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

Chapter 5. Using Vector Layers

Having explored raster layers, it's time to explore the other layer type that OpenLayers supports—vector layers. In this chapter, we'll introduce the vector layer and discover how to display and interact with vector data on the fly. We'll see how we can use vector sources to load vector data in a variety of formats. Through several hands-on examples, we'll explore the Format, Feature, and Geometry classes that are the foundation of OpenLayers 3 vector support.

In this chapter, we will cover using the vector layer class, ol.layer.vector, and some related classes to display vector data. Specifically, we'll:

  • Discuss what the vector layer class is and see how it works
  • Cover the properties, methods, and events of the vector layer class
  • Introduce the three subclasses of the vector layer class
  • Discover and demonstrate the use of format classes
  • Cover the Feature and Geometry classes
  • Learn how to interact with features in vector layers

Understanding the vector layer

In OpenLayers, the vector layer is used to display vector data on top of a map and allow real-time interaction with the data. What does this mean? Basically, it means we can load raw geographic data from a variety of sources, including geospatial file formats such as KML and GeoJSON, and display that data on a map, styling the data however we see fit. For example, take a look at the map that follows:

Understanding the vector layer

It shows a map with a Bing satellite raster layer and a vector layer on top of it. The vector layer loads data using the OSM XML Vector source and draws it in real time with different styles based on the type and attribute of each feature (the individual points, lines, and polygons). In this example, a small subset of the OSM data has been requested and is styled by OpenLayers to highlight roads (white lines), parking lots (gray polygons), buildings (red polygons), green space (in green, of course) and the location of trees (the green dots). We'll cover vector styles in detail in Chapter 6, Styling Vector Layers.

Features of the vector layer

With a raster image, what you see is what you get. If you were to look at some close up satellite imagery on your map and see a bunch of buildings clustered together, you wouldn't necessarily know any additional information about those buildings. You might not even know they are buildings. Since raster layers are made up of images, it is up to the user to interpret what they see. This isn't necessarily a bad thing, but vector layers provide much more.

With a vector layer, you can show the actual geometry of the building and attach additional information to it—such as its address, who owns it, its square footage, and so on. As we'll see later in this chapter, it's easy to put a vector layer on top of your existing raster layers and create features in a specific location. We'll also see how we can get additional information about features just by clicking or hovering our mouse over them.

We can display any type of geometric shape with the vector layer—points, lines, polygons, squares, markers, any shape you can imagine. We can use the vector layer to draw lines or polygons and then calculate the distance between them. We can draw shapes and then export the data using a variety of formats, then import that data in other programs, such as Google Earth. These are just a few basic cases though, and throughout this chapter, you'll see how powerful the vector layer can be.

The vector layer is client side

Another fundamental difference is that the vector layer is a client side layer. This means that interaction with the actual vector data happens on the client side. When you display vector data, for instance, its visual representation is generated by OpenLayers in response to the rules you define in your code. Raster data looks the way it looks and you can't easily change the color of roads or decide not to display buildings. When you navigate your map, vector data is generally already available and can be displayed immediately. With raster layers, each time you zoom in or out, OpenLayers has to request more image tiles from the server and wait for them to arrive unless they are already in the browser cache.

Performance considerations

Since, in most cases, the vector data is loaded on the client side, presentation of and interaction with the vector layer usually happens nearly instantaneously. However, there are some practical limitations. Most vector sources make a lot more data available than can be loaded and rendered in the browser. Network bandwidth, memory and processor speed all have limits and, although computers and web browsers are getting faster and more powerful all the time, there are always practical boundaries to what can be done with vector data. The OpenLayers developers have worked hard to push these boundaries and many things that were impossible to consider even two years ago are now practical—we'll highlight some best practices along the way.

The difference between raster and vector

In computer graphics, there are essentially two types of data: raster and vector. The majority of image files—.jpeg, .png, .gif, and other bitmap image formats—are raster images. A photograph, for example, is a raster image. A raster image is a rectangular grid—like graph paper—of color information, and each color point in an image is called a pixel. When you look at a raster image on your computer, it interprets the color information in each pixel and maps this to physical pixels on your screen. As you zoom in on a raster image, there is a point at which each pixel in the raster image can be rendered to a single physical pixel on your screen. This is referred to as the resolution of the image, the most information that the image can accurately represent. As you zoom in further, each pixel in the raster image is drawn into more than one physical pixel and the quality of the image starts to degrade—we say it is pixelated. When you zoom out, each pixel in the raster image requires only part of a physical pixel on the screen and so several adjacent raster pixels are combined to compute a color to display in the physical pixel.

A vector, on the other hand, encodes information about how to draw a particular shape. There might be many ways of representing vector shapes—a straight line can be represented as a starting point and an ending point, or a starting point, direction and distance. When you display a vector on a computer screen, it has to be converted from its encoded format into colors for physical pixels—a process called rasterization. However, because the computer has detailed instructions on how to draw the shape, it can choose a resolution that exactly matches the physical pixels of your computer display every single time it draws it, regardless of how much you zoom in or out. In fact, the same vector information can be drawn on any other screen at the appropriate resolution. For this reason, we often call vector data resolution independent.

Here is an example of how a circle appears when drawn as a vector and a raster. The left side is rendered as a vector and the right side is rendered as a raster. When the image is zoomed, the vector remains sharp and clear but the raster becomes blocky.

The difference between raster and vector