please stop this Bot until it's usefulness is proven and others agree it should run.<br>it was never discussed in this list and a bot affecting the whole planet should be discussed first for risks.<br><br><div class="gmail_quote">
On Sun, Sep 27, 2009 at 8:28 AM, Ruben Wisniewski <span dir="ltr"><<a href="mailto:ruben@all-in-si.de">ruben@all-in-si.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Hi there,<br>
<br>
just want to join the discussion, this is my first post to this list,<br>
and till now I don't followed the list.<br>
<br>
BugBuster is my Bot.<br>
<br>
woodpeck note me that you discuss it here.<br>
<br>
Pieren schrieb:<br>
<div class="im"><br>
> > Yes, it seems it is only touching buildings, maybe created by a<br>
> > previous import because they contain a tag "ID".<br>
> ><br>
><br>
</div>No I'm not only touching this buildings, I tried to fix every doubled<br>
node. It's the same thing a user would do with a josm validator.<br></blockquote><div><br>what happens if 2 nodes are used by different ways?<br>merging them is creating even more problems by creating duplicate ways.<br>
some duplicates are on purpose and might be the smaller problem in the database.<br><br> </div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<br>
It might look like just editing this because the bot has the sorted ways<br>
from the planet file as source and the import seems to be very fast so<br>
the IDs of the ways are very close together.<br></blockquote><div><br>running a bot of a planet file is a bit dangerous, there are well know problems with the integrity of the planet file. <br><br></div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<br>
Eugene Alvin Villar schrieb:<br>
<br>
> > Nope. That way is not closed. A closed way is a way has the *same* starting<br>
> > and ending nodes, not a starting and an ending node that happen to have<br>
> > identical coordinates. So the way is still broken, but the bot's fix<br>
> > (duplicated nodes) is correct for the particular bug the bot is fixing.<br>
><br>
You're right the bot only fix this one bug in this run. I doesn't fix<br>
the broken import script that has created the buildings before. Just<br>
because I didn't know about it.<br>
<br>
<br>
Shaun McDonald schrieb:<br>
<br>
> > Another bad thing about that bot is that it is producing a changeset<br>
> > for each edit, with nearly 10 changesets per minute.<br>
> ><br>
><br>
I'm sorry, didn't thought this is a problem, I just heard before that<br>
often somebody dislike that changesets changed things over the whole<br>
world and ordering the ways which are near together in location is much<br>
work if I just want to use the planet file as datasource again. I might<br>
change to exports of parts of the world and upload changsets for the<br>
parts. If you (all) like this way more. Or I might merge the changesets<br>
to big changesets from the IDs from the ways which leads in changesets<br>
with boxing around the world.<br>
<br>
<br></blockquote><div><br>again don't come up with a bot if you are not sure about side effects. fixing duplicate nodes on an open polygon is a good idea. but fixing all duplicate nodes isn't<br><br> </div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Greetings Ruben<br>
<div><div></div><div class="h5"><br>
<br>
<br>
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