MKMapView具有多个叠加内存问题

问题描述 投票:5回答:2

覆盖层和MapKit似乎存在“问题”。与注释不同,叠加层不会被重用,因此在添加多个叠加层时会导致真实设备出现内存问题。我多次遇到过这个问题。所以我的问题是,如何重用MKOverlay,从而提高MapKit叠加的性能?

ios memory mkmapview mkoverlay mkpolygon
2个回答
12
投票

对此的回答不是“重复使用”,而是将它们全部绘制到一个MKOverlayView然后在地图上绘制。

在地图上绘图时,多个MKPolygonsMKOverlays等会导致大量内存使用。这是由于MapKit没有重复使用叠加层。由于注释有reuseWithIdentifier,但覆盖层却没有。每个叠加层在地图上创建一个新图层作为MKOverlayView,其中包含叠加层。通过这种方式,内存使用量将会快速增长,并且地图使用会变得......让我们说这种情况几乎不可能。

因此有一个解决方法:您可以将所有MKOverlays添加到一个MKOverlayView,而不是单独绘制每个叠加层。这样你实际上只创建了一个MKOverlayView,因此不需要重复使用。

这是解决问题的方法,在这种情况下对于MKPolygons,但对于像MKCircles等其他人来说应该没有什么不同。

创建一个类:MultiPolygonNSObject的子类)

MultiPolygon.h

#import <MapKit/MapKit.h> //Add import MapKit

@interface MultiPolygon : NSObject <MKOverlay> {
 NSArray *_polygons;
 MKMapRect _boundingMapRect;
}

- (id)initWithPolygons:(NSArray *)polygons;
@property (nonatomic, readonly) NSArray *polygons;

@end

MultiPolygon.m

@implementation MultiPolygon

@synthesize polygons = _polygons;

- (id)initWithPolygons:(NSArray *)polygons
{
 if (self = [super init]) {
    _polygons = [polygons copy];

    NSUInteger polyCount = [_polygons count];
     if (polyCount) {
        _boundingMapRect = [[_polygons objectAtIndex:0] boundingMapRect];
        NSUInteger i;
        for (i = 1; i < polyCount; i++) {
            _boundingMapRect = MKMapRectUnion(_boundingMapRect, [[_polygons objectAtIndex:i] boundingMapRect]);
        }
    }
 }
 return self;
}

- (MKMapRect)boundingMapRect
{
 return _boundingMapRect;
}

- (CLLocationCoordinate2D)coordinate
{
 return MKCoordinateForMapPoint(MKMapPointMake(MKMapRectGetMidX(_boundingMapRect), MKMapRectGetMidY(_boundingMapRect)));
}

@end

现在创建一个类:MultiPolygonViewMKOverlayPathView的子类)

MultiPolygonView.h

#import <MapKit/MapKit.h>

@interface MultiPolygonView : MKOverlayPathView

@end

MultiPolygonView.m

#import "MultiPolygon.h"  //Add import "MultiPolygon.h"


@implementation MultiPolygonView


- (CGPathRef)polyPath:(MKPolygon *)polygon

{
 MKMapPoint *points = [polygon points];
 NSUInteger pointCount = [polygon pointCount];
 NSUInteger i;

 if (pointCount < 3)
     return NULL;

 CGMutablePathRef path = CGPathCreateMutable();

 for (MKPolygon *interiorPolygon in polygon.interiorPolygons) {
     CGPathRef interiorPath = [self polyPath:interiorPolygon];
     CGPathAddPath(path, NULL, interiorPath);
     CGPathRelease(interiorPath);
 }

 CGPoint relativePoint = [self pointForMapPoint:points[0]];
 CGPathMoveToPoint(path, NULL, relativePoint.x, relativePoint.y);
 for (i = 1; i < pointCount; i++) {
     relativePoint = [self pointForMapPoint:points[i]];
     CGPathAddLineToPoint(path, NULL, relativePoint.x, relativePoint.y);
 }

 return path;
}

- (void)drawMapRect:(MKMapRect)mapRect
      zoomScale:(MKZoomScale)zoomScale
      inContext:(CGContextRef)context
{
 MultiPolygon *multiPolygon = (MultiPolygon *)self.overlay;
 for (MKPolygon *polygon in multiPolygon.polygons) {
    CGPathRef path = [self polyPath:polygon];
     if (path) {
         [self applyFillPropertiesToContext:context atZoomScale:zoomScale];
         CGContextBeginPath(context);
         CGContextAddPath(context, path);
         CGContextDrawPath(context, kCGPathEOFill);
         [self applyStrokePropertiesToContext:context atZoomScale:zoomScale];
         CGContextBeginPath(context);
         CGContextAddPath(context, path);
         CGContextStrokePath(context);
         CGPathRelease(path);
     }
 }
}

@end

对我们来说,它会在你的ViewController中导入MultiPolygon.hMultiPolygonView.h

从所有人创建一个多边形:作为一个例子,我有一个多边形数组:polygonsInArray

MultiPolygon *allPolygonsInOne = [[MultiPolygon alloc] initWithPolygons:polygonsInArray];

将allPolygonsInOne添加到mapView:

[mapView addOverlay:allPolygonsInOne];

还要更改你的viewForOverlay方法:

-(MKOverlayView *)mapView:(MKMapView *)mapView viewForOverlay:(id<MKOverlay>)overlay
{

 if ([overlay isKindOfClass:[MultiPolygon class]]) {
     MultiPolygonView *polygonsView = [[MultiPolygonView alloc] initWithOverlay:(MultiPolygon*)overlay];
     polygonsView.fillColor = [[UIColor magentaColor] colorWithAlphaComponent:0.8];
     polygonsView.strokeColor = [[UIColor blueColor] colorWithAlphaComponent:0.8];
     polygonsView.lineWidth = 1;
     return polygonsView;
 }
 else {
   return nil;
 }

}

这大大减少了mapView上多个叠加层的内存使用量。你现在没有重复使用,因为只绘制了一个OverlayView。所以不需要重复使用。


0
投票

@wkberg发布的Swift 4版本的Objective-C代码:

MultiPolygon.swift:

import MapKit

/// A concatenation of multiple polygons to allow a single overlay to be drawn in the map,
/// which will consume less resources
class MultiPolygon: NSObject, MKOverlay {
    var polygons: [MKPolygon]?

    var boundingMapRect: MKMapRect

    init(polygons: [MKPolygon]?) {
        self.polygons = polygons
        self.boundingMapRect = MKMapRect.null

        super.init()

        guard let pols = polygons else { return }
        for (index, polygon) in pols.enumerated() {
            if index == 0 { self.boundingMapRect = polygon.boundingMapRect; continue }
            boundingMapRect = boundingMapRect.union(polygon.boundingMapRect)
        }
    }

    var coordinate: CLLocationCoordinate2D {
        return MKMapPoint(x: boundingMapRect.midX, y: boundingMapRect.maxY).coordinate
    }
}

MultiPolygonPathRenderer.swift:

import MapKit

/// A MKOverlayPathRenderer that can draw a concatenation of multiple polygons as a single polygon
/// This will consume less resources
class MultiPolygonPathRenderer: MKOverlayPathRenderer {
    /**
     Returns a `CGPath` equivalent to this polygon in given renderer.

     - parameter polygon: MKPolygon defining coordinates that will be drawn.

     - returns: Path equivalent to this polygon in given renderer.
     */
    func polyPath(for polygon: MKPolygon?) -> CGPath? {
        guard let polygon = polygon else { return nil }
        let points = polygon.points()

        if polygon.pointCount < 3 { return nil }
        let pointCount = polygon.pointCount

        let path = CGMutablePath()

        if let interiorPolygons = polygon.interiorPolygons {
            for interiorPolygon in interiorPolygons {
                guard let interiorPath = polyPath(for: interiorPolygon) else { continue }
                path.addPath(interiorPath, transform: .identity)
            }
        }

        let startPoint = point(for: points[0])
        path.move(to: CGPoint(x: startPoint.x, y: startPoint.y), transform: .identity)

        for i in 1..<pointCount {
            let nextPoint = point(for: points[i])
            path.addLine(to: CGPoint(x: nextPoint.x, y: nextPoint.y), transform: .identity)
        }

        return path
    }

    /// Draws the overlay’s contents at the specified location on the map.
    override func draw(_ mapRect: MKMapRect, zoomScale: MKZoomScale, in context: CGContext) {
        // Taken from: http://stackoverflow.com/a/17673411

        guard let multiPolygon = self.overlay as? MultiPolygon else { return }
        guard let polygons = multiPolygon.polygons else { return }

        for polygon in polygons {
            guard let path = self.polyPath(for: polygon) else { continue }
            self.applyFillProperties(to: context, atZoomScale: zoomScale)
            context.beginPath()
            context.addPath(path)
            context.drawPath(using: CGPathDrawingMode.eoFill)
            self.applyStrokeProperties(to: context, atZoomScale: zoomScale)
            context.beginPath()
            context.addPath(path)
            context.strokePath()
        }
    }
}

用法 - 将叠加层添加到MKMapView

// Add the overlay to mapView
let polygonsArray: [MKPolygon] = self.buildMKPolygons()
let multiPolygons = MultiPolygon.init(polygons: polygonsArray)
self.mapView.addOverlay(multiPolygons)

用法 - 在MKMapViewDelegate中实现viewForOverlay:

// Method viewForOverlay:
func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer {
    if overlay is MultiPolygon {
        let polygonRenderer = MultiPolygonPathRenderer(overlay: overlay)
        polygonRenderer.lineWidth = 0.5
        polygonRenderer.strokeColor = .mainGreen
        polygonRenderer.miterLimit = 2.0
        polygonRenderer.fillColor = UIColor.mainGreen.withAlphaComponent(0.2)
        return polygonRenderer
    }

    return MKOverlayRenderer()
}
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