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License: Apache License 2.0
Technical and user documentation for A/B Street
License: Apache License 2.0
Aimed at beginners struggling with the concise instructions at https://a-b-street.github.io/docs/user/index.html
Copied from Slack with @dingaaling (with broken list formatting, urgh)
๐ Understand how drivers may shortcut through neighbourhoods:three_button_mouse: Experiment with placing filters to create safer residential streets
I have one to add: the thumbnails below the carousel all have an outline except for the currently selected one. This is backwards from what I would expect; how about an outline only around the current?
In abstreet there are some missing images and videos.
Here is one example.
I'm not sure if it is supposed to be like this.
PS: Unrelated: Where can I read about the implemented models? I'm especially interested in the pedestrian models.
https://docs.google.com/document/d/1xb5VW09DgFeNxyMCVYg_uo_torqCBqEE0Uxzl_11OtA/edit?usp=sharing has a section at the bottom with some useful stuff to copy over.
We can start more sections under https://a-b-street.github.io/docs//user/index.html
The download link for A/B Street on https://a-b-street.github.io/docs/software/abstreet.html points to https://a-b-street.github.io/docs/howto/index.html, which is a page saying "Document not found (404)".
The current example in the docs represents a trip spanning 100+ miles it seems!
Can we have a more minimal example, that fits in the Montlake case study area, for the docs please?
https://a-b-street.github.io/docs/tech/dev/formats/scenarios.html
We can model it properly as access restrictions now, and can maybe fit to the template better
A/B Street (and the other tools) have an overwhelming amount of features, many hard to discover and without adequate in-game explanation. Ideally the UI would be so clear that documentation wouldn't be needed, but until we get there, I think a "user guide" with lots of pictures would be helpful. I half-started one in a Google doc:
Each section of the guide could focus on "how to use the feature", and there could be an optional hidden-by-default section to explain in a little more technical detail how that thing works. For stop signs, for example, the user guide would explain how to edit them and the rules for people stopping/yielding. The technical would explain the rules for placing them automatically and emphasize that any traffic sign data from OSM isn't used yet.
It's worth doing but currently I get the following error message:
cargo run --bin import_traffic -- \
--map=data/system/us/seattle/maps/montlake.bin \
--input=minimal_scenario2.json
Finished dev [unoptimized + debuginfo] target(s) in 0.13s
Running `target/debug/import_traffic --map=data/system/us/seattle/maps/montlake.bin --input=minimal_scenario2.json`
import traffic demand data...
Read data/system/us/seattle/maps/montlake.bin (3)... 0.4303s
parse minimal_scenario2.json...
parse minimal_scenario2.json took 0.0001s
thread 'main' panicked at 'Couldn't read_json(minimal_scenario2.json): invalid type: floating point `10800`, expected i32 at line 7 column 30', /mnt/57982e2a-2874-4246-a6fe-115
https://a-b-street.github.io/docs/landing_page/
from @dingaaling:
Pretty sure the fault lies with Grid or ResponsiveAppBar's pop out menu on the right side
Importing data is covered here: https://a-b-street.github.io/docs/tech/map/importing/index.html
Easiest way to get new map data is from the GUI, worth mentioning that.
Currently the part about importing new city suggest
- Use geojson.io or geoman.io to draw a boundary around the region you want to simulate and save the geojson locally.
Which is probably good enough for local use but painful if you want to capture the city accurately which you'd presumably want for permanently added cities.
It seems it would be more simple to
Unfortunately "type": "GeometryCollection"
on the toplevel causes an "unexpected geojson" panic, so
Currently abstreet.org lands people on the Github page, which
I think https://a-b-street.github.io/docs/ is somewhat reasonably organized for the technical section, and that's about it... user-facing site/docs are tough. Main things a good website should probably do are communicating what we do, why, and how to get involved.
@natesheehan, any thoughts? Or any favorite websites that do a good job of introducing projects that we could model after?
I imagine the first screenfull of stuff should include:
There are a bunch of different ways of breaking down what we do, and I'm not sure which ones belong.
We could also focus on comparing ourselves to related software. If I had to summarize, our niche is rapid prototyping, aiming at a general audience, and being FOSS.
Another way to phrase things, related to use cases, is by problems:
https://a-b-street.github.io/docs/project/presentations.html have introduced the project in many of these different ways. I'm not sure what'd be best for a website. The SUMO talk is probably one of the better project overviews.
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