I'm having problems with google maps, drawing icons was working fine few weeks ago in my project. At some time the icons are very frequently drawing in partly and I don't know what is causing it. It is both happening on my development machine and production server and on all machines.
I'm only using two different icons so I know the bitmap images are not corrupt.
Here below are two sample images.
You'll get more help if you post your outputted JSON. Your gmaps JSON must not have quotes around width or height, like so: "picture":"/assets/dayhome.png","width":32,"height":37,"lat":53.5402,"lng":-113.628
Another fix is to include optimized:false which disables the html5 canvas (the squares that are cutting off the markers).
My much more detailed analysis here: Canvas Tiles Cut Off Custom Markers
Set optimized:false in your Marker options.
If optimized is true (the default), then your marker images are incorporated into the tiles. Unfortunately where markers cross tile boundaries, they are not also used on the adjacent tile, so appear to be truncated at the edge of the tile. Using optimized:false forces the icons to be placed on the map as separate DOM objects.
Related
I have a large image, based on a vector drawable xml file, and I would like to visualize only part of it in an ImageView, like this (the darker regions would be off screen):
Under user control, the image would move around (or rather, the visible part of it), very much like a Google maps app.
I can manage to dig into Android Studio but I would like to get some hint on what would be a proper approach to handle this. Is using a large xml file and clipping it appropriate or is it better drawing it on a canvas in runtime?
I played with both vector drawables and drawing on a canvas, but not enough to be sure which way to go for this or to post any code.
My problem is three-fold. I'm going to try to explain as detailed as I can, because I've asked this question before and haven't gotten any clear answers.
What I'm Trying to Do:
I have diagonally shaped images, that I'm trying to make clickable, so I separated them out of the background image. They were originally one image, but I've cut out several pieces of the image and I want to align them identically to how they were in the original image. This might not the best method for what I am trying to achieve, and if there is a better way to make non-square areas of an image clickable, that would solve all of these problems. If not, here is my problem. The problem is, as soon as I align them in XML, I boot them up on an Android emulator or my phone, and they are aligned differently on both, differently than the preview and from each other.
Below is my example, and I'll try to explain what I mean.
The black and white grid is my background. The brown, red, and yellow lines are separate images. I don't want to just combine them with the background, because I need those lines to be clickable. I'd set a button behind them, but they are diagonally shaped and I need the entire shape to be clickable. However, they have to be EXACTLY where they are in the background, aligned specifically as they are to the background. The problem is, as soon as I load it on another device, it scales, and everything misaligns.
It also misaligns depending the device, so I presume it's because it's scaling the different parts differently.
I need a way to align it the way I want it, and have each image scale together.
How I've Been Trying This So Far:
Initially, I tried just using XML. And herein was my first problem. My background image is 1920x1080. It loads on the emulator without a problem. However, if I try to load it on my phone, I get the following error:
OpenGLRenderer: Bitmap too large to be uploaded into a texture (5760x3240, max=4096x4096)
So that leads to my first question. Why is my 1920x1080 trying to load as 5760x3240?!
I bypassed this, by using Picasso to scale the image to 1920x1080. As a sidenote, in addition to programmatically loading the image, I also am removing the title bar. Here is my OnCreate:
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(R.layout.activity_main_layout);
Picasso.with(this).load(R.drawable.backgroundimage).resize(1920,1080).into((ImageView)findViewById(R.id.background));
On the XML side, I've tried all sorts of different things. Relative layouts, linear layouts, frame layouts...None seem to scale the separate imageviews the same.
Which leads to my second question.
How do I scale two differently sized imageviews together, so that they maintain their alignment on different sized devices?
My second imageview is 198x547(this would be the equivalent of one of the squiggly lines in the example images) and even setting that in Picasso does not maintain my alignment. In fact, that doesn't seem to work at all, since I have to scale it differently to even match the alignment I have in the original image.
Summary Questions
I need a diagonally shaped portion of an image to be clickable. Is cutting the shape out as a separate image the appropriate method for doing so? If not, how do I make such a specific, non-square area of an image clickable?
I need specific alignments to scale together. Why aren't they?
Why does my png file upscale itself?
I am using Google maps in iOS using iOS SDK, letting users mark an area using few markers, creating a polygon.
I want to highlight that area and gray out the rest of the map, something like this:
Is this possible somehow?
You have to draw your own UIImage where you create the gray area, clear area, and polygon borders. After that add it as an overlay tile using GMSGroundOverlay. This will fix it in place for when the user scrolls.
https://developers.google.com/maps/documentation/ios/overlays
This is similar to how radar overlays are drawn for weather apps.
I would approach this problem using several steps.
1) collect your points from the user that will define your polygon.
2) send the collection of points to your server.(ajax post)
3) server side, dynamically create a grey image with a transparent hole in it that is your polygon.
4) store image on server, send back response with info telling browser how to retrieve it(url,id,whatever).
5) using javascript + google maps api, apply an overlay referencing your newly created image.
each step may have its challenges but the problem becomes manageable if you focus on the different steps.
1) and 2) will involve using javascript, capturing 'clicks' and having feedback to the user in the form of a line or something on the map. Once finished, the server call can be initiated by the user or by your programming.
3) I would use python with an image library(skimage, etc.) and a mapping library (gdal). Making an image is not hard but combining it with GIS and getting the right projection, etc. will take some fiddling.
4) shouldn't be a problem once you've got that far.
5) using zimmryan's comment about creating a ground overlay could be helpful for this step.
good luck!
I am trying to make a tile based game in LibGDX and I have run into some problem. In earlier versions of LibGDX you were able to draw a certain section of a .tmx map instead of a whole and even a section of a layer. Even though , in the nightly builds I cannot find anything about this methods the only thing I have found was drawing of a whole map or one of its layers.
Ideally I would like to draw portion of a map something like draw nao from coords (5,5) to (25,25) . Meaning only the square 22x22 tiles starting from tile in the 5th row/column at position no. 5.
Is it even doable in the newer builds ?
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.