width-1, $ne_height-1, 0, 0, imagesx($nw_img), imagesy($nw_img) );
    imagecopy($canvas, $ne_img, $nw_width-1, 0, 0, 0, imagesx($ne_img), imagesy($ne_img) );
    imagecopy($canvas, $sw_img, 0, $nw_height-1, 0, 0, imagesx($sw_img), imagesy($sw_img) );
    imagecopy($canvas, $se_img, 0, 0, 0, 0, imagesx($se_img), imagesy($se_img) );

    // spit it back out
    header("Content-type: image/png");
    imagepng($canvas, null, 0);
}

The result, is that I can now make exactly the same WMS request, along with whatever changes in layers, styles, and SRS, and get back oversized images.

http://myserver/proxy.php?SERVICE=WMS&LAYERS=0&CRS=EPSG:4326&FORMAT=image%2Fpng&TRANSPARENT=FALSE&HEIGHT=2906&BGCOLOR=0xFFFFFF&REQUEST=GetMap&BBOX=41.370285816305135,-81.70929151108008,41.39716625056923,-81.67936775421546&WIDTH=3235&STYLES=&VERSION=1.3.0

WATCH THAT BBOX

For reasons I do not know, the remote WMS takes their BBOX parameter in an unusual order. Instead of the usual W,S,E,N they do S,W,N,E The code above has been modified to fit their bizarre case, and I have noted it.


Saturday, September 29, 2012

WHY WON'T IT FIND A ROUTE? BOUNDING BOX AND TOLERANCE

Today's post is fairly brief, but is the culmination of eight hours of tediously trying routes and adjustments. If it saves you one hour, won't you consider it worthwhile? :)

So, we have a routing network of trails for a Parks N Rec district. Directions via dijkstra_sp_delta() are working A-OK and have been for some months. But, the client wrote back with some news: he's having trouble finding a longer path across this one park.

I tried it too: about half of the routes would work, and half would not. I could route the 15 miles to a location, but move the marker a few hundred feet in any direction, and it may or may not be able to route there, even though my eyes can see the trail segments laid out.

It's consistent too: the same point would always work or always fail. And I followed it back into the SQL and verified that the given pair of nodes always would or would not have a route. So it's not some sysadmin issue such as out of memory or core dumps.


TOLERANCE


The directions handed back to the browser, include WKT of the segments so they can be plotted onto the map. I noticed that the route as given would skip from one trail to an adjacent one: walking a straight line, it would suddenly be 20 feet to the left on an adjacent trail, and sometimes back to the original trail. The visual effect was rather goofy and unattractive.

And, I suspect that this was routing us onto adjacent trails which would later diverge, and coming up with false negatives.

The cause here, is a too-high tolerance (25 feet) when generating the routing network via assign_vertex_id() The data had some known "dangles" due to human error in digitizing the trails, and a higher tolerance fixed that. We reanalyzed with a tolerance of 10 feet, and this stopped happening.

This solved an annoyance, but didn't get us any closer to finding the routes. Turns out that wasn't the problem at all...



BOUNDING BOX


Ultimately I discovered it:the directions stuff uses dijkstra_sp_delta() with a tolerance of 2640 feet. That is to say, the calculation excludes any segments that are not within a 2640-foot bounding box of the start and end vertices. That excludes the 900 square miles that can't possibly be relevant to this route, and gives us plenty of wiggle room to find routes.

Wrong.

In the case of this trails data, 5280 was the magic number. The trails meander enough, that a good path really can deviate by 1 mile away from the straight-line between the two points. And the performance loss isn't that bad, certainly not as bad as complete non-performance!

Anyway, no huge breakthrough here, but a word for someone else who just isn't finding the path: check your delta bounding box, and see if you're being too strict.

Tuesday, September 25, 2012

My goodness, it's been some 3 weeks since my last post. Been too busy DOING instead of WRITING.  :)

SOME STEPS IN OPTIMIZING A MAP'S LOADING SPEED


A few days ago, a client asked me to look over a map app and see what I could do to speed it up. The app is ExtJS, PHP, PostGIS, and MapServer. I made some substantial improvements, and here's what we did and how well it worked.

Nothing I'll mention today is  particularly cutting edge, and some of them date back to 2007 and MapServer 5.0 But, obviously here in 2011 and 2012, some folks didn't know about it, so here goes.


THE EXTJS LIBRARY / APACHE COMPRESSION WINS THE DAY

 The first roadblock of the app loading and starting, was  the download of ext-all.js, the core of the ExtJS JavaScript framework. They were loading it from Google's CDN, and it's 700 KB. On my 1 Mbps household DSL, with other PNGs and CSSs downloading too, this was taking about 10 seconds. The theory of using a CDN is that Google's network is faster than their server's pipe, but fact is that for DSL users it's still 10 seconds.

I instead had it load a copy of ExtJS from the web server, and then enabled compression (see here). This is an old trick from my sysadmin days, and BOY DID IT WORK here. The download was now 135 KB (use Firebug, watch the Content-length header) and took about 2 seconds.

Ta-da! Eight seconds shaved off the page startup, by not blindly assuming that Google's CDN is the panacea.


MULTIPLE HOSTNAMES

An old trick, but one that was not being implemented here. The second argument to the OpenLayers.Layer.WMS constructor is the URL of the WMS, or an array of URLs, in which case it will round-robin requests to these URLs. See here.

In the case of a tile-cached layer, this is a great boon. The browser has built-in limits about how many requests it will make to a webserver, and when your tiles are served up quickly enough, more time is spent on the browser's politeness, than is spent fetching and transferring.

So I swapped this:
var countylines = new OpenLayers.Layer.WMS("Counties", "/tilecache.cgi", { blah blah });
For this:
var TILECACHE = [
    "http://maps1.example.com//tilecache.cgi",
    "http://maps2.example.com//tilecache.cgi",
    "http://maps3.example.com//tilecache.cgi",
    "http://maps4.example.com//tilecache.cgi",
    "http://maps5.example.com//tilecache.cgi",
    "http://maps6.example.com//tilecache.cgi"
];
var countylines = new OpenLayers.Layer.WMS("Counties", TILECACHE, { blah blah });
Now the web server spends as much time download as it does blocking (Firebug is great), and the difference is noticeable.

You don't want to go too far with this trick. If the layer requires calculation, or is slow at all, or isn't tile cached, this may not be a good move. If your layer is slow, hitting it 6 times simultaneously won't be any faster. Even if the layer is plenty fast, once your browser is opening up 24 requests at a time to your web server instead of 4, your webserver may start blocking clients because of the flooding. Watch your MaxClients setting and your Apache error log, and consider what will happen if this app gets a sudden surge in popularity.

CENTROIDS FOR LABELS


The map features a grid of sampling quads, and each quad has an icon in the center indicating a status. The quad rectangles and the icons in the center, are separate layers. The icons use a URL param for filtering, so one can specify a parameter and show the relevant quad icons (in this case, the ID# of an invasive species, e.g. species_id=123). This layer is not served via TileCache, due to the dynamic nature of the queries, so its performance is naturally slow. But of course, we want it faster.

To place these icons, the DATA statement was as follows:

DATA "the_centroid from (select ST_centroid(merc_geom) AS the_centroid,* from quads where
%SPECIESFILTER%) as temp using unique quad_id using SRID=900913"
 A simple optimization here was to precalculate the centroid, as it's not going to change. Second, I rewrote the mapfile syntax for readability. Third, the species_id which would be used in the %SPECIESFILTER% wasn't even indexed. I suspect that the spatial index would supersede the species_id index, but this is also used in PHP-based reports so I know that indexing it can't hurt.
# some SQL to precalculate and index
SELECT ADDGEOMETRYCOLUMN('','quads','merc_center',900913,'POINT',2);
CREATE INDEX quads_merc_center ON quads USING GIST (merc_center);
UPDATE  quads SET merc_center=ST_CENTROID(merc_geom);
CREATE INDEX quads_species_id ON quads (species_id);

# revised mapfile
DATA "merc_center from quads using unique quad_id using SRID=900913"
FILTER "%SPECIESFILTER%" 
The net result is that the queries happen in 20 milliseconds instead of 250 milliseconds. Not bad, shaving about one-quarter second off the processing time for each tile.

MAPSERVER IMAGE QUALITY: AGG/PNG vs GD/GIF


One of the avenues I investigated, was the image tiles they're downloading. The app has multiple hostnames configured,, so the browser is downloading some 8 tiles at a time. And these are pre-rendered so they should be super quick.

But they're each 50 KB to 100 KB in size. Which means that a full page load of 20 tiles (4 wide, 5 high) is about 1.5 MB. The download itself takes 15 seconds, not counting wait times and server times. Again, this is where performance testing benefits from my having crummy household DSL.

The tiles use MapServer's wonderful AGG library (the same one that powers Mapnik) and output as gorgeous PNG-24 with porcelain-smooth line edges, which is good when we're drawing rivers and county lines. But man, 100 KB average tile size?

I switched over to GD/GIF This is the older renderer, and the line quality is poor. But the rendering time is about 1/3 that of AGG, and file size is magnificent: 5 KB - 10 KB now. I presented it to the client, and they loved it: the grainy lines were a small price to pay for having a map view load up in 3-8 seconds instead of 20-60.

WHAT'S WITH THOSE BLANK LAYERS?


And lastly, I noticed that one of the layers was always blank. The roads layer was turned on at all zoom levels, but the MapServer mapfile stated that roads don't come on until we're at 1:500,000 scale (MAXSCALEDENOM). That is to say, the browser was downloading 20 tiles with each page view, when we knew for a fact that those tiles are 100% transparent. Even without the transfer time, the browser was blocking while it loaded these tiles.


The solution here was simple: specify a maxResolution or maxScale setting for the OpenLayers.Layer.WMS constructor, so the layer doesn't even try to load tiles until we get into the usable zoom levels.


TILECACHE IN MOD_PYTHON (no)

I also investigated using TileCache via mod_python. The theory here is that the Python interpreter and various modules are cached into RAM, giving a performance boost over CGI.

In our tests, we didn't go with this. The difference in start-to-finish request time, as measured via Firebug, was negligible if it was real at all. But the memory consumption is remarkable: Apache bloated up to 1 GB size within a few hours of testing.

This particular client is hosted in a VPS, and they only have 2 GB of RAM and no swap. So having 1 GB locked in memory was not welcome, especially without corresponding speed gains.

THANKS FOR READING


Well, that's it. Nothing new or awesome, but a few tricks which weren't known to these developers, and therefore which may be new and useful to you. Happy mapping!


Friday, August 31, 2012

ESTIMATING HIKING TIME ALONG A SEGMENT - TOBLER


The simplest way to calculate travel time over your route segments, is to make an assumption about walking speed, e.g. a constant 3 miles per hour. However, this client wanted to account for slope a la Tobler's hiking function, since this is substantially hilly terrain and a constant walking speed is not necessarily realistic.

This process requires 3D data, containing elevation. If your data is only 2D, get a DEM and load up ArcGIS and produce 3D data, aka LINESTRING Z. Don't worry, I'll wait...

And now it's fairly easy:
-- Supplement each trail segment with a length. The example here transforms the geometry to
-- a State Plane SRS with feet as units.
ALTER TABLE trails ADD COLUMN length_feet float;
UPDATE trails SET length_feet = ST_LENGTH(ST_TRANSFORM(the_geom,3734));

-- Now the Tobler calculation. We fetch the elevation of the first and last
-- vertices of the linestring, divide by length, and that's the slope.
-- Remember, we split our segments into 100-foot lengths so this is mostly accurate.
-- If you keep yours as mile-long trails your accuracy may vary.
-- The 0.911344 converts from Tobler's own units (kilometers per hour)
-- to our preferred units (feet per second, to match the length in feet)
ALTER TABLE routing_trails ADD COLUMN tobler_fps FLOAT;
UPDATE routing_trails SET tobler_fps =
0.911344 * 6 * EXP(
-3.5 * ABS(
    (
      ST_Z(ST_StartPoint(ST_TRANSFORM(the_geom,3734)))
      -
      ST_Z(ST_EndPoint(ST_TRANSFORM(the_geom,3734)))
    )/length )
);

-- Now that each segment has its speed in feet per second and its length in feet,
-- the duration in seconds is simple. In our case, we calculate for three different
-- travel modes and we assume that bicyclists are being safe and only doing 3X as fast as walking.
UPDATE routing_trails SET duration_hike = length_feet / tobler_fps;
UPDATE routing_trails SET duration_bike = duration_hike * 0.33;
UPDATE routing_trails SET duration_horse = duration_hike * 0.66;
Discussion

I don't really know how accurate Tobler's function is, nor the degree to which it makes a difference in the accuracy of route duration estimates. Still, our original approach is to presume 3 miles per hour (4.4 feet per second) on foot, 3X that for bicycles, and 1.5X that for equestrian. Taking the slope into account may miss a lot of factors, but it can't be any worse!


Monday, August 27, 2012

TURNING DIRECTIONS

For every segment, turn, turn, turn, turn, ...

So, it's been a few weeks of  mildly complicated stuff but not a lot that really seemed blog worthy. But, these last three days have been spent on TURNING DIRECTIONS for the trails routing.

It wasn't good enough that  our directions read: Start on Blackberry Loop Trail, 0.25 miles, Red Wing Hiking Path, 1.84 miles, Soda Springs Maintenance Road, 7.25 miles. Turning directions are really nice: TURN RIGHT onto Red Wing, SLIGHT LEFT onto Soda Springs.

Now, pgRouting's dijkstra_sp() et al return a bunch of line segments and the segments' GIDs. And you can do a simple join to fetch the segments' other info (its name, whether it allows bicycles) in one go. But, turning directions are something else entirely, and must be computed based on the relative azimuths of the two segments. (the WHAT? tell you later)

The basic query to fetch segments
SELECT
ST_AsText(ST_Transform(route.the_geom,4326)) AS wkt,
ST_Length(route.the_geom) AS length,
hiking_trails.name, hiking_trails.duration
FROM
hiking_trails,
(SELECT gid, the_geom FROM astar_sp_delta_directed('hiking_trails',?,?,2640,true,true)) AS route
WHERE
hiking_trails.gid=route.gid
This fetches the route, and does an implicit join to get the segments' name. Note that we also fetched the Well Known Text (WKT) for each segment -- that comes in handy later when we have to do geometry stuff in PHP.


Iterate over the segments and build directions

The strategy here is that we iterate over the segments in PHP, and keep on tallying up the distance and the time. When we detect that the new segment is no longer on the same road as the previous segment, we call this a transition and we add a new step to the directions. As part of this step, we calculate text directions including whether you turn right or left.

Obvious question: Why didn't we aggregate the trail segments by name within the database? Answer: the trail names are really a mess, and it's really only feasible using more complex expressions. In the code below, the Trailpiece::trailContainsSameName() function encapsulates this -- it returns true to indicate that the current trail segment should be considered a continuation of the previous step (e.g. we are still on Blackberry Loop, even though the text name may imply otherwise) and a false indicates that this segment is not a continuation but should be considered a new trail and a new step.

The turning directions are the largest part of the code here. The strategy is as follows: if we are at a transition, where this segment is a new step from the previous segment, calculate the azimuth of both this segment and of the prior segment. (azimuth: the compass heading, e.g. 45 is northeast, 210 is south-southwest) The difference between these azimuths is the direction you would turn: if the previous segment was on a heading 90 (east) and the current segment is on a heading 180 (south) then it's a +90 difference or a right turn. Easy, huh?
    $steps      = array();
    $stepnumber = 0;
    $current_step_distance = 0;
    $current_step_duration = 0;
    $current_step_name     = $segments[0]->name;
    for ($i=0; $i<$howmanysegments; $i++) {
        $segment       = $segments[$i];
        $is_transition = ! Trailpiece::trailContainsSameName($current_step_name,$segment->name);
        $is_end        = $i == sizeof($segments)-1;

        // if this is a transition from some other step, zero out the counters for this step and append the step
        //but half of the code is just to determine Right or Left
        if ($is_transition) {
            // phase 1: fetch the first and last vertices for the previous and current segment, using regular expressions
            $thisvert  = preg_split('/,\s*/', preg_replace( array('/^[\w\s]+\(+/', '/[\)]+$/') , array('',''), $segment->wkt ) );
            $thisvert1 = explode(' ', $thisvert[0]);
            $thisvert2 = explode(' ', $thisvert[ sizeof($thisvert)-1]);
            $prevvert = preg_split('/,\s*/', preg_replace( array('/^[\w\s]+\(+/', '/[\)]+$/') , array('',''), $segments[$i-1]->wkt ) );
            $prevvert1 = explode(' ', $prevvert[0] );
            $prevvert2 = explode(' ', $prevvert[ sizeof($prevvert)-1 ] );
            $thislon1 = $thisvert1[0]; $thislat1 = $thisvert1[1];
            $thislon2 = $thisvert2[0]; $thislat2 = $thisvert2[1];
            $prevlon1 = $prevvert1[0]; $prevlat1 = $prevvert1[1];
            $prevlon2 = $prevvert2[0]; $prevlat2 = $prevvert2[1];

            // phase 2: either/both of the line segments may need to be flipped, depending on the distance, since the endpoints may be the two touching ends, the two far ends, or any combination
            // the vertices as listed above, may give the azimuth from the segment's end to its start, backwards!
            // strategy: find which combination of endpoints is closest together, and that would be the two touching endpoints
            // remember, "1" indicates the start of a segment and "2" indicates the end of a segment, so $dx12 means the distance from previous seg start to current seg end
            // two segments should meet with previous2 touching current1 ($dx21 is smallest), for the previous to END where the current one STARTS
            // if this is not the case, then one or both of the segments needs to have its vertices swapped
            $dx11 = ($thislon1 - $prevlon1) * ($thislon1 - $prevlon1) + ($thislat1 - $prevlat1) * ($thislat1 - $prevlat1); // distance (squared) between $thisvert1 and $prevvert1
            $dx22 = ($thislon2 - $prevlon2) * ($thislon2 - $prevlon2) + ($thislat2 - $prevlat2) * ($thislat2 - $prevlat2); // distance (squared) between $thisvert2 and $prevvert2
            $dx12 = ($thislon1 - $prevlon2) * ($thislon1 - $prevlon2) + ($thislat1 - $prevlat2) * ($thislat1 - $prevlat2); // distance (squared) between $thisvert1 and $prevvert2
            $dx21 = ($thislon2 - $prevlon1) * ($thislon2 - $prevlon1) + ($thislat2 - $prevlat1) * ($thislat2 - $prevlat1); // distance (squared) between $thisvert2 and $prevvert1
            $whichdx = min(array($dx11,$dx22,$dx12,$dx21));
            switch ($whichdx) {
                case $dx11:
                    // previous segment's start meets current segment start; flip the previous segment
                    list($prevvert1,$prevvert2) = array($prevvert2,$prevvert1);
                    $prevlon1 = $prevvert1[0]; $prevlat1 = $prevvert1[1];
                    $prevlon2 = $prevvert2[0]; $prevlat2 = $prevvert2[1];
                    break;
                case $dx12:
                    // segments are end-to-end and both need to be flipped
                    list($thisvert1,$thisvert2) = array($thisvert2,$thisvert1);
                    $thislon1 = $thisvert1[0]; $thislat1 = $thisvert1[1];
                    $thislon2 = $thisvert2[0]; $thislat2 = $thisvert2[1];
                    list($prevvert1,$prevvert2) = array($prevvert2,$prevvert1);
                    $prevlon1 = $prevvert1[0]; $prevlat1 = $prevvert1[1];
                    $prevlon2 = $prevvert2[0]; $prevlat2 = $prevvert2[1];
                    break;
                case $dx22:
                    // current segment end meets previous segment end, flip the current segment
                    list($thisvert1,$thisvert2) = array($thisvert2,$thisvert1);
                    $thislon1 = $thisvert1[0]; $thislat1 = $thisvert1[1];
                    $thislon2 = $thisvert2[0]; $thislat2 = $thisvert2[1];
                    break;
                case $dx21:
                    // current start is previous end, already fine
                    break;
            }

            // phase 3: find the azimuth of each, and thus the angle between them
            $thisaz = (180 + rad2deg(atan2(sin(deg2rad($thislon2) - deg2rad($thislon1)) * cos(deg2rad($thislat2)), cos(deg2rad($thislat1)) * sin(deg2rad($thislat2)) - sin(deg2rad($thislat1)) * cos(deg2rad($thislat2)) * cos(deg2rad($thislon2) - deg2rad($thislon1)))) ) % 360;
            $prevaz = (180 + rad2deg(atan2(sin(deg2rad($prevlon2) - deg2rad($prevlon1)) * cos(deg2rad($prevlat2)), cos(deg2rad($prevlat1)) * sin(deg2rad($prevlat2)) - sin(deg2rad($prevlat1)) * cos(deg2rad($prevlat2)) * cos(deg2rad($prevlon2) - deg2rad($prevlon1)))) ) % 360;
            $angle = round($thisaz - $prevaz);
            if ($angle > 180)  $angle = $angle - 360;
            if ($angle < -180) $angle = $angle + 360;
            //printf("%s x %s = %d x %d = %d<br/>\n", $current_step_name, $segment->name, $prevaz, $thisaz, $angle );

            // phase 4: assign a direction word based on that angle
            $turnword = "Turn onto";
            if      ($angle >= -30 and $angle <= 30)   $turnword = "Continue on";
            else if ($angle >= 31  and $angle <= 60)   $turnword = "Take a slight right onto";
            else if ($angle >= 61  and $angle <= 100)  $turnword = "Take a right onto";
            else if ($angle >= 101)                    $turnword = "Take a sharp right onto";
            else if ($angle <= -30 and $angle >= -60)  $turnword = "Take a slight left onto";
            else if ($angle <= -61 and $angle >= -100) $turnword = "Take a left onto";
            else if ($angle <= -101)                   $turnword = "Take a sharp left onto";

            // add the step to the list
            $step = array(
                'stepnumber' => ++$stepnumber,
                'turnword' => $turnword, 'text' => $segment->name,
                'distance' => $current_step_distance, 'duration' => $current_step_duration
            );
            $steps[] = $step;

            // reset the counters for this next step
            $current_step_distance = 0;
            $current_step_duration = 0;
            $current_step_name     = $segment->name;
        }

        // increment the length & duration of the current step, even if that step was just now reset because of a transition
        $current_step_distance += $segment->length;
        $current_step_duration += $segment->seconds;

        // and lastly, if this is the end segment, add the Arrival step so we can indicate the length of travel on this last step
        if ($is_end) {
            $step = array(
                'stepnumber' => ++$stepnumber,
                'turnword' => "Arrive at", 'text' => "your destination",
                'distance' => $current_step_distance, 'duration' => $current_step_duration
            );
            $steps[] = $step;
        }
    }

    // prepend the Start At step, to indicate the name of the street where we start
    array_unshift($steps, array(
        'stepnumber' => null,
        'turnword' => "Start on", 'text' => $segments[0]->name,
        'distance' => null, 'duration' => null
    ));
And there you have it: iterating over segments and not only deciding when to start a new step, but also figuring out which direction you would be turning.


Discussion: Which vertices to compare

Phase 1 fetches the first and last vertex of the current linestring and of the previous linestring, and uses these to determine the heading of each path. Technically, this should be the last vertex and the next-to-last vertex, like this:

            $thisvert1 = explode(' ', $thisvert[ sizeof($thisvert)-2 ]);
            $thisvert2 = explode(' ', $thisvert[ sizeof($thisvert)-1 ]);
            $prevvert1 = explode(' ', $prevvert[ sizeof($prevvert)-2 ]);
            $prevvert2 = explode(' ', $prevvert[ sizeof($prevvert)-1 ]);


However, in this case the individual vertices are very high resolution, and the average length of such segments is only 1-3 feet. As such, a single-pixel hand-cramp while generating the data could show the trail as facing northeast when in fact only the last 4 feet are northeast and the rest is due east.

Our use of the first and last does give some surprises: a very, very convoluted segment can have its start and end vertices indicate a southwest azimuth when in fact the last 20 feet of trail leads north. But, using the last segment or two gave such wonky results regularly and I eventually resigned myself that "sometimes slightly off" is better than "usually wrong"

Discussion: segment flipping

When I first read other discussion of generating turning directions, I didn't get the part about flipping segments. But, it made sense later: pgRouting does not present the linestrings with their vertices sorted from the starting point to the ending point of the route. At a transition from one linestring to another, there are 4 combinations of vertex layout: the previous segment's first vertex may be the one closer to the starting point, or it may be the one closer to the end point, and the current segment's first vertex may be the one closer to the starting point or it may be the one closer to the end point.

 
If we do the azimuth calculation without considering this, we could get an azimuth the exact opposite of correct: the user is heading east on a street but we measured the azimuth from end to start, so got an azimuth of 270 instead of 90.

So, having fetched the vertices in Phase 1, Phase 2 checks the segments' alignment using distance. The proper case is when the previous segment's final vertex ($prevvert2) is closest to the current segment's starting vertex ($thisvert1). The code in Phase 2 does distance calculations, and then inverts the vertices appropriately, so we know that the route properly takes us through $prevvert1, $prevvert2, $thisvert1, and $thisvert2 in that order.

Monday, August 6, 2012

Leaflet 0.4, Tried and Failed !

This big app I've been writing lately, has been in Leaflet 0.3 I was urged to upgrade to 0.4 for a few minor things: panning intertia, the Retina support, the new Control.Scale which is prettier than mine, and general bugfixes.

But it didn't work out, despite my careful reading and note-taking of the Breaking Changes.

On my Android (2.3.6 on a LG Spectrum), I had serious problems.
  • Inertia didn't work at all.
  • Animations didn't happen anymore; apparently this is intentional but they worked in 0.3.
  • After loading, the map would become obscured by something, a DIV I couldn't identify, and would only reappear after I click the zoom out button, though tapping would perform click-queries and show popups over the blankness.
  • The window.scrollTo() trick to hide the address bar, caused the page to flash annoyingly for some 15 seconds.
  • And then it crashed the browser completely.
So yeah, at least for this non-trivial mobile app, Leaflet 0.3 is where we'll stay.

Unfortunately, Android was the last of the platforms I tested, and the app did work perfectly on Desktop, and on the iPad 4. So in the meantime I did discover two features which may not have been entirely clear from the "breaking changes" guide:
  • Layers can now be given an explicit "zIndex" property in the constructor options. Excellent! Less excellent, is that you must do this or else the layers stack randomly; in my case, the basemaps came in on top completely obscuring the overlay layers. I know, it's not the documented behavior and they should have stacked in the order they were added, but I could make the randomness happen reliably here.
  • Markers can no longer have "draggable" set unless "clickable" is also set. Not a problem, but it did cost me some 15 minutes. True to their word, clickable:false means NO mouse events, and I can see where this is a win for efficiency.