Is it possible to animate multiple KML (gpx) routes in Google Earth - kml

I would like to import multiple gpx files into Google Earth & animate them concurrently. I've only been able to animate one at a time.

i have been getting going on sailboat race tracking just like you want.
Progress so far is great -
using smartphones as the .gpx data loggers on each boat ('GPS Essentials' for android and 'MyTracks' (NOT 'Mapmytracks') for iphone, both free.
At the end of the race we email the .gpx files which are imported into GoogEarth via tools/GPS/import. because they are all on satellite time, the concurrence is perfect and automatic.
Each of the tracks appears in the temporary places window, where they can be renamed, path + icon colour changed an so on.
Move (by dragging) each boats file to one folder for this race. Create a "tour" of them and then right click the parent folder to email out a .kmz of the whole show.
spectacular.

Related

Loading photos in KML/KMZ files

I am going to develop a mechanism to export as many as approx. 100 photos with their position information to a KML/KMZ file.
Just wondering what is the best practise to do this. My initial quick options are:
1. use html img tag in the description of a placemark to internally reference the actual photos wrapped in the internal "files" folder in the KMZ;
2. use html img tag in the description of a placemark to reference the URL of a photo (publicly accessible).
Option one involves writing all photos in the internal "files" folder of a KMZ. This would make it a massive file. Meanwhile, all photos would have to be loaded in memory during the loading of the KMZ file.
My question is with the option 2, if a particular photo would not be loaded until the user clicks on the placemark to open the popup balloon OR all the photos are loaded like the option 1?
Thanks!
Cheers,
Alex
You can think of Google Earth as a specialized web browser and the HTML within a given placemark as being handled same way HTML in a web browser is handled. In option 2 the images are not downloaded until user clicks the placemark and the description balloon is selected and starts to render.
Option 1 you have a huge KMZ file as you describe that must be downloaded entirely to the client and unpacked locally. The file may be too large to download in a mobile device if you want Google Earth mobile users to view it. The Google Earth essentially unpack the KMZ then access images as in the case of option 2 when the placemark with that image is selected. Only difference is that the entire collection must be downloaded in one shot so the initial startup time is slower and depends on network speed.

Images in J2me Lwuit

I have developed an LWUIT app. I have two types of images dispayed in the app. One coming from server side that need to displayed (like a photo posted and saved to server side) and one packaged in my jar and displayed mainly as icons (like a music icon, loading animation gif etc). I need to display all images according to the sreen size and resolution. The first kind is displayed by taking the screen display height and width and then use scale method and show a scaled version of the image. But however I have no idea how to show the second kind. i.e. icons. Example, my loading image looks good in most of the phones but for some phones like samsung, it looks blurred and over-sized. How to do this. My basic idea is to keep 3 types of images of icons like icon_width_lowXheight_low.png, icon_width_mediumXheight_medium.png and image_width_highXheight_high.png and show it based on the screen size. Please let me know the bets way to achieve this?
Thanks,
Parvathy
You should use MultiImages which were added in LWUIT 1.5. I don't have a link for this in LWUIT but our work in Codename One is pretty close to this so check out the How Do I? on multi images (and I suggest migration to Codename One regardless).
I think that you will need to use this
Image i = Image.createImage("your image path here");
i = i.scaled(widthValue, heightValue);
And put this values in relation to the Display.getInstance().getDisplayHeight() and Display.getInstance().getDisplayWidth()
Right?

Using Sprite Image on Google Earth

Currently, I am loading a lot of placemarks on Google Earth on the website I created. Each placemark corresponds on a single file from the server. The placemarks are created one by one by the server coming from different images during initialization.
To ease the load of the server and the client, I am planning to change the implementation I mentioned using sprite image using css. Is this possible in Google Earth? I can't find any information about this. Maybe you can give some reference to do this.
Thank you very much.
Ability to use Image Sprites for Placemark Icons
I think you can do it something like:
ge.getFeatures().appendChild(me.placemark);
me.point = ge.createPoint('');
me.placemark.setStyleSelector(ge.createStyle(''));
var IconStyle = me.placemark.getStyleSelector().getIconStyle();
IconStyle.getColor().set(colour);
IconStyle.getHotSpot().setXUnits(ge.UNITS_FRACTION);
IconStyle.getHotSpot().setYUnits(ge.UNITS_FRACTION);
IconStyle.getHotSpot().setX(0.5);
IconStyle.getHotSpot().setY(0.5);
me.setLoc(lat,lon);
IMHO: if there are thousands of images in the sprite it will load it as many times as the number of placemarks on the map.

UIImagePickerController to set a background image, not working

I am writing an iPhone app, where the user should be able to choose, an in-app background picture from his own photo album.
I am trying to enable this feature using a UIImagePickerController.
At this point I get the the box asking me to choose a picture and I save the picture.
But after that, when I want to use the image chosen as background, with this kind of code (which is the same as how I set the default background at start):
UIColor *backGrndPict=[[UIColor alloc] initWithPatternImage:
[UIImage imageNamed:pngPath]];
self.view.backgroundColor=backGrndPict;
Nothing works. I just get a white background.
Thanks for any tip.
Michel,
Just for clarification, are you saving the picture that the user selects as a .png file or in an UIImage?
If you did use the UIImage method, try double checking the retain count of the UIImage. Again, it may not be as simple as this, but that is what I did with my app and was getting the exact same issue.
If you did save it as a .png file, did you do an error check? Also, I have the "Applications" folder for my iOS simulator loaded on the screen perchance I have to verify both the availability and the integrity of the file in question.
Also, I tend to slip on the path sometimes too. I have have messed up the path one too many times by forgetting to use the saved path (the file that my app saved, almost always under the documents folder) vs. the default bundle path for the app which is where the bundled images are saved.
Hope it helps.

User uploaded images drag/drop to a Raphael SVG then resize, rotate and fill path

This may be a bit long, but thank you in advance for any assistance.
I am trying to develop a web app that will allow the user to interact with a wireframe 'drawing' of a chosen product and customize each path with either an uploaded image, color/pattern or add whatever text...or all, if they choose (something similar to customizing a greeting card)...for THIS question, I will start with the image part....
Here is what I have so far: http://jsfiddle.net/rednevednav/C9aDm/
What's the most effective way to able to use any image...one that has been uploaded by the user...to append the fill of a selected path and then be able to drag it around, resize it and rotate BEHIND the selected path (so they can control the part of their image that gets 'cropped'? (*Note: I've searched for months and haven't found anyone else doing this outside of Flash....MyPublisher.com gets really close, but it's all squares and no SVG...I've looked at using ImageMagick and 'dst_in' on the server side...but after hard coding an image into svg...like on my jsfiddle...it seems that this could be done client side)
Should I be using Raphael for this application in the first place? Or?
**Hoping to stay within the Raphael framework (if using at all) in order to maintain the IE support afforded out-of-the-box that it provides; I understand that too much java hacking kills this. Of course, the 'finished' product will need to be downloaded as a .pdf....but that's another question for another time.
EDITED: # Thanks to an answer to my question HERE, I've update my JSFiddle with how to get URL from an uploaded image and use to fill path in Raphael paper. So that leaves 2 questions on this subject that I'm still struggling to resolve:
1. How to use this uploaded image to be able to drag and drop onto path to update fill?
2. How to first select which path I want the uploaded image to fill? (for when drag/drop is not available)
Thank you again in advance of any assistance!

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