MapPoint Control - Adding territories - visual-studio-2010

Anyone know if it is possible to add territory to map using map point control in C# application? (Something like in normal MapPoint 2010 application) If so, how I can use it?

It looks like you need to use the Datasets collection's LinkTerritories() method.
The "dataset loading" methods (eg. to create pie charts and shaded area maps) are a bit of a hairy area in MapPoint's API. With their many parameters they are easy to get wrong and the resulting error message is less than useful - typically just "bad parameter". So be warned!

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Highlight buildings in a map

I have a requirement where I need to highlight the buildings around my current location on a map. I am using Xamarin and was wondering if anyone can point me to a correct library or control that can fulfill my requirement.
I am currently using Mapsui for Xamarin but I don't think it has the feature I am looking for.
If you have access to the geometries of the buildings there are many ways you could implement highlighting.
One way that comes to mind. Create a layer on top of your background layer with the same geometries as data source. Use a ThemeStyle to show only the selected geometry. The ThemeStyle class is created with a callback method which determines the style. In that method you should return no style unless the feature id is the same as selected feature id.
You can take a look at the ThemeStyle sample for a more general use of themes (no highlighting).
Also you could look at Mapsui.Sample.Wpf.Editing. Here is a screenshot of that sample:

Monogame Extended Tiled

I'm making an isometric city builder using Monogame Extended and Tiled. I've got everything set-up and now i need to somehow access the specific tiles so i can change them at runtime as the user clicks on a tile to build an object. The problem is, i can't seem to find a "map.GetLayer("Layername").GetTile(x,y) or .SetTile(x,y) function or something similar.
Now what i can do is edit the xml(.tmx) file which has a matrix in it that represents the map and it's drawn tiles. The problem with this is that i need to build the map in the content pipeline again after editing for the changes to be displayed. I can't really build at runtime or can i?
Thanks in advance!
Something like this will get you part way there.
var tileLayer = map.GetLayer<TiledMapTileLayer>("layername");
TiledMapTile tile;
if(tileLayer.TryGetTile(x, y, out tile))
{
// do something with tile
}
However, there's only a limited amount of things you can actually do with the tile once you've got it from the map.
There's no such thing as a SetTile method because changing tile data at runtime is not currently supported. This is a limitation of the renderer, which has been optimized for rendering very large maps by building static geometry that can't be changed once it's loaded into the graphics card.
There has been some discussion about building another renderer that would handle dynamic map changes but at this stage nothing like that has been implemented in the library. You could always have a go at implementing a simple renderer yourself, a really basic one is not as hard as you might think.
An alternative approach to dealing with this kind of problem might be to pre-process the map data before giving it to the renderer. The idea would be to effectively separate the layers of the map that are static from those that are dynamic and render the dynamic tiles as normal sprites. Just a thought, I'm not sure about the details of how this might work.
I plan to eventually revisit the Tiled API in the next major version of MonoGame.Extended. Don't hold your breath, these things can take a lot of time, but I am paying attention to the feedback and kinds of problems people are experiencing with the existing API.
Since the map data is stored in a XML (or csv) file which runs through the Content Pipeline you can not change it at runtime.
Anyways, in a city builder you usually do not change existing tiles but you place object on top of existing tiles.

How to annotate the area of a polyline in autocad command / macro

Does anyone know of macro or custom command I can make to quickly annotate the area of a polyline in autocad?
I'm doing a project where I need to measure the lot and house size of several city blocks. I've got a drawing going but I don't want to measure and write out the area of each site, that will take to long. I've seen custom commands in the past that quickly do this kind of thing but I don't know how to make my own.
And I'm desperately avoiding doing it by hand one at a time as most likely I will need to make adjustments to my design later on.
The best method I can think of is to utilize the MTEXT command and use a FIELD to link the Area of the Polyline to the MTEXT box.
Type FIELD at the command line, choose Object, select your Polyline and you will see the Area property.
Here is a link on the CADTutor site that covers it a bit more in depth along with a link to a forum post that has this automated via a Lisp routine.
http://www.cadtutor.net/forum/archive/index.php/t-46628.html

GEF sketchy figure

I am trying to create a eclipse based editor for class diagram for a school project. One of the main requirement is that the diagram need to have a "sketchy effect" (something like the one shown in this website yuml)
I am new to Eclipse graphical editor frameworks, and I want to get some opinion about how I can implement it (pros/cons of using plain GEF vs GMF). My preference will be to use GEF as it may require a lot of customization in the future and I find that GMF has a high learning curve and not much documentation.
If I implement it using GEF, will it better done by using SVG graphics and should the figure or edit parts be splitted (to three parts : box for Class name, box for Properties, and box for Methods)?
Think it's best to use SVG for the sketchy shape. GEF doesn't have support for SVG images, GMF does. You can try to borrow SVG handling from GMF - it's not too complicated.
Properties and methods should be text labels figures and children of properties and method compartment figures that are nested inside the class shape. See this: https://eclipse.org/articles/Article-GEF-Draw2d/GEF-Draw2d.html

Create custom shape or connector in PowerPoint using code/script/definition

The shapes in in PowerPoint 2007 seem to be built in - is there a way to create 'user'/'custom' shapes?
I wanted to create a custom connector, but knowing if you can create a custom shape, could be handy in the future.
There are several ways to do this, but not sure if they would meet your needs. If you need to have a custom shape added to the "insert shapes" drop-down and then place and size with your mouse cursor, then I know of no way to do this.
However, if you would like to define a custom shape and then programmatically add this to a location in your presentation, this is doable for sure. In VBA and VSTO, this is can be done via the Object Model; you can add a FreeForm shape, polylines, curves, etc. and in some cases group these to form a single shape. I've done as much with a series of 9-pointed stars that I needed on a regular basis.
To create a custom shape/connector in Drawing ML also appears possible. It is not something I've tried yet, but it certainly looks as if it can be done. There are a number of calculations you would need for this that are well documented in the Ecma specs. By "well documented", I don't mean "easy" though - all of the formulas can be complex. In the case of the connector, it looks as if you would need to programmatically change the shapes your connector is connecting to though to your custom connector (shapes identify their connector, if they have one).

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