Right.  And thanks.  Incorporating these suggestions has definitely
moved things along.  Only draw what can be seen on the screen (pay
attention to the map bounds) and only up to a usable number of
points.  Seems obvious, but when you're learning the low level stuff,
it's easy to lose sight of high-level design principals.  Adhering to
those principals, I figured out I can define my own Overlay that can
draw a sufficient number of points.  The clustering idea sounds
interesting, but well beyond me, at least for the time being.

I didn't realize there was a separate Maps API group.  Now I know.
I'm investigating if you can control when Overlays are asked to draw,
so I'll head over there for my questions about that...

On Jun 30, 12:30 am, "Maps.Huge.Info (Maps API Guru)"
<[email protected]> wrote:
> The standard way of handling the "toomanypoints" problem is to use a
> clustering system, either server based or client based. Clustering
> converts themanymarkers that can appear in one area, usually
> determined by a matrix, into a single marker.
>
> Another method is to limit what is loaded into the map by using the
> map bounds as a selection criteria. As the map moves, newpointsare
> loaded and ones out of view are dropped.
>
> Still another method is to use an image overlay instead of 
> individualpointsand develop your own method to make thepointsactive. There
> are several strategies to accomplish this but essentially, the meta
> data associated with the image is loaded into an array that is
> analyzed as the pointer moves. This method works better than
> individual markers as there are far fewer objects and DOM nodes
> created.
>
> If you're interested in learning more about these methods, I suggest
> visiting the Google Maps API discussion group and research the
> archives. There's a lot of information on these specifics on that
> forum.
>
> -John Coryat
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