Re: [OSM-dev] Nearest way for a location

2010-07-03 Thread andrzej zaborowski
On 2 July 2010 08:52, Stephan Plepelits wrote: > On Mon, Jun 28, 2010 at 12:06:04PM -0400, Matthias Julius wrote: >> Stephan Plepelits writes: >> >> > On Sun, Jun 27, 2010 at 07:11:53PM -0500, Nolan Darilek wrote: >> >> 3. In dusting off my disused (and never that good to begin with :) math >> >>

Re: [OSM-dev] Nearest way for a location

2010-07-02 Thread Stephan Plepelits
On Fri, Jul 02, 2010 at 11:24:19AM +0200, "Marc Schütz" wrote: > > Distance form: | AG * n0 | ( * being a scalar product ) > > Our distance: | (1, 2) * (-0.8, 0.6) | = | -0.8 + 1.2 | > > > > -> distance: 0.4 > > The length of a vector (a,b) is sqrt(a^2 + b^2), not abs(a+b)! > Thus |(1,2)

Re: [OSM-dev] Nearest way for a location

2010-07-02 Thread Marc Schütz
> Example: > > Your coordinates (G): (2, 3) > Your road segment (AB): (1, 1) -> (4, 5) > > Therefore you get: > Function for all points on AB: (1, 1) + t*(3, 4) (for 0<=t<=1) > Normal vector to AB (n): (-4, 3) > Unified normal vector to AB (n0): (-4/5, 3/5) = (-0.8, 0.6) > > > You

Re: [OSM-dev] Nearest way for a location

2010-07-01 Thread Stephan Plepelits
On Mon, Jun 28, 2010 at 12:06:04PM -0400, Matthias Julius wrote: > Stephan Plepelits writes: > > > On Sun, Jun 27, 2010 at 07:11:53PM -0500, Nolan Darilek wrote: > >> 3. In dusting off my disused (and never that good to begin with :) math > >> skills from over a decade in my past, I'm thinking th

Re: [OSM-dev] Nearest way for a location

2010-06-28 Thread Nolan Darilek
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 06/28/2010 11:06 AM, Matthias Julius wrote: > The nearest road does not need to have a node near your location. > True. I've just been lucky thus far in that it has. Do you have another, better algorithm? Note that I really don't know anything ab

Re: [OSM-dev] Nearest way for a location

2010-06-28 Thread Matthias Julius
Stephan Plepelits writes: > On Sun, Jun 27, 2010 at 07:11:53PM -0500, Nolan Darilek wrote: >> 3. In dusting off my disused (and never that good to begin with :) math >> skills from over a decade in my past, I'm thinking that a vector-based >> solution might work. I am already calculating a node's

Re: [OSM-dev] Nearest way for a location

2010-06-27 Thread Stephan Plepelits
On Sun, Jun 27, 2010 at 07:11:53PM -0500, Nolan Darilek wrote: > 2. As a blind pedestrian, I'm not likely to travel faster or slower on > streets of different types. Vehicular navigation of course is another > story, but in this instance, vehicular nav is secondary. Also, whether > or not a street

Re: [OSM-dev] Nearest way for a location

2010-06-27 Thread Nolan Darilek
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, thanks for giving me something to google. :) I have a few more questions now that I've had more time to sit with this problem, also after having read your message. 1. My problem isn't routing, but rather providing accurate street-level information

Re: [OSM-dev] Nearest way for a location

2010-06-27 Thread Eric Marsden
> "nd" == Nolan Darilek writes: nd> Basically, if a user reaches an intersection and turns onto a new nd> street, I'd like to provide feedback that he is on a new way as soon as nd> I can. Granted, GPS inaccuracy makes instantly doing so impossible, but nd> when the user is a few mete

[OSM-dev] Nearest way for a location

2010-06-27 Thread Nolan Darilek
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, all. I'm working on an accessible GPS navigation app that provides spoken feedback to blind or visually impaired travelers. The challenges here are a bit different than simply drawing a map and updating a pointer on that map. Instead, I need for th