Monday, December 2, 2019

Mapbox Style Support

Here's a short note on Mapbox Style Sheet support in 2.6.5:  It's waaaay better.

MapTiler Basic

I did some work for a client on MapTiler and Mapbox map sources.  You get to benefit.  Open source!

MapTiler & Mapbox


We were focused on Map Tiler primarily, so those work best.  You can find examples for their Basic, Hybrid Satellite, and Streets styles in the AutoTester app.

MapTiler Streets

As for Mapbox, we were trying out their Satellite offerings so you'll see examples for Satellite and Hybrid Satellite.  Streets will probably kind of work, but it wasn't my priority.

Mapbox Satellite Streets

You'll need to add in your own Map Tiler or Mapbox tokens.  I'm not that much of a sucker.

Mapbox Kinda Map


Mapbox-style maps lean more toward the web side of things: Load a lot of random junk before you're ready.  That's always been hard on my users.

Look for a new Swift object called MapboxKindaMap in the AutoTester app.  Just copy it into your app.  For various reasons it's hard to add an actual Swift module to the old version (2.6) of the toolkit.

At its simplest, give the thing a URL for the style and it'll figure out the rest.  Consult the MapTiler and Mapbox Test Cases for details.

Caveats


It's working fine for my client, but their needs were pretty simple.  If you want highway shields and fades per zoom level and that good stuff, it's not there.  I'll be bugging my users for money to add all that and make it work on Android.... soonish.

MapTiler has pretty flexible usage, but Mapbox does not.  So work it out with them before you ship anything.

Monday, July 1, 2019

WhirlyGlobe-Maply 3.0 Is Feature Complete

WhirlyGlobe-Maply 3.0 is ready, it's working and you can have it in on January 1 2020!

If you're a sponsor, you can have it whenever you like.  That's why you're a sponsor.


I just fixed the last missing piece which was.... the Layout Manager.  It's always the Layout Manager.

What 3.0 Means To You


My bigger clients paid me money for 3.0.  Being completely funded from the start was nice.  Really nice.

The point of 3.0 was Metal for iOS & a better Android version.  And sure, I threw in a few minor goals of my own.  I'm very pleased with the results.

If you're a sponsor, this means it's time to think about upgrading.  The new Android version is very comfortable and the Metal support is just WOW!

But if you're not a sponsor, it's cool.  The toolkit has a future.  Use 2.6 on iOS knowing you won't fall off the OpenGL cliff.  Use it on Android knowing it's going to get so much better.

Performance & Optimization


I like to make graphics run fast.  This is all an excuse to feed my peculiar hobby.  The Metal version is faster than OpenGL, but there's another level beyond.

So I've saved dessert for last.  After I upgrade a few sponsor apps, I'm using that data to make the Metal version even better.  And, okay sure, there could be some improvements on the Android side.

The Island of Lost Features


A few features didn't make it to 3.0, either for Android or both versions.

I used to have a custom LIDAR format.  The only people who used it don't seem to any more.  I'd build this differently now, so they can stick with 2.6.

Elevation is used by a few people, but mostly in a way that's better served by something else.  So it's out for now.  I'll come back in a better way, I hope.

A bit of the model support, like the Geometry Builder, Shape instancing, that kind of thing didn't make it to Android.  Aviation apps use it, but they're not as big on Android.

What's Next


Most of you get 3.0 at the beginning of 2020.  There's that.  I'll be continuing to maintain and support 2.6 on both platforms, so don't worry.

I'm impressed with what I'm seeing devs doing already!  You'll see some sponsor apps come out with better graphics and lower power use on iOS.  On Android, you'll see more ambitious use of the toolkit.

Long term, I'd like to circle back and improve the 3D data support.  A native implementation of 3D tiles, for instance.  But not until there's money for it.  No customers, no money, not gonna do it for free.

Friday, May 17, 2019

WhirlyGlobe-Maply 3.0 Status Report #4

Metal development has begun!

As a reminder, this is about the WhirlyGlobe-Maply 3.0 effort: A better version of Android and a port to the Metal rendering toolkit on iOS.

Quarantining OpenGL ES


WhirlyGlobe-Maply was designed around OpenGL ES.  Version 1 if you can believe it!  It's been upgraded since then, but OpenGL permeates its design.  Like fish in a microwave.

Multithreading and state management are particularly bad in OpenGL ES and my toolkit works around this in a variety of bad ways.

I've just finished shoving all of this logic into its own separate modules.  Twenty-something of them.  The top level interface doesn't change.  This was my own private pain I'm sharing with you!

Very little of the system now knows about the low level rendering which leads us to the...

Journey Into Metal


Sure, it sounds like a Heavy Metal Parking Lot sequel, but way less cool.  Behold the first of the new Metal code for setting up a texture.



And let's not forget the shaders.  Shaders that Xcode can syntax check!  And compile at compile time!  [Okay, fine there's probably a way to do that with an OpenGL extension, but it's guaranteed annoying.]



It's glorious!  In a boring way!  But there's a ways to go and nothing interesting to show yet.

Summary


If OpenGL development is Napoleon's Russia Campaign, Metal is like taking light rail to the mall.  Which is to say it's going well and there's no reason to suspect it won't continue doing so.

Ideally, I should designate 3.0 finished sometime in June.  If you're a sponsor, you get it then (or now, if you're bold).  For the rest of you, that means next January.

Friday, April 12, 2019

WhirlyGlobe-Maply 3.0 Status Report #3

I'm in the middle of the 3.0 upgrade to WhirlyGlobe-Maply.  As a reminder, this is bringing the Android version up to speed with iOS and then implementing Metal support for iOS.  On the way, I'm cleaning up a ton of old technical debt.

So where are we now?

The Android Port


This month was all about Android: Start with the test cases from iOS, trim the silly or pointless ones, move the rest to Android.

As boring as it sounds.  Let's look at a picture.



So yes, it's working.  This is the new data logic (Sampler/Loader) and it's just a ton faster and cleaner.

Even though the pyramid image tile loading is what most people use, there's a lot more to the system.  I'm steadily working my way through it.  Behold the glory of my spreadsheet!



The green is done, but may have a bug or two.  The mustard is in process and white hasn't been addressed yet.  There's about a week to go.

Android Internals & Development Flow


The original Android port was a janky affair.  It was built using Eclipse and the last generation of Native SDK build tools.  For my part the Java Native Interface logic was.... uneven.

Version 3.0 was an opportunity to clean all that up.  The switch to Android Studio and CMake (in 2.6) was a huge improvement already.

It's really the debugging in Studio that makes it so much more pleasant.    I can reliably set breakpoints on both Java and C++ sides.  And Studio only crashes every few hours.

But the point of it all was a shared C++ core.  After The Port No One Wants, I had that and I've been busily wiring it up on the Android side.  So if you see a MapboxVectorTileParser_iOS wrapper object, you can find an equivalent MapboxVectorTileParser_Android for talking to Java.  And they mostly work the same.

I've also simplified much of the Java/C++ interface.  There are fewer Java callbacks holding fewer Java objects on the C++ side.  Simple data marshaling, like conversion to arrays, is handled on the Java side.  Stuff like that cuts way down on possible bugs. 

As a result, I can debug on one platform and expect the fix to pop up on the other.  Multiple times I've fixed something on Android and then verified it on iOS.  That's new.

Wither Kotlin


Did I say Kotlin?  I didn't, but sure.  Am I rewriting everything in Kotlin and using the Native Kotlin transpiler to rewrite the C++ side and then using that on iOS?  No.  Seriously.  No.  Calm down.

I am writing new AutoTester MaplyTestCase modules in Kotlin, though.  It's pretty nice!

What's Next & Thanks


After a round of conference & vacation, iOS Metal is up next.  I'll start real development in a couple weeks and should wrap up June-ish.

Metal started the 3.0 effort so a big thanks to Apple for threatening to casually break everything.  That kicked the party off.

But more seriously, a big thanks to the sponsors of the 3.0 effort.  We've all worked together a while now and I appreciate your faith in me, and more importantly, your ability to pay my invoices.  WhirlyGlobe-Maply 3.0 is going to do great things for your apps!

Thursday, March 7, 2019

WhirlyGlobe-Maply 3.0 Status Report #2

I'm two months into the 3.0 effort.  It's going well!

I covered all of this last time, but here's the plan.  We have an Android version and an iOS version.  The iOS version is always better and it's been hard to update the Android version.  To fix this, I need a unified C++ core used on both platforms.

So the first step was a separate C++ core on iOS.  And it's done!

The Port No One Wants


The newly merged C++ core is the Port No One Wants on iOS.  It does nothing new and it's buggy. But it's an important step on the way to a unified toolkit.  And there are bug fixes from Android that can benefit iOS, even it mostly goes the other way.

The big news is it works!  WhirlyGlobe-Maply 3.0 for iOS is now 50% common C++ core.  I was hoping for more, but damn those Mapbox style parsers are wordy.  And I want to leave that in ObjC so users can modify it themselves.

It wasn't all C++ core, though.  I've moved the QuadPaging logic, what you use to load things other than images, over to the new Sampler/Loader architecture.  Man, that fixes a lot of problems.

To Android and Beyond!


Now I'm working on the Android version.  The common C++ core compiled easily and it's on to the JNI interface.  If you're not familiar, this is the C++ interface to Java and it is pretty "meh".

I'm slogging through that logic now and it's slow going.  Thankfully Android Studio has gotten better with native code.  But honestly, it was a pretty low bar.

The goal is feature parity between the platforms and I think we'll get pretty close.

Unwinding Technical Debt


You accrete a bunch of technical debt in 8 years (!) and now is the time to clean it up.  Here's a very boring list of some of it.

  • MaplyShader and the low level OpenGL ES programs now unified into one representation.
  • Texture loading for tiles now consolidated in one object which works in one place.
  • Elevation callbacks removed to be replaced with something more logical.
  • The entire RemoteSource infrastructure removed in favor of something simpler and more flexible.  Yeah, this will cause problems.  See the next section.
  • Cut the AutoTester app back to just the essentials.  Much easier for users to read.
  • Got rid of the DynamicDrawableAtlas.  Android never liked it.
  • Gestures now live at the Component level with no duplicates lower down.
  • ActiveModels only exist at one level in the toolkit.
  • Generators are now gone, replaced with ActiveModels where needed.
  • Component Objects are now a concept in the core toolkit, not just the high level.
  • Paging controllers handle arbitrary visual objects as well as images.  Really nice for vector maps.
  • Rather than passing around View objects, we use ViewState objects.  Fixes some threading problems.
  • Managers no longer being fetched by string.  Not sure why I never did that.
  • More logic moved into the BaseInfo descriptors.  Render target, that sort of thing.
  • Moved locking logic over to C++11 constructs.  Much cleaner.
  • Passing around references to CoordSystems, fixing a few recurrent shutdown problems.
  • Moved vector subdivision logic into a unified module.
You read this far?  Weirdo.

There was a lot of trivia to clean up in 8 years.  Now it all kind of makes sense.  Except OpenGL ES.  I'll be reorganizing that when I get to Metal.


(Not Going To) Sunset Version 2.6


I'm breaking things in Version 3.0.  The new version will work better, but it won't be 100% compatible with 2.6. 

The big issue is the move from the QuadImages and QuadPaging layers to the new Sampler/Loader approach.  I'll cover that more in its own blog post (with pictures!) but for now let's just say it's better and I'm not going to make it backward compatible.

In that spirit, I'm going to continue supporting 2.6 for both iOS and Android into the future.  This will include bug fixes and updates for new platform versions.

Android, Android, and more Android


The next few weeks is all about Android.  I'll continue hooking up C++ through JNI to the existing Java.  Then I'll start on the new interfaces and loading logic that Android never had.

Lastly, it's on to testing and feature parity.  I honestly forget what's in the Android version and I'm kind of excited to have a full feature spreadsheet comparing the two.

Monday, February 4, 2019

WhirlyGlobe-Maply 3.0 Status Report

The 3.0 effort's been going all month.  So how are things?

Things are boring.  Boring, but good.

Collateralized Technical Debt Obligations


The Android port of the toolkit was supposed to share C++ code with the iOS version.  It never really did.  This is the fundamental problem between iOS and Android.  It hurts the Android version and it's holding back other ports.

On Android we have a hard line between Java and C++ (JNI).  When I ported things the first time, I made a copy for Android and then hacked as needed.  Naturally, the versions diverged between platforms.

I've merged the C++ cores back together and introduced that hard line between Obj-C and C++ on iOS.  This should let me fix bugs for both platforms at the same time.  I'm excited.  In a boring way.

The Port No One Wants


All of this gives me an iOS version based on a solid C++ core.  No new functionality, not going to be faster or slower.  And it's going to have bugs for a while.

Which is to say, it's not a port anyone's excited about, but it's vital.  Once that's done, I get back to the good stuff.

Good Stuff Part I


Android's behind on new functionality.  The whole Sample/Loader approach, which is working so well in 2.6, is only on iOS.  Before I port it, I need to clean up some old things (QuadPagingLayer), remove stuff I've replaced (QuadImagesLayer) and make sure those deprecations can be supported.

That's more fun than it sounds, I swear.  The QuadPagingLayer is used for loading all sorts of data objects and its replacement, based on the new Sampler/Loader, will fix a host of problems.

On the more exciting front, there's elevation support.  It's always been a mess on iOS and never worked on Android.  It'll be fun to fix that definitively.

Other good stuff will follow, including but not limited to, Metal for iOS.

Friday, January 11, 2019

Saildrone Forecast

Is there anything cooler than shipping an app you've spent a year and a half working on?
It was a rhetorical question.  There is not.


Saildrone Forecast

Hint: It's a weather app.

Saildrone Forecast


Yup, Saildrone Forecast is a weather app.  Just watch the video.


Go download it.  I'll wait.

Technical Bits


There's a ton of stuff in Saildrone Forecast that's unique.  But there are a couple bits of interest in WhirlyGlobe-Maply itself, like the new sampler/loader architecture and offscreen render targets.  Go watch the video.



Could you make your own weather app out of the box now?  Ha ha.  Oh god no.  There's so much other stuff to do.  Not to mention the data.  But there are cool things to do with the vector maps and render targets.

Acknowledgements


I didn't do this all alone.  Heck, I didn't even write the whole app. 

Credit goes to Logical Animal for the rest of the UI.  Big thanks to the meteorology/modeling team at Saildrone for the data and putting up with stupid questions.  Thanks to the platform developers and ops for processing data and keeping it running.  And, of course, management and finance upon whom I can bestow the greatest contracting honor:  They always pay early.