- Map display for visualizing geospatial datasets
- API reference documentation (Docs tab)
- Git-based script manager (Scripts tab)
- Console output (Console tab)
- Task manager (Tasks tab) to handle long-running queries
- Interactive map query (Inspector tab)
- Search of the data archive or saved scripts
- Geometry drawing tools
The Code Editor has a variety of features to help you take advantage of the Earth Engine API. View example scripts or save your own scripts on the Scripts tab. Query objects placed on the map with the Inspector tab. Display and chart numeric results using the Google Visualization API. Share a unique URL to your script with collaborators and friends with the Get Link button. Scripts you develop in the Code Editor are sent to Google for processing and the generated map tiles and/or messages are sent back for display in the Map and/or Console tab. All you need to run the Code Editor is a web browser (use Google Chrome for best results) and an internet connection. The following sections describe elements of the Earth Engine Code Editor in more detail.
- Format and highlight code as you type
- Underline code with problems, offer fixes and other hints for correct syntax
- Autocomplete pairs of quotes, brackets and parentheses
- Offer code completion hints for Earth Engine functions
Above the code editor are buttons for running the script, saving the script, resetting the output map and console, and getting a link to the script. When the Get Link button is pressed, a unique link will appear in the browser’s address bar. This link represents the code in the editor at the time the button was pressed.
API reference (Docs tab)
Script manager (Scripts tab)
The Scripts tab is next to the API Docs in the left panel of the Code Editor. The Scripts manager stores private, shared and example scripts. To manage the scripts you create, Earth Engine hosts a private Git repository which is accessible through the Code Editor as well as through Git. Using the script manager, you can rename your scripts and organize them into folders using drag and drop (Figure 2).
All scripts maintain full version history. Click on the Git, so you can manage and edit your scripts outside the Playground, or sync them with an external system like GitHub. Click on the icon next to your private repository for instructions. (Learn more about Git from this tutorial). Search through your scripts using the filter bar at the top of the tab. In the Examples section of the script manager, there is a set of Google-provided and maintained sample scripts.icon next to a script to compare or revert it to an older version. Rename the script with the icon and delete it with the icon. The default repository is private, but you can create additional, shared repositories and configure access using the icon. Repositories can be accessed using
Asset Manager (Assets tab)
The Asset Manager is in the Assets tab in the left panel. Use the Asset Manager (Figure 3) to upload and manage your own image assets in Earth Engine. See the Asset Manager page for details.
To find datasets to use in your scripts, use the search tool for the data archive. Type the name of a data product, sensor, or other keyword into the search bar to see a list of matching places, raster and table datasets. Click on any raster result to see the description for that dataset in the archive. Click the import link to import the dataset directly into your script.
The Map object in the API refers to the map display in the Code Editor. For example,
Map.bounds() will return the geographic region visible in the Code Editor.
Map functions in the API to see other customizations for this
Use the layer manager in the upper right corner of the map to adjust the display of layers you added to the map. Specifically, you can toggle the visibility of a layer or adjust its transparency with the slider. Click theicon to adjust visualization parameters for individual layers. The visualization tool that appears (Figure 5) allows you to interactively configure layer display parameters. Click the button on the right of the tool (which performs a Custom stretch to the supplied min and max range by default) to linearly stretch the display to either percentiles or standard deviations of image values in the display window. Statistics are computed from all the pixels in the Map window at the current zoom level. Use the sliders to adjust gamma and/or transparency. Click the Palette radio button and specify a custom palette by adding colors ( ), removing colors ( ) or manually entering a comma separated list of hex strings ( ). Click Apply to apply the visualization parameters to the current display. Click Import to load a visualization parameters object as a new variable in the imports section of your script.
Note that to the right of the layer manager are toggle buttons for different map backgrounds.
Customize the background using
The Inspector tab next to the tasks manager lets you interactively query the map. When the Inspector tab is activated, the cursor becomes a crosshair which will display the location and layer values under the cursor when you click on the map. For example, Figure 6 shows the results of clicking on the map with in the Inspector tab. The cursor location and zoom level are displayed along with pixel values and a list of objects on the map. The objects list is interactive. To see more information, expand the objects in the Inspector tab.
print() something from your script, such as text, objects or charts,
the result will be displayed in the Console. The console is interactive,
so you can expand printed objects to get more details about them.
For long running tasks, use the
Export object to perform large computations
that result in an
FeatureCollection. Manage the
exported tasks on the Exports tab. To start the export, click the
run button next to the exported task in the Tasks
tab. A configuration dialog will appear that allows you to choose the resolution or size
for images, and the format (CSV, GeoJSON, KML or KMZ) for tables. Once you have run the
task, hovering over the task in the task manager will show a ‘?’ icon which you can use
to check the task status. To cancel a task, click on the spinning
icon next to the task to cancel it.
The profiler displays information about the resources (CPU time, memory) consumed by specific algorithms and other parts of a computation. This helps to diagnose why a script is running slowly or failing due to memory limits. To use the profiler, click theicon at the top of the code editor, then select Enable performance profiling. This activates a Profiler tab on the right side of the code editor. When you run your script, the Profiler tab will display a table of resource usage from the script.
The profiler displays information about CPU and memory usage (per algorithm and asset) resulting from computations invoked by the script and the display of every tile currently visible in the map. Each row in the profiler output corresponds to an algorithm, computation, asset load or overhead operation as described in the 'Description' column. The columns in the profiler are:
- A textual description of the computation, algorithm, asset load or overhead operation being profiled.
- An indicator proportional to the number of times the operation described in 'Description' was invoked.
- An indicator of CPU time taken by the operation(s).
- Current Mem
- This column appears only if there was an error because the script used too much memory. It shows the amount of memory in use on any single compute node at the moment the error occurred.
- Peak Mem
- Maximum memory used on any single compute node for the operation.
You can also import geometries to your script by drawing them on screen. To create geometries, use the geometry drawing tools in the upper left corner of the map display (Figure 7). For drawing points, use the placemark icon , for drawing lines, use the line icon , for drawing polygons, use the polygon icon . Using any of the drawing tools will automatically create a new geometry layer and add an import for that layer to the Imports section. To add geometries to a new layer, hover on the Geometry Imports in the map display and click the +new layer link. You can also toggle visibility of the geometries from the Geometry Imports section. Note that drawn geometries are geodesic by default. Use the Geometry constructor to convert them to planar geometries. Learn more about geometries in Earth Engine on the Geometry page.
To configure the way geometries are imported to your script, click the
FeatureCollection) or rename the layer.
Click the Help button to see links to this Developer's Guide, the help forum, a guided tour of the Code Editor and a list of keyboard shortcuts that help with coding, running code, and displaying data on the Map.