Table of Contents for
OpenLayers 3 : Beginner's Guide

Version ebook / Retour

Cover image for bash Cookbook, 2nd Edition OpenLayers 3 : Beginner's Guide by Erik Hazzard Published by Packt Publishing, 2015
  1. Cover
  2. Table of Contents
  3. OpenLayers 3 Beginner's Guide
  4. OpenLayers 3 Beginner's Guide
  5. Credits
  6. About the Authors
  7. About the Reviewers
  8. www.PacktPub.com
  9. Preface
  10. What you need for this book
  11. Who this book is for
  12. Sections
  13. Time for action – heading
  14. Conventions
  15. Reader feedback
  16. Customer support
  17. 1. Getting Started with OpenLayers
  18. Advantages of using OpenLayers
  19. What, technically, is OpenLayers?
  20. Anatomy of a web mapping application
  21. Connecting to Google, Bing Maps, and other mapping APIs
  22. Time for action – downloading OpenLayers
  23. Time for action – creating your first map
  24. Where to go for help
  25. OpenLayers issues
  26. OpenLayers source code repository
  27. Getting live news from RSS and social networks
  28. Summary
  29. 2. Key Concepts in OpenLayers
  30. Time for action – creating a map
  31. Time for action – using the JavaScript console
  32. Time for action – overlaying information
  33. OpenLayers' super classes
  34. Key-Value Observing with the Object class
  35. Time for action – using bindTo
  36. Working with collections
  37. Summary
  38. 3. Charting the Map Class
  39. Time for action – creating a map
  40. Map renderers
  41. Time for action – rendering a masterpiece
  42. Map properties
  43. Time for action – target practice
  44. Map methods
  45. Time for action – creating animated maps
  46. Events
  47. Views
  48. Time for action – linking two views
  49. Summary
  50. 4. Interacting with Raster Data Source
  51. Layers in OpenLayers 3
  52. Common operations on layers
  53. Time for action – changing layer properties
  54. Tiled versus untiled layers
  55. Types of raster sources
  56. Tiled images' layers and their sources
  57. Time for action – creating a Stamen layer
  58. Time for action – creating a Bing Maps layer
  59. Time for action – creating tiles and adding Zoomify layer
  60. Image layers and their sources
  61. Using Spherical Mercator raster data with other layers
  62. Time For action – playing with various sources and layers together
  63. Time For action – applying Zoomify sample knowledge to a single raw image
  64. Summary
  65. 5. Using Vector Layers
  66. Time for action – creating a vector layer
  67. How the vector layer works
  68. The vector layer class
  69. Vector sources
  70. Time for action – using the cluster source
  71. Time for action – creating a loader function
  72. Time for action – working with the TileVector source
  73. Time for action – a drag and drop viewer for vector files
  74. Features and geometries
  75. Time for action – geometries in action
  76. Time for action – interacting with features
  77. Summary
  78. 6. Styling Vector Layers
  79. Time for action – basic styling
  80. The style class
  81. Time for action – using the icon style
  82. Have a go hero – using the circle style
  83. Multiple styles
  84. Time for action – using multiple styles
  85. Style functions
  86. Time for action – using properties to style features
  87. Interactive styles
  88. Time for action – creating interactive styles
  89. Summary
  90. 7. Wrapping Our Heads Around Projections
  91. Time for action – using different projection codes
  92. Time for action – determining coordinates
  93. OpenLayers projection class
  94. Transforming coordinates
  95. Time for action – coordinate transforms
  96. Time for action – setting up Proj4js.org
  97. Time for action – reprojecting extent
  98. Time for action – using custom projection with WMS sources
  99. Time for action – reprojecting geometries in vector layers
  100. Summary
  101. 8. Interacting with Your Map
  102. Time for action – converting your local or national authorities data into web mapping formats
  103. Time for action – testing the use cases for ol.interaction.Select
  104. Time for action – more options with ol.interaction.Select
  105. Introducing methods to get information from your map
  106. Time for action – understanding the forEachFeatureAtPixel method
  107. Time for action – understanding the getGetFeatureInfoUrl method
  108. Adding a pop-up on your map
  109. Time for action – introducing ol.Overlay with a static example
  110. Time for action – using ol.Overlay dynamically with layers information
  111. Time for action – using ol.interaction.Draw to share new information on the Web
  112. Time for action – using ol.interaction.Modify to update drawing
  113. Understanding interactions and their architecture
  114. Time for action – configuring default interactions
  115. Discovering the other interactions
  116. Time for action – using ol.interaction.DragRotateAndZoom
  117. Time for action – making rectangle export to GeoJSON with ol.interaction.DragBox
  118. Summary
  119. 9. Taking Control of Controls
  120. Adding controls to your map
  121. Time for action – starting with the default controls
  122. Controls overview
  123. Time for action – changing the default attribution styles
  124. Time for action – finding your mouse position
  125. Time for action – configuring ZoomToExtent and manipulate controls
  126. Creating a custom control
  127. Time for action – extending ol.control.Control to make your own control
  128. Summary
  129. 10. OpenLayers Goes Mobile
  130. Using a web server
  131. Time for action – go mobile!
  132. The Geolocation class
  133. Time for action – location, location, location
  134. The DeviceOrientation class
  135. Time for action – a sense of direction
  136. Debugging mobile web applications
  137. Debugging on iOS
  138. Debugging on Android
  139. Going offline
  140. Time for action – MANIFEST destiny
  141. Going native with web applications
  142. Time for action – track me
  143. Summary
  144. 11. Creating Web Map Apps
  145. Using geospatial data from Flickr
  146. Time for action – getting Flickr data
  147. A simple application
  148. Time for Action – adding data to your map
  149. Styling the features
  150. Time for action – creating a style function
  151. Creating a thumbnail style
  152. Time for action – switching to JSON data
  153. Time for action – creating a thumbnail style
  154. Turning our example into an application
  155. Time for action – adding the select interaction
  156. Time for action – handling selection events
  157. Time for action – displaying photo information
  158. Using real time data
  159. Time for action – getting dynamic data
  160. Wrapping up the application
  161. Time for action – adding dynamic tags to your map
  162. Deploying an application
  163. Creating custom builds
  164. Creating a combined build
  165. Time for action – creating a combined build
  166. Creating a separate build
  167. Time for action – creating a separate build
  168. Summary
  169. A. Object-oriented Programming – Introduction and Concepts
  170. Going further
  171. B. More details on Closure Tools and Code Optimization Techniques
  172. Introducing Closure Library, yet another JavaScript library
  173. Time for action – first steps with Closure Library
  174. Making custom build for optimizing performance
  175. Time for action – playing with Closure Compiler
  176. Applying your knowledge to the OpenLayers case
  177. Time for action - running official examples with the internal OpenLayers toolkit
  178. Time for action - building your custom OpenLayers library
  179. Syntax and styles
  180. Time for action – using Closure Linter to fix JavaScript
  181. Summary
  182. C. Squashing Bugs with Web Debuggers
  183. Time for action – opening Chrome Developer Tools
  184. Explaining Chrome Developer debugging controls
  185. Time for action – using DOM manipulation with OpenStreetMap map images
  186. Time for action – using breakpoints to explore your code
  187. Time for action – playing with zoom button and map copyrights
  188. Using the Console panel
  189. Time for action – executing code in the Console
  190. Time for action – creating object literals
  191. Time for action – interacting with a map
  192. Improving Chrome and Developer Tools with extensions
  193. Debugging in other browsers
  194. Summary
  195. D. Pop Quiz Answers
  196. Chapter 5, Using Vector Layers
  197. Chapter 7, Wrapping Our Heads Around Projections
  198. Chapter 8, Interacting with Your Map
  199. Chapter 9, Taking Control of Controls
  200. Chapter 10, OpenLayers Goes Mobile
  201. Appendix B, More details on Closure Tools and Code Optimization Techniques
  202. Appendix C, Squashing Bugs with Web Debuggers
  203. Index

Appendix A. Object-oriented Programming – Introduction and Concepts

When you need to make a custom map using the OpenLayers 3 library, you need to grasp the common programming sentences and vocabularies.

Why? It's because OpenLayers relies on JavaScript, a programming language based on object-oriented programming (OOP). Knowledge about OOP is shared amongst programmers. Without this knowledge, it will be difficult to talk about programming issues, for example, on a forum.

We will see that behind complex words lie simple concepts. In fact, everyone uses OOP concepts on a daily basis but without being aware of it.

In this appendix, we will cover:

  • What object-oriented programming is
  • How OOP in the OpenLayers 3 API context can be useful

Let's talk about how object-oriented programming works from a theoretical and technical level.

What is object-oriented programming?

Object-oriented programming is a programming paradigm. It added a new way to manage code by using the concept of object as opposed to procedural programming where code follow the reading order. By using OOP, you gain reusability of code. The main gain is related to encapsulation or separation of concern. Each object has his own life.

To understand object orientation, let's take a simple example—animals. Your cat is a class. If you have four cats, you have four objects of type cat. Each of them has different properties name, age and sex values. A cat can move. In OOP terms, move is a method of the class cat.

Let's review some questions that can help you understand keywords and concepts we will implicitly use.

What is an object?

An object can be considered a thing that can perform actions and has properties. The action defines the object's behavior. For instance, the cat can jump. Your cat's age is eight so the property value is 8.

In pure OOP terms, an object is an instance of a class.

In an OpenLayers context, imagine you want a side-by-side map where you prepared a div with id attribute equal to map1 and another one for the id attribute with the value map2. You will use the JavaScript new operator to declare two instances of the ol.Map class like following:

var map1 = new ol.Map({ target: 'map1'});
var map2 = new ol.Map({ target: 'map2'});

An instance means that each object based on the class has it own properties values.

In our example, the target property is different for the map1 and map2 objects.

What is a class?

A class can be considered as an extensible program-code-template.

When you already know OOP, you use the word class to declare it but in JavaScript, the class is known as a function. Also, functions are used as constructors.

The following excerpt from OpenLayers illustrates how a class looks:

ol.Map = function(options) {
}

We also recommend you inspect the full ol.Map class at http://openlayers.org/en/v3.0.0/apidoc/map.js.html after reviewing the following information box to discover on your own the class methods and properties.

Note

We will abusively use classes to describe object-oriented programming but the truth is that JavaScript is based on prototypes and not classes. We chose to simplify the explanation as more people understand OOP based on classes. The main goal is to explain inheritance in particular. To learn the difference. we recommend going to https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Details_of_the_Object_Model for more.

What is a constructor?

To instantiate an object, you need to use the new keyword on a JavaScript function.

For example, when using new ol.Map(), the function ol.Map is called the constructor. It's the function you use with the new keyword to create an object. You can give options to the constructor.

Note

There are other ways to create an object but to keep thing simple, we chose to restrict our explanation to the most common way when using the OpenLayers library. If you want to go further, go to https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Working_with_Objects.

What is inheritance?

Inheritance is the ability of a new class to be created, from an existing class by extending it. With this, you use the DRY (Don't repeat Yourself) principle. For example, you can reuse method or properties from a parent class. Don't sweat, it's time to explain!

Imagine after describing your cat, you also want to describe your dog in OOP.

Cats and dogs are not the same but they share some characteristics like their name, their sex or their age or they ability to move. However, a cat can jump from windows whereas a dog can't. We don't want to maintain two classes because they have common properties. You can achieve this by using a new class called animal. It can be represented like the following diagram:

What is inheritance?

In your code, instead of declaring every common property and method twice, you declare that your Cat class inherits from the Animal class, so you can reuse properties and methods from the parent class. Cat and Dog are subclasses of the Animal class. You can also says that the Cat class extends the Animal class.

Why do you think it's useful to review this abstract concept?

It's because you need to figure out the relations between OpenLayers 3 library components. The library heavily uses inheritance and for creating your own components, it's a requirement.

What is an abstract class?

It's a class you use to define properties for other class that need to inherit it properties and / or methods but you never directly instantiate this class. The animal can be considered as an abstract class. However, in OpenLayers, the ol.source.XYZ isn't an abstract class, although ol.source.OSM is its child class.

What is a namespace?

Namespace helps you to organize your code by grouping it logically, and also by separating variables from the global.

You can declare a namespace with something like below:

var app = {
  main: ""
}

or

var app = {};
app.main = {};

The ol.* classes in the API documentation illustrate the namespace purpose http://openlayers.org/en/v3.0.0/apidoc/.

What are getters and setters?

Methods are actions you can use within the object. Getters and setters are special types of methods. A setter's purpose is to set property within the object, whereas a getter is to get property from the object.

In OpenLayers, most classes inherit from the ol.Object class. This class is fundamental for using setters and getters within the library. The excerpt from the official documentation is quite clear about them:

"Classes that inherit from this have predefined properties, to which you can add your own. The pre-defined properties are listed in this documentation as Observable Properties, and have their own accessors; for example, ol.Map has a target property, accessed with getTarget() and changed with setTarget(). However, not all properties are settable. There are also general-purpose accessors, get() and set(). For example, get('target') is equivalent to getTarget()."

Let's have a look at the API and understand how it uses the OOP concepts.

After reviewing the most important principles, let's inspect the API to sort out how to analyze it with OOP concepts.

For this, we will reuse the ol.source.XYZ API documentation, http://openlayers.org/en/v3.0.0/apidoc/ol.source.XYZ.html. First, let's start with the content on top of the page.

What are getters and setters?

The illustration above is self-explanatory. You should follow the link for the constructor function, the subclasses to inspect properties, and methods subclasses inherits and discover provided properties and methods from ol.source.TileImage.

Using the following screenshot, you will be able understand inheritance:

What are getters and setters?

Looking at the screenshot, we are able to figure out most of the inheritance. We deduced the exact class inheritance by hovering over the inherited keyword with the mouse to see the URL that gives us a hint about it.

Within the previous screenshot, for readability, we had to remove the full ol.source.XYZ class description. If we include and follow all the available methods, the relationships between ol.source.XYZ class methods and properties and their parent and child classes, the result will be as follows:

What are getters and setters?