On 10/4/06, <b class="gmail_sendername">Tom Chance</b> <<a href="mailto:tom@acrewoods.net">tom@acrewoods.net</a>> wrote:<div><span class="gmail_quote"></span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Ahoy,<br><br>On Wednesday 04 October 2006 07:14, Erik Johansson wrote:<br>> On 10/3/06, David Groom <<a href="mailto:reviews@pacific-rim.net">reviews@pacific-rim.net</a>> wrote:<br>> > Lets assume a rail line (A-D) which runs through a tunnel (B-C)
<br>> ><br>> > A_____________B __ __ __ __ __ C________D<br>> ><br>> > 2) Way A-B C-D tagged as railway =rail.; and way B-C tagged as railway<br>> > = rail, tunnel =yes<br>><br>> I don't like 2. Because; a new way signifies something is beginning,
<br>> and sure the tunnel is beginning, but the tracks doesn't stop here.<br><br>Really? Because I've always tried to keep ways relatively short for a number<br>of reasons, and if there's no suitable junction around I'll just arbitrarily
<br>start a new way. This means:<br><br>a) Names show up on maps at regular intervals, so you don't have to follow a<br>road away 5km from the place you're looking at to find out its name. This<br>could of course be fixed in any renderer.
<br><br>b) When someone else downloads the area with a bit of the way in it, they<br>don't have to keep following it for 5km downloading new chunks of data before<br>they can modify it.<br><br>Is that good/bad practice?</blockquote>
<div><br>I think this is very good practice given the current capabilities of our tools. Also one day I hope there will be a way of combining multiple ways into a single mega-way, which will allow a hierarchy of ways to be built and solve the data duplication issues of this approach.
<br> </div></div>Etienne<br><br>