28. Nov 2018 19:45 by dan...@xn--ko-wla.pl <mailto:dan...@xn--ko-wla.pl>:
> W dniu 28.11.2018 o 17:23, Doug Hembry pisze: > >> The point is taken about the workload and lack of coders. It has >> always amazed me that the team manages to produce a robust, attractive >> and coherent map from the disparate tagging styles and sometime >> slightly weird practices that can be found in the database (I'd love >> to help but I think my coding years are behind me). > > > This is complex process and don't worry - coding is typically not the > hardest part of it. Analysing the meaning of tagging schemes, and how > they are used, is a common part of preparing rendering. Also finding > clear design, which is not in conflict with something we already show, > can be difficult. > And there is one more time-consuming part: testing across diverse locations whatever given styling works well (or at least is it acceptable). For example in case of https://github.com/gravitystorm/openstreetmap-carto/pull/1736 <https://github.com/gravitystorm/openstreetmap-carto/pull/1736> I would estimate effort to go roughly - 1% setup (as most of the development environment was already existing) - 5% researching tagging (as roads tagging is relatively well established) - 10% researching other maps - 5% coding - 10% testing whatever my code works as expected - 40% testing whatever rendering works well, tweak colour/width/zoom settings and repeat - 24% communication (via diary, issues, pull requests, mails etc) - 4% asking others what is their comment of given style - 1% administrative GSoC overhead note: "collecting new ideas for styling" is not appearing above as there was no dedicated time for that (except "researching other maps"), I noted new ideas as they appeared during other tasks or during day. beware: it was 3 years ago, and this is based on my memories
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