| Re: FS Earth Tiles v0.3 Patch 1 |
Author: lynx 108 Posts Status: Confirmed Pilot | Date 08-16-07 22:19 |
A long time ago, HB-100 wrote:
I still want to at least make [...] the abort button working (requires threading) [...]
Not exactly. Just insert Application.DoEvents() somewhere in the fetch loop. Just stumbled upon that today while browsing the docs.
HB-100 wrote:
i dont know where that 1GByte limit comes from .. I somhow tend to think it might be a limit of the free C# express compiler.
Well, I have the professional edition, and I see the same phenomenon.
Wolfram Ravenwolf wrote:
Until that's possible from within the program itself, I guess I'll have to investigate the scripting possibilities. Probably have to do some coord
conversion or at least calculation.
To put the command line interface to a test, I wrote this little batch file and left it running all day. It's finishing the third strip of 5 x 5 minutes right now - this is taking a looong time with Service 3
(hint: once the tiles are cached, it's much faster...).
@echo off
rem
rem Usage:
rem fetch lat lon
rem
rem Will fetch an area one degree of latitude and one degree of longitude
rem large, in chunks of 5x5 minutes, starting at lat, lon
rem This works for the north-western quarter-sphere only
rem
setlocal enabledelayedexpansion
set Sdeg=%1
set Edeg=%2
for /L %%x in (0,5,55) do (
for /l %%y in (0, 5, 55) do (
set Smin=%%y
set /a Nmin=%%y + 5
set Emin=%%x
set /a Wmin=%%x + 5
if !Nmin!==60 ((set /a Ndeg=%1 + 1) & (set Nmin=0)) else set Ndeg=%1
if !Wmin!==60 ((set /a Wdeg=%2 + 1) & (set Wmin=0)) else set Wdeg=%2
echo Fetching --south !Sdeg! !Smin! 0 N --north !Ndeg! !Nmin! 0 N --east !Edeg! !Emin! 0 W --west !Wdeg! !Wmin! 0 W
start /wait FSEarthTiles.exe --south !Sdeg! !Smin! 0 N --north !Ndeg! !Nmin! 0 N --east !Edeg! !Emin! 0 W --west !Wdeg! !Wmin! 0 W --zoom 1 --snap Tiles --fetch
)
)
endlocal
This will fetch (but not compile) an area one degree of latitude times one degree of longitude large, to the north-west of the coordinate it is called with (full degrees supported only). Once this has
completed, I will write another batch file that collects the [Source] sections of all the individual inf files into one big multi-source inf, and feeds that to the compiler (that will probably take even
longer...).
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| Re: FS Earth Tiles v0.3 Patch 1 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-16-07 22:47 |
Teaser for the next Pre- Version (v0.4)

But that version will probabily take some days... not becasue thsio free map functionality but I have a lot on the ToDo /clean up/finish list
for FSEarthTiles.
but after that step, no more so much will be left to do for the final.
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| Re: FS Earth Tiles v0.3 Patch 1 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-16-07 22:49 |
Wolfram Ravenwolf wrote:
HB-100 wrote:
for those with the GUI Resolution Box size problem please check if you still have the problem with this GUI study Version (v0.31)
Now Download Resolution is properly displayed!
thank you!
p.s. forget that picture i just post is 125% overscaled because of my windows font setting.. (but advantage at least is that I have a
320x320 pixel display whereas the normal font has 256x256 only)
(disavantage thought: it's already too slow lol ..need to integrate the display cache..hope that will help)
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| Re: FS Earth Tiles v0.3 Patch 1 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-16-07 23:06 |
lynx wrote:
I still want to at least make [...] the abort button working (requires threading) [...]
Not exactly. Just insert Application.DoEvents() somewhere in the fetch loop. Just stumbled upon that today while browsing the docs.
Hey that is great! Thanks a lot!!! Now that safes works.
But will check how smooth that works..else I have the threading code read..but not in fsearthtiles yet.
Wolfram Ravenwolf wrote:
Until that's possible from within the program itself, I guess I'll have to investigate the scripting possibilities. Probably have to do some
coord
conversion or at least calculation.
Hope I do not dissapoint you Wolf, but multiple file is not on my plan for the FSEarthTiles final release. (except the option to create two
files the Area.bmp + AreaMask.bmp for FSX)
So you will have to stick on the scripting and/or wait for a second programmer to pic it up and do that improvement. :/
To put the command line interface to a test, I wrote this little batch file and left it running all day. It's finishing the third strip of 5 x 5 minutes
right now - this is taking a looong time with Service 3
One thing I forgot to tell you.. there will be one problem we have to solve in Vista.
I alwaysI copy the resempler.exe into the work folder to execute the work and delete it after. Vista always brings up the accept the exe box
that way.
Dunno if I shall just let the resempler exe in the working folder to avoid this...
I don't want to compile from the FSEarthTiles folder.. the FS2004 resembler tends to spam the folder.
How well is that Command line part integrateable?
If it's ready and you think it makes sense already at that time point maybe let me check the actual version you have and start integrating it
into my version.
One last thing, I checked it and in my original version the large Bitmap is proper Disposed already (although I will shift it an en safer
place).
So I wonder if that 'leak' wolf discoverd is in your Cache expansion. Maybe check this. Best to Check with the Task explorer.
Post Edited ( 08-16-07 23:09 )
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| Re: FS Earth Tiles v0.3 Patch 1 |
Author: lynx 108 Posts Status: Confirmed Pilot | Date 08-16-07 23:43 |
HB-100 wrote:
One thing I forgot to tell you.. there will be one problem we have to solve in Vista.
I alwaysI copy the resempler.exe into the work folder to execute the work and delete it after. Vista always brings up the accept the exe box
that way.
I noticed that. Is there a reason for copying it? Why not chdir to the work folder, and from there call ..\resample.exe? Doesn't .Net allow you to set the working folder?
How well is that Command line part integrateable?
If it's ready and you think it makes sense already at that time point maybe let me check the actual version you have and start integrating it
into my version.
Basically, this is one big function (ParseCommandLineArguments(String[] args) that does all the parsing and fills the GUI boxes accordingly, and sets mBatchMode to true if in non-interactive mode
(ie. the --fetch switch was present). args is the string[] passed into Main(), which is in turn passed into the FSETForm1 constructor, which calls ParseCommandLineArguments(). The actuall fetch run
is then started by a little utility function Idle() by "clicking" the Start button (it just calls StartButton_Click(), I didn't want to mess around with events), which is in turn called from FSETAppl.Idle_Handler
(). The detour via the Idle handler is to avoid starting a lengthy process from within the constructor. So far, it seems to work, although the implementation is not pretty, so I'd say it's ready. Just
download the FSEarthTiles_03-p1.zip I posted above and check it out yourself - it's the complete package.
The caching code Close()s everything it creates except for the Bitmap, and that's the same as the direct load code path. But take a look at it - another set of eyes often spots bugs instantly that the
original author hasn't found in hours. One thing that aroused my suspicion, though, is the return (Bitmap)mybitmap.Clone() you do there. Why clone it if the original reference to it will go out of
scope in the very next line?
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| Re: FS Earth Tiles v0.3 Patch 1 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-17-07 00:52 |
lynx wrote:
I noticed that. Is there a reason for copying it? Why not chdir to the work folder, and from there call ..\resample.exe? Doesn't .Net allow you
to set the working folder?
Don't know. Never tried. I had trouble with the FS2004 resample.exe. Somehow it always packed the files into the folder of the .exe when i
tested that manual. But when this work yes maybe that could be a solution then.
lynx wrote:
Basically, this is one big function (ParseCommandLineArguments(String[] args) that does all the parsing and fills the GUI boxes
accordingly, and sets mBatchMode to true if in non-interactive mode
(ie. the --fetch switch was present). args is the string[] passed into Main(), which is in turn passed into the FSETForm1 constructor, which
calls ParseCommandLineArguments(). The actuall fetch run
hmm guess I have to see the code myself first..
Mabye it's better/simpler to just take out the Functions for download an area that you nead of FSEarthTiles and create a reduced clone of
the FSEarthtiles application without the GUI. What do you think? Byway does the gui open when you access FSearthtiles that way?
The caching code Close()s everything it creates except for the Bitmap, and that's the same as the direct load code path. But take a look at
it - another set of eyes often spots bugs instantly that the
i guess I have some work for the weekend. 
well i will check with my version also again later.. I think it helps to have the task explorer open.
It's strange that you have the professional version and still a limit of 1Gbyte. hmm ..is that a .NET limit perhaps? And why does the same
application without changes (no recompile) allow to allocate 2GByte datas on my Vista 64Bit system?
About the Clone() thing.
C# somehow handles the Bitmaps by reference. I know to less about it. But I run into big porblems without cloneing. Often it does not
work.. i.e it seems to me that it does not copy but just refer to the same bitmap ..if you dispose the bitmap in the function then you get a
problem. I figured after consequent cloneing you never run into that problem and saw a lot code makeing use of the clone() in connection
with the bitmap.
I'd like it to know C# .NET better... I come from programming C++. Yes with classes . All I know about C# is by simple try it out. The fact
that I got very fast very far with small applications (i wrote 1-2 oher such small ones before, both non public) speaks a lot for the
cleanness of the language in my opinion. Compared to the chaos in C and C++ it is a lot better.Honest I enjoy programming C#. The only
negative is that I rather like to fly flight simulator or go out instead programming in my spare time. Understandable I think.
Dpending on what I want/need , a fast done window-Application or maximum calculation speed I stick to C# or C++. 
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| Re: FS Earth Tiles v0.3 Patch 1 |
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Author: royboy99 7 Posts Status: Young recruit | Date 08-17-07 16:45 | Hmmm. It does look like the South co-ord's are calculated ok, I just cannot get the zoom factor of 0 on "service 1".I can get max zoom on
flasthearth & google maps though, and shows updated tiles. The co'ords are - 29°38'52 S & 30°23'53E for the PMB airport.
Do you think flashearth etc use different google servers & not the google map ones?
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| Re: FS Earth Tiles v0.3 Patch 1 |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-17-07 18:59 |
royboy99 wrote:
Hmmm. It does look like the South co-ord's are calculated ok, I just cannot get the zoom factor of 0 on "service 1".I can get max zoom on
flasthearth & google maps though, and shows updated tiles. The co'ords are - 29°38'52 S & 30°23'53E for the PMB airport.
Do you think flashearth etc use different google servers & not the google map ones?
G**gle recently updated their maps but FS Earth Tiles isn't using the latest revision yet - so consider this a bug report and solution:
ServiceUrl of Service1 ends with "v=17", change that last parameter to "v=18".
Hope it helps - works for me!
Post Edited ( 08-17-07 19:02 )
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| Re: FS Earth Tiles v0.3 Patch 1 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-17-07 21:00 | me 
that memory 'leak' is my bad.
I disposed the graphics of the bitmap in the code but not the Bitmap itself. argh.
Well funny to see him freeing the memory somewhen random within the second pass.
strange that in v0.2 or v0.1 it freed the memory almost at once.. I observed the memory use then.
I've just checked if there is something to general trigger the collector to empty everything before the process start. Nothing found yet. With
blank Dispose() it closes the whole application lol.
The only thing I can free and will do is the Display Cache that I just completed.
lynx wrote:
Not exactly. Just insert Application.DoEvents() somewhere in the fetch loop. Just stumbled upon that today while browsing the docs.
Seems to work but only on the second click. Same behaviour when I want to drag the window during the Area Download process.
click -drag doesnt work
click-release-click- drag works
So somehow something with the windows focus is missing!?
Edit: Yup! Focus() solved that. so forget it ..works now.
Post Edited ( 08-17-07 21:20 )
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| Area Snap Analysis |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-18-07 00:08 | Since I still didn't fully understand the purpose of Area Snap, I decided to analyse it by creating and comparing the same scenery with different snap
settings - here are the surprising results (complete with lots of pictures):
Sample Area: 49° 47' 45" N, 07° 40' 00" E, 2 nm x 1 nm, Download Res.: 1 - Service2. Same area for all tests, only Area Snap changed, tested with
FSX.
1. Default FSX Scenery (no custom scenery)




The default FSX landclass scenery - included for comparison.
2. Area Snap = Off (Default for FSX)




Without area snap, the runway and streets are misaligned, they just don't fit together. The default scenery is actually quite accurate for both
runways and main streets, so the custom scenery seems to be displaced.
3. Area Snap = Tiles




Snapping to tiles, runway and streets are aligned, they fit perfectly.
4. Area Snap = LOD13 (Default for FS9)




Fits like snapping to tiles, but covers a larger area, since it's based on LOD13.
5. Area Snap = Pixel




Fits like snapping to tiles, but covers a smaller area, looks like it cuts the tiles off.
Interestingly, the default settings (Area Snap Off) provided the worst results because of serious misalignment. Area Snap = Tiles, LOD13 and
Pixel are aligned equally well, the only difference seemed to be the size of the area covered. With these results, I wonder why Area Snap Off has
become the default, and recommend to change that.
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| Re: Area Snap Analysis |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-18-07 04:46 |
Wolfram Ravenwolf wrote:
Interestingly, the default settings (Area Snap Off) provided the worst results because of serious misalignment. Area Snap = Tiles,
LOD13 and
Pixel are aligned equally well, the only difference seemed to be the size of the area covered. With these results, I wonder why Area Snap
Off has
become the default, and recommend to change that.
Thank you for your analysis wolf!
Judge by your analysis I would say the the Area Snap Off mode simple has a bug. That's clearly more than a pixel off. If correct
working the accuracy should be simular to LOD13. (LOD13 however has to be checked in FS2004 and FSX..i don't know yet if the FS2004
works equal accurate with the same input)
Off doesn't means it is the simples mode to calculate. The simplest ist Snap on tile because there you take what you get from the server
1:1 and that's why this was in v0.2 and the accuracy there i had tested. The most difficult: snap to pixel...
Like I said I could not check/test the accuracy of the modes in pre V0.3 but will have to do it somewhen
Please mind that this are Pre Versions and will contain bug's. The tool is still in a deep development process thought I come very fast
closer to an end.
It's very good if you test the pre releases and report bugs because as better you test them as a better final V1.0 you will get. I plan to stop
developing the Tool once I brought V1.0 out. It has to be working then.
I for sure will test a lot of things toward the final release but there will be bugs left.
One thing to everyone pls:
when you post pictures, try to reduce the size of pictures you post a little when you have large bitmaps and also select them a little when
many show the same.
The Area Snap Modes will become more clear with the Free Display Mode, because it's directly visible there to you then.
You will like it.
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| Re: Area Snap Analysis |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-18-07 08:36 |
HB-100 wrote:
Judge by your analysis I would say the the Area Snap Off mode simple has a bug. That's clearly more than a pixel off. If correct
working the accuracy should be simular to LOD13.
Ah, ok, that would be an explanation. Then instead of removing it, fixing the bug would work, too. I'll happily help you test the accuracy of future
versions.
Like I said I could not check/test the accuracy of the modes in pre V0.3 but will have to do it somewhen
Please mind that this are Pre Versions and will contain bug's. The tool is still in a deep development process thought I come very fast
closer to an end.
Of course, please don't take this as some kind of criticism, I only posted it so you could improve the program further. Bugs are inevitable with
complex programs, one can only hope to minimize them, and open testing like this is one of the best ways to do it. So keep the pre releases coming,
let's make sure V1.0 is rock solid. (And even if you don't plan to include some of the features I really like using, e. g. the cache, I'm sure lynx
will be patching that in sooner or later ).
One thing to everyone pls:
when you post pictures, try to reduce the size of pictures you post a little when you have large bitmaps and also select them a little when
many show the same.
Yes, normally I'd also do that, this time I thought about it but chose to only convert them to JPEG format, but otherwise keep them unchanged. This
way one can download the individual images and directly compare them at various zoom levels with perfect accuracy. Next time - if another comparison
is needed - I'll try to post preview images and link those to the original files.
The Area Snap Modes will become more clear with the Free Display Mode, because it's directly visible there to you then.
You will like it.
Hey, don't tease, please just release! 
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| Re: Area Snap Analysis |
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Author: maxymaxy 15 Posts Status: Young recruit | Date 08-18-07 08:45 | Hi HB,
Christian Bucher's Tileproxy is a fantastic addon for FS2004. It works well at 4.7m res with little blurring using a jet even at 200+ knots. You need
a high end system but it does work well. However, you can't really use it with FSX because of the blurring.
I would like to return to FSX and fly over where I live, learning how to navigate etc. I tend to fly the same area over and over again.
Your contribution is amazing! Thank you so much for sharing your skills with the FS community. I loaded up pre0.3 this morning and think this is just
what I am looking for for FSX and VFR flying in a heli.
I have just completed a 100nmx100nm @16m res of Melb. Australia using Ymaps. I would like to add a higher res overlay of 1m at various local airports.
This is my question. Once I have entered the lat. lon, selected 8x8nm @1m and let FSEarthtiles do its thing, how do I calculate the next lat lon to
snap up against this area i.e. another 8x8 tileset?
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| Re: Area Snap Analysis |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-18-07 12:45 |
maxymaxy wrote:
Christian Bucher's Tileproxy is a fantastic addon for FS2004. It works well at 4.7m res with little blurring using a jet even at 200+ knots.
You need a high end system but it does work well. However, you can't really use it with FSX because of the blurring.
It's impressive what he has done. His project especially with that windows driver is a lot more complex and difficult to do then 'just'
downloading cutting and compiling a scenery static as I do it in FSEarthTiles.
A pity that it is not usable for FSX Jet flying.
I have to confess thought that with this hugh improvemnts in ground textures I already did a 1 hour, very ejnoyable VFR now with a
sailplane over the island elba in 2m/pix resolution. That was awesome. I guess it will not be my last one.
I really look forward when I have finnaly release V1.0 and can stick back to flying.
maxymaxy wrote:
Your contribution is amazing! Thank you so much for sharing your skills with the FS community.
You're welcome. Finnaly I can give something back to the FS Community and not only downloading all this free and great planes and
scenery they have done!
maxymaxy wrote:
I would like to add a higher res overlay of 1m at various local airports.
This is my question. Once I have entered the lat. lon, selected 8x8nm @1m and let FSEarthtiles do its thing, how do I calculate the next lat
lon to snap up against this area i.e. another 8x8 tileset?
Does it really have to snap with no overlay?
Well Calculate can be difficult if you need it accurate. So it's maybe better you use something like Google Earth to figure out the Long and
Lat.
That the Area's fit to each other you have to make sure that the Area snap coords of 2 areas at the borders are exacty the same. So take
that information. (if you don't have it anymore..check the Area.inf file. The coords are there unit [Grad]
if you work with area snap on (tile , LOD13) make sure to enter the coords a little smaller because Snap always snap's to the LOD13 or
Tile grid by increasing the are.
hope that helps you a little. I don't have so much time to explain more in deep ..but probabily others can help you.
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| Re: Area Snap Analysis |
Author: lynx 108 Posts Status: Confirmed Pilot | Date 08-18-07 14:06 |
HB-100 wrote:
Mabye it's better/simpler to just take out the Functions for download an area that you nead of FSEarthTiles and create a reduced clone of
the FSEarthtiles application without the GUI. What do you think? Byway does the gui open when you access FSearthtiles that way?
Actually, I would have done just that if the GUI logic would have been seperate from the business logic in the first place. On the other hand, since downloading can be quite a lengthy process with
Service 3, I kind of like seeing the progress bar and the tile counter now. So yes, it shows the GUI, and after inserting DoEvents() in the loop, it even redraws the whole window. By the way, I also
noticed that you needed to click the Abort button twice, but I couldn't figure out why the Form was loosing the focus, or how to prevent it...
C# somehow handles the Bitmaps by reference. I know to less about it. But I run into big porblems without cloneing. Often it does not
work.. i.e it seems to me that it does not copy but just refer to the same bitmap ..if you dispose the bitmap in the function then you get a
problem. I figured after consequent cloneing you never run into that problem and saw a lot code makeing use of the clone() in connection
with the bitmap.
That a Bitmap variable is just a reference (or pointer, if you like) to the actual object is clear, I think. But consider this:
void B()
{
Bitmap bit = A();
// Do some fancy stuff with bit
bit.Dispose();
}
Bitmap A()
{
Bitmap b = new Bitmap(...);
return b;
}
My logic here is, function A creates a Bitmap object and hands the reference to it to function B via the return value. If function A doesn't Dispose() the Bitmap (which it shouldn't), it shouldn't
need to Clone() it either. Because after function A returns, function B becomes the owner of the Bitmap and is thus completely responsible for it. There is only one Bitmap object around all of the
time. If, on the other hand, function A does Clone() the Bitmap on return, it should then also Dispose() it (because there are now two Bitmaps). But maybe my logic is completely flawed, because I
know much too little about .Net and C#, what the library does internally in such a case, or how the garbage collector will interfere in this situation. However, since it obviously works the way you
have written it, and you seem to have found the memory leak elsewhere, the point is moot anyway.
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| Re: Area Snap Analysis |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-18-07 14:06 |
maxymaxy wrote:
This is my question. Once I have entered the lat. lon, selected 8x8nm @1m and let FSEarthtiles do its thing, how do I calculate the next lat lon to
snap up against this area i.e. another 8x8 tileset?
Hi maxymaxy, looks like you want to use FS Earth Tiles the same way I do, to create a large-area high-resolution photo scenery for VFR flying around a
home airport. With the current pre-version it's a bit difficult to achieve that, but still possible, here's how I'd do it:
We're starting out with the top left part of the complete area we want to fill. We're going to work our way to the east in a row, then start in the
next row and continue to the east, row by row. Until we reach the bottom row's last area.
1. Switch from 1 Point to 2 Points mode. Note current South East Corner Longitude.
2. Switch from 2 Points to 1 Point mode. Change area from 8x8 to 24x8.
3. Switch from 1 Point Mode to 2 Points mode. Enter former SE Longitude into NW Longitude box.
4. Compile.
5. Start again at step 1, repeat until the row has been finished.
For the next row, we start at column 1 again:
1. Switch from 1 Point to 2 Points mode. Note current South East Corner Latitude.
2. Switch from 2 Points to 1 Point mode. Change area from 8x8 to 8x24.
3. Switch from 1 Point Mode to 2 Points mode. Enter former SE Latitude into NW Latitude box.
4. Compile.
5. Go back to previous instructions, repeat them until row done, then repeat these instructions for the next row.
Keep going until the whole area has been done.
Yes, this certainly is an area that should be improved to allow automatic retrieval of any size of area. I don't know if HB-100 will implement
something like that, though. If not, I really hope lynx will step in since he seems to have similar goals to us. 
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| Re: Area Snap Analysis |
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Author: maxymaxy 15 Posts Status: Young recruit | Date 08-18-07 14:07 | Thanks HB.
For the benefit of others who are trying to do the same, I simply subtracted 8 minutes from latitude (long is the same) moving north at 8x8nm res 1m.
When I checked with the heli...perfectly aligned. FSX is set to 7cm res with mipmapping at 6 in the config file.
It is so fantastic to fly over this landscape without any blurring (I am using a triplehead2go 3840x1024). Even if the tool was not developed any
further this is just perfect as it is. I am not interested in water effects, the maps photorealistic images are fine.
Thanks again HB.
C2D 6400@3GHz 8800GTS 320MB 4GB 667RAM Vista Ult.
Wolf.
Wow, thanks for taking the time to explain that method. I will certainly give that a go. What does the "1 point" "2 point" mode actually do?
Post Edited ( 08-18-07 14:14 )
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| Re: Area Snap Analysis |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-18-07 14:23 |
maxymaxy wrote:
Wow, thanks for taking the time to explain that method. I will certainly give that a go. What does the "1 point" "2 point" mode
actually do?
You're welcome.
1 Point Mode lets you enter the coords for the center of the area, its size is defined by the Area parameter ( e. g. 8 x 8 ).
2 Points Mode lets you enter the coords for the top left tile and the bottom right one.
Post Edited ( 08-18-07 14:24 )
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| Re: Area Snap Analysis |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-18-07 19:10 |
lynx wrote:
Actually, I would have done just that if the GUI logic would have been seperate from the business logic in the first place.
Yes it's all mixed.
Buit Seperating the business logic from the GUI for a Stand alone clone is no problem. Really. You only will need about 30% of the code I
guess. Actullay I have done this spearation in a way already for the Free Display that simple calls the calculation functions not
connected with members to prepare and download an area. So all that it takes is to take this functions out and pack it into another
class/file or project
On the other hand, since downloading can be quite a lengthy process with
Service 3, I kind of like seeing the progress bar and the tile counter now.
Well showing a progress bar or a bitmap with the C# Express designer is really a simple thing.
You can spare all this input handling drawing and modes etc..that are the main work and 'pollution' in EarthTiles when you only plan
to use it for downloading an area that you specify by a command line.
Well I let it up to you to decide you have to know what you like.. I can pack what you need in another package if you like.
Still have to check your command line thing. But if you decide to go that separate way I skip the integration of it.
That a Bitmap variable is just a reference (or pointer, if you like) to the actual object is clear, I think. But consider this:
...
time. If, on the other hand, function A does Clone() the Bitmap on return, it should then also Dispose() it (because there are now two
Bitmaps). But maybe my logic is completely flawed,
No, Seems all correct to me what you said. The Dispose() will be done by the garbage collector. It's the lazzy way but saw that
return (bitmap)blbala.Clone(); in a lot examples. Original I did not clone. but run into problems. With clone it always works and is a proper way to do it in C# from my understanding althought not the fastest way for sure.
Post Edited ( 08-18-07 19:13 )
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| Patch for pre-v3 |
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Author: skyhawk263 7 Posts Status: Young recruit | Date 08-18-07 20:53 | Hi Guys,
Been using pre-version 3 this week, I have done approx 5k sq miles of the San Francisco Bay area, Its been working very well.
Thanks for the patch Lynx. Have you noticed the problem with it naming saved tiles? It names the lat. cords correctly, but screws up the long. cords,
at least for Western cords. Usually 1to 2 minutes off, with the seconds totally incorrect.
Thank you guys so much for all your hard work. I am totally enjoying this project.
--Skyhawk263
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