GoogleMaps lag at a large number of markers - objective-c

I apologize in advance for my English.
I have in the application of more than 5000 coordinates.
These coordinates point to the objects in all the earth.
The fact that I add all at once to the map coordinates (marker), and the map is very lag because of this!
5-6 FPS when scrolling the map.
How do I add markers for the current location (the camera), and if I scroll the map, these markers to remove, and add new to the new location (the camera).
I know there is a function idleAtCameraPosition, but how to get a list of coordinates of the array (MutableArray), which is included in the camera? How to keep track of it?
I do not understand this. Can someone already did one of you is in your project?
I hope you understand that I want to convey to you.

You might want to check Marker Clustering:
By clustering your markers, you can put a large number of markers on a map without making the map hard to read. The marker clustering utility helps you manage multiple markers at different zoom levels.
When a user views the map at a high zoom level, the individual markers show on the map. When the user zooms out, the markers gather together into clusters, to make viewing the map easier.
To have some insights about loading too many marker, try reading the article about Too Many Markers!
Some applications are required to display a large number of locations or markers. Naively plotting thousands of markers on a map can quickly lead to a degraded user experience. Too many markers on the map cause both visual overload and sluggish interaction with the map. To overcome this poor performance, the information displayed on the map needs to be simplified.
Hope this helps!

Related

How can I render 19451 circles on Rect Native map efficiently?

I have 19451 points exported by coordinates in a JSON file. I am trying to render them in an efficient way on the map with circles. How can I achieve this? It is the first time I am using https://github.com/react-native-maps/react-native-maps with expo, so I am not that experienced in using maps services. I don't even know where to start from. I was thinking of something like rendering the points dynamically, based on whether one point is to be found in the region of the map that is currently shown on the screen, although I have no idea how to actually achieve this. The first thing I tried was to obviously render them at once: it takes ages and it is very buggy!
You have several options:
Use some kind of clustering when there are multiple circles in the same area, for example when you're zoomed out. Have a look at react-native-maps-clustering. Performance wise is decent enough but it may lag on older devices.
When you go over a zoom level you can limit the number of circles you draw, I guess they overlap anyways. When your limit has been reached, you can display some warning to let the user know that the number of circles was limited and he should zoom in. From my experience, drawing max 50 custom markers was the upper limit to avoid lag on older devices. With circles, that limit might be different.
Manually filter your data and decide whether the circle belongs to the current viewport (visible part of the map) or not.
Some code would help me to give you some more hints.

Convert a Lat/Lon coordinate on a map based on preset coordinates

First off, I am not sure if this is the right place so I apologize if this belongs elsewhere - please let me know if it does. I am currently doing some prototyping with this in VB so that's why I come here first.
My Goal
I am trying to make a program to be able to log different types of information for a video game that I play. I would like to be able to map out the entire game with my program and add locations for mobs, resources, etc.
What I have
The in game map can be downloaded so I have literally just stuck this in as a background image on the form (just for now). The map that I get downloaded though is not exactly as the map appears in the game though since the game will add extra water around everything when scrolling around. This makes it a bit tricky to match up where the origin for the map is in game compared to where it would be on the downloaded map.
The nice thing though is that while I am in the game I can print my current coordinates to the screen. So I thought that maybe I can somehow use this to get the right calculation for the rest of the points on the map.
Here is an example image I will refer to now:
In the above map you will see a dotted bounding box. This is an invisible box in the game where once you move your mouse out of the longitude and latitude points will no longer show. This is what I refer to above when I mean I can't find the exact point of origin for the in game map.
You will also see 2 points: A and B. In the game there are teleporters. This is what I would use to get the most accurate position possible. I am thinking I can find the position (in game) of point A and point B and then somehow calculate that into a conversion for my mouse drag event in VB.
In VB the screen starts at top-left and is 0,0. I did already try to get the 2 points like this and just add or subtract the number to the x and y pixel position of the mouse, but it didn't quite line up right.
So with all this information does anyone know if it is possible to write a lon/lat conversion to pixels based on this kind of data?
I appreciate any thoughts and suggestions and if you need any clarification of any information I have posted please let me know and I will be happy to expand on it. I am really hoping I can get this solved!
Thanks!
EDIT:
I also want to mention I am not sure if there is an exact pixel to lat/lon point for the in game map. I.e. the in game map could be 1 pixel = 100 latitude or something. So I might also need to figure out what that conversion number is?
Some clarifications about conversion between the pixel location to 'latitude and longitude'.
First the map in your game is in a geometry coordinate system, which means everything lies in 2D and you can measure the distance between two points by calculate the pixel position.
But when we talk about longitude and latitude, we are actually talking about a geography coordinate system, which is a '3D' model of the sphere oabout the surface of the earth. All the maps on earth are abstracted from 3D to 2D through one step called projection. Like google maps or your GPS. In this projection process, the 3D model converted to 2D model but there is always some part of the map will be tortured, so that same distance in pixels on a map could be different in length in reality.
So if you don't care about the accuracy then you can consider the geometry point as geography point. Otherwise, you need to implement some GIS library to handle the geodesic distance and calculate the geography point based on the projection coordinate system.

Detect multiple bodies in Kinect?

I am working with kinect in openframework using the ofxKinect addon, which is great and plenty fun!
Anyway I am looking for some pointers or a direction when dealing with multiple bodies on the screen. I was thinking of making a rect around each detected body and when the rects intersect something could happen, an effect or anything.
So what I am looking for are ideas or something that could point me to the right direction of detecting multiple bodies when using a kinect.
Right now based on the depth image I get from the kinect I go through each pixel and create a bunch of smaller rectangles with a padding and group them in a larger rectangle bound if they are separate from another rectangle group. This is not ideal as it only deals with the pixel values and is not really seperating bodies from eachother and is not giving me the results I am looking for.
So any ideas would be greatly appreciated!
If you want to use ofxKinect a quick solution would be to threshold on depth and assume bodies and no other objects will be within a depth range. This should make it easy to use the OpenCV's contour finder to isolate the outlines of the bodies and get the bounding rectangles. If the rectangles intersect(and ofRectangle already does the math you), trigger the reaction you need. Also don't forget to do that once if the effect isn't showing already, otherwise you will trigger the effect multiple times per second while the two bodies' bounding rectangles intersect.
You could try something a bit more hardcore and using ofxCv(not just ofxOpenCV) to tap into the HoG functionality. This is slow in itself and not ideal with the depth map, but hopefully you can run in every few seconds just to detect a person and the depth, then keep tracking that movement.
Personally, if you want to track people with the Kinect I recommend using ofxOpenNI as if already provides the scene segmentation feature and even if you don't track the skeletons you can still get useful information like the pixels pertaining to each body and they're centre of mass. I'm guessing Microsoft KinectSDK has a similar feature and there should be an oF addon, but it's windows only.
ofxKinect/libfreenect does not offer any people detection features, so you will need to roll your own.

How to render a BSP Tree without splitting

I have a BSP tree for depth sorting in an isometric game (I've tried countless other methods) it's seems to be close, but in my game I cannot split the assets. So, items that intercept the current plane, I simply add them to both the "behind" and "ahead" nodes (as suggested in http://www.seas.upenn.edu/~cis568/presentations/bsp-techniques.pdf).
When I traverse the tree (from lowest depth to highest), I only render the sprite once (the first time I approach it) but this seems to be placing some sprites too low in the display order.
Any insight on this would be greatly appreciated. This is in (mostly) C for iOS, btw.
Thanks in advance (and I try to answer some questions on here, but y'all are so darn fast!).
I don't think a BSP tree will help you sort out the (literal) sprite sorting issues prevalent in isometric tile rendering. Especially if you have archways like doors, there will always be a point where the character just pops under/above the archway. BSP trees help sort visible areas in a 3D world quickly, but an isometric map is a 2 dimensional, layered view where other effects like size of individual tile images play a larger factor than position in space.
The most common solution is in fact to split the assets in order to render individual parts of an archway (or any larger isometric object) either in front or behind the player, depending on each part's distance to the camera.
The alternative is to add blocking so that the player and other objects can never get too close to areas where sprite rendering normally fails due to sorting issues. But that only works if it is built-in from the start (size of tiles, size of world collisions).

Is it possible to animate markers in ArcMap?

I'm completely new to ArcGIS and ArcMap, but someone suggested this program to me for a project I'm working on.
I would like to animate individual entities on a map, and was wondering if it is possible to do so in ArcMap. I asked this earlier here and a member directed me to a tutorial on animating in ArcGIS. The animation in the guide was over a map spread (ie. each pixel on the map displays, say, a different color to indicate population data in the area). However I realized that if I zoom in a lot, eventually the image will degenerate into pixels, which is why I need an actual object to mark a certain point. I checked some online tutorials and it seems like we can place markers on the map. Can someone tell me if it is possible to animate these markers (for example via a for-loop)? And if so, could you point me in a direction where to start?
Thanks in advance!
You can animate layers in ArcMap is the short answer. Its not as simple as using the timeline feature in Google Earth for example though. But then ArcMap is much more than just a visualization tool.
This help page on the ESRI web help looks like a good place to start.
I'm not 100% sure what you mean by the image degenerates into pixels. Are you saying that the markers were single points in the layer. Unlike Google Earth you are not confined to simply plotting points on the map. You can draw completely arbitrary shapes in ArcMap, which can be defined to cover actual areas of the map, so when you zoom-in the shape gets larger.
The way you need to load data into ArcMap to produce an animation isn't too simple. There might be other ways to do this, but the way I know of is to generate a NetCDF file. This file contains a 3D matrix of layer data, where each layer is separated through time. Because you generate a matrix, you are effectively placing a raster image over the map. Thus if you want to cover a large area, each matrix becomes large, and you multiply that by the number of time slices you wish to animate over.
Once you have a NetCDF file with your data in however, getting ArcMap to animate it and produce say a .avi file is pretty simple.
You could try just loading some of the example NetCDF datasets into ArcMap to see how/if they will work to get you started.
Hope that helps.
The upcoming v10 will have better time-aware capabilities, which will allow for animation.