<rt id="bn8ez"></rt>
<label id="bn8ez"></label>

  • <span id="bn8ez"></span>

    <label id="bn8ez"><meter id="bn8ez"></meter></label>

    posts - 310, comments - 6939, trackbacks - 0, articles - 3
      BlogJava :: 首頁 :: 新隨筆 :: 聯(lián)系 :: 聚合  :: 管理

    Clustering Pushpins with the Virtual Earth Map Control API

    One of the new features introduced in the Virtual Earth Map Control API is Pushpin Clustering.  When there are hundreds of pushpin shapes on the map in a dense area, the map can become very cluttered. The pushpins can overlap each other and obscure the map view and make the map difficult to use.  Previously, to solve this problem, developers using the Virtual Earth map control would have to either divide groups of pushpins into VEShapeLayers and manually control which layers to show and hide at different zoom levels, or just not show Pushpins at zoom levels if there were too many on the screen.  With the v6.2 Virtual Earth Map Control API, this situation has gotten a lot easier to manage with the addition of the pushpin clustering feature.

    In the v6.2 Virtual Earth Map Control API, we introduced two new methods on the VEShapeLayer to support pushpin clustering.  In a previous blog post awhile back, I talked about the VEShapeLayer class which is designed to group a set of VEShapes so they can be managed as a collective group.  The two new methods for pushpin clustering are VEShapeLayer.SetClusteringConfiguration and VEShapeLayer.GetClusteredShapes.  The v6.2 Virtual Earth Map Control API is reverse compatible with the previous v6.1 and v6 APIs and does not cluster pushpins by default.

    The SetClusteringConfiguration method allows you to specify how you want to cluster shapes in a shape layer.  The first parameter is either a VEClusteringType enumeration specifying a known clustering algorithm supported by Virtual Earth, or it can be a reference to a custom function which does the clustering.  Currently VEClusteringType can either be VEClusteringType.Grid to specify a grid-based clustering algorithm or VEClusteringType.None which turns off clustering.  By default clustering is off if you do not call SetClusteringConfiguration on a VEShapeLayer.

    So, you can turn on grid clustering with a single call to SetClusteringConfiguration.  Assuming you have a VEShapeLayer reference called shapeLayer, here's the syntax:

    shapeLayer.SetClusteringConfiguration(VEClusteringType.Grid);

    The built-in grid based clustering algorithm divides the screen into equal-sized squares.  If there are more than one VEShape pushpins in a square, they are combined into a cluster.  So, at the highest altitude, you will see more clusters and at the lowest altitude (highest level of detail) you will see less clusters, but more individual shapes.  So, as you zoom in on clusters to highest level of detail, they will eventually break up and show individual shapes.  So, with one line of code, this simple algorithm now reduces clutter on the map significantly and divides shapes up into manageable chunks.  By default, pushpin clusters will have a special cluster pushpin icon just like VEShape pushpins have their own default pin icon also.  Each cluster will also have a default popup balloon with information about the cluster.  The default popup shows the number of shapes in the cluster.  In a future blog post, I will show you how to override some of these default settings to provide more advanced customization to pushpin clustering.

    Figure 1 below shows a set of pushpins that are not clustered.  Figure 2 shows the same set of pushpins clustered with Grid clustering: 

    Figure 1. Unclustered Pushpins Figure 2. Clustered Pushpins

     

    If you want to turn off pushpin clustering after you have turned it on, you just have to make the following call:

    shapeLayer.SetClusteringConfiguration(VEClusteringType.None);

    If you want to know what shapes are in each pushpin cluster, you can do so with the GetClusteredShapes method on the VEShapeLayer which also takes in a VEClusteringType parameter.  For example:

    var shapeClusters = shapeLayer.GetClusteredShapes(VEClusteringType.Grid)

    This call returns an array of VEClusterSpecification objects representing the set of shape clusters with the passed in clustering type.  Each VEClusterSpecification object in the array represents a cluster.  The Shapes property on the object specifies the pushpins in the cluster.  The LatLong property is a VELatLong and specifies the Latitude, Longitude location of the center of the cluster where the cluster icon is positioned.  This provides all the information you have for a cluster, so no information is lost when pushpins are clustered. Also, this method works even when clustering is off. So, if you want to have a complete custom rendering for a cluster, or just know what shapes would be clustered if you turned clustering on, you can use this method.

    Click on the link below to see a sample of pushpin clustering with Virtual Earth.

    Virtual Earth Map Control API Clustering Sample

    Keith Kinnan

    Software Development Lead, Virtual Earth Platform


    只有注冊用戶登錄后才能發(fā)表評論。


    網(wǎng)站導(dǎo)航:
     
    主站蜘蛛池模板: 亚洲综合激情九月婷婷| 国产亚洲精品自在线观看| 亚洲性69影院在线观看| 免费人成视频在线观看网站| 国产亚洲精久久久久久无码| 免费看搞黄视频网站| 久久精品亚洲精品国产色婷| 久久www免费人成看片| 欧洲 亚洲 国产图片综合| 在线免费观看一级毛片| 国产亚洲精品欧洲在线观看| 亚洲欧洲久久av| 国产永久免费高清在线| 亚洲精品在线视频观看| 最近中文字幕mv手机免费高清| 亚洲精品无码久久久久YW| 亚洲福利精品一区二区三区| 999zyz**站免费毛片| 911精品国产亚洲日本美国韩国| 手机看黄av免费网址| 日韩亚洲人成网站| 亚洲欧洲日产国码av系列天堂 | 亚洲国产免费综合| 久久er国产精品免费观看8| 亚洲成年轻人电影网站www| 曰批视频免费30分钟成人| 国产成人人综合亚洲欧美丁香花 | 青柠影视在线观看免费| 亚洲日韩在线视频| 亚洲第一黄色网址| 中文字幕免费在线看线人| 日韩亚洲翔田千里在线| 亚洲国产一区二区a毛片| 永久免费视频v片www| 国产在线国偷精品免费看| 亚洲综合一区二区三区四区五区| 亚洲人成网站色在线入口| 成人免费福利视频| caoporn国产精品免费| 亚洲va精品中文字幕| 亚洲午夜国产精品无码|