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During the wrap up of the HTML5 course that I’m currently co-authoring, I’ve created two examples of using Geolocation API with Google Maps and with Bing Maps (I didn’t want to deprive any of them ). This post won’t introduce the frameworks or the APIs. On the other hand try to find the differences of doing almost the same thing in both of the client-side maps frameworks. Google Maps and Geolocation API
imageViewer.dimensions x,y: -32,-272 tile 0,0 at 0,3 tile 1,0 at 0,1 tile 2,0 at 0,2 tile 0,1 at 1,3 tile 1,1 at 1,1 tile 2,1 at 1,2 tile 0,2 at 2,3 tile 1,2 at 2,1 tile 2,2 at 2,2 tile 0,3 at 3,3 tile 1,3 at 3,1 tile 2,3 at 3,2 tile 0,4 at -1,3 tile 1,4 at -1,1 tile 2,4 at -1,2 The original image is 16,384 x 16,384 pixels, but the javascript on this page requests only the visible 256 x 256 pixel tiles needed to fill the smaller window. As the image is dragged, tiles are repositioned and images re-requested to maintain the illusion of smooth scrolling. In theory (hah!) the original image can be infinite in size. This is the same technique used by Google Maps to render the street and satellite maps, and by Zoomify to speed up image viewing.
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According to Yahoo!'s Exceptional Performance Team , 40% to 60% of Yahoo!'s users have an empty cache experience and about 20% of all page views are done with an empty cache (see this article by Tenni Theurer on the YUIBlog for more information on browser cache usage ). This fact outlines the importance of keeping web pages as lightweight as possible. Improving the engineering design of a page or a web application usually yields the biggest savings and that should always be a primary strategy.
Note: a new version of this page is in the works, with interactive diagrams that let you try out all the algorithms. I’ll post to my blog and @redblobgames on Twitter when I have the new version ready. Grids are commonly used in games for representing playing areas such as maps (in games like Civilization and Warcraft), playing surfaces (in games like pool, table tennis, and poker), playing fields (in games like baseball and football), boards (in games like Chess, Monopoly, and Connect Four), and abstract spaces (in games like Tetris). I’ve attempted to collect my thoughts on grids here on these pages. I avoid implementation details (such as source code) and instead focus on concepts and algorithms. I’ve mostly used grids to represent maps in strategy and simulation games.
What’s on this page? I’m interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea). Other sites, like Gamedev Tuts+ , Gamedev , and Gamasutra , cover lots more topics than mine does.
Index We look at enlarging and reducing images in various ways. The image remains intact and whole, but individual points of color merged or expanded to use up a smaller/larger canvas area. Note that while this is related to the resolution of an image (number of pixels per real world length), that is more a product of how the image is eventually used, and not a true concern of Direct Image Processing.
An Example-Driven Guide to Building Interactive Maps with Bing, Yahoo!, and Google Maps Buy as an ebook , or Order at Amazon Table of Contents Chapter 1: Mapping Basics Chapter 2: Plotting Markers and Message Boxes Chapter 3: Geocoding Chapter 4: Layer It On Chapter 5: Events Chapter 6: Explore Proximity Chapter 7: User Location Chapter 8: Geodata Formats Chapter 9: Go Server-side with PHP and MySQL Chapter 10: Mashup Projects Appendix A: Introduction to Javascript Appendix B: Mapstraction Reference