<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: 久久久久国产精品免费免费不卡 | 污污网站18禁在线永久免费观看| 一区二区免费在线观看| 亚洲国产区男人本色| 亚洲av无码专区青青草原| 亚洲免费综合色在线视频| 色偷偷女男人的天堂亚洲网| 国产色在线|亚洲| 亚洲精品人成网在线播放影院| 久久精品国产亚洲AV久| 亚洲人成网站色在线观看| 精品亚洲成在人线AV无码| 亚洲精品第一综合99久久| 亚洲永久网址在线观看| 亚洲av永久中文无码精品综合| 国产亚洲欧美在线观看| 日韩精品无码永久免费网站| sss在线观看免费高清| 二个人看的www免费视频| 可以免费观看的国产视频| 美丽姑娘免费观看在线观看中文版 | 亚洲?v无码国产在丝袜线观看| 亚洲一区二区三区乱码A| 国产AⅤ无码专区亚洲AV| 亚洲av日韩av天堂影片精品| 久久久亚洲欧洲日产国码是AV| 亚洲国产综合人成综合网站00| 久久久久久亚洲精品影院| 亚洲AV无码成人精品区狼人影院| 国产精品亚洲小说专区| ww在线观视频免费观看w| 免费毛片a线观看| 桃子视频在线观看高清免费完整| 嫩草影院在线免费观看| 亚洲?v无码国产在丝袜线观看| 亚洲亚洲人成综合网络| 亚洲一区动漫卡通在线播放| 日韩国产欧美亚洲v片| 中文字幕在线视频免费| 四虎精品视频在线永久免费观看| 日韩免费视频观看|