/// <summary> /// Initializes a new instance of the <see cref="OsmSharp.Android.UI.MapLayout"/> class. /// </summary> /// <param name="context">Context.</param> /// <param name="surface">Surface.</param> public MapView(Context context, IMapViewSurface surface) : base(context) { _mapView = surface; _mapView.Initialize(this); _markers = new List<MapMarker> (); this.Initialize (); }
/// <summary> /// Initializes a new instance of the <see cref="OsmSharp.Android.UI.MapLayout"/> class. /// </summary> /// <param name="context">Context.</param> /// <param name="surface">Surface.</param> public MapView(Context context, IMapViewSurface surface) : base(context) { _mapView = surface; _mapView.Initialize(this); _markers = new List <MapMarker> (); this.Initialize(); }
private MapView(Context context, IMapViewSurface surface, IAttributeSet attrs, int defStyle) : base(context, attrs, defStyle) { //It's possible to avoid this copy+paste by making this the sole constructor and //having MapView(Context,Surface) defer to this code, provided that we create a stub attribute set. //However this would be contrary to the frameworks design intent and methods for doing //so are not documented; doing so will invoke undefined behavior. _mapView = surface; _mapView.Initialize(this); _markers = new List <MapMarker>(); _controls = new List <MapControl>(); this.Initialize(); }
/// <summary> /// Diposes of all resources associated with this object. /// </summary> /// <param name="disposing"></param> protected override void Dispose(bool disposing) { if (disposing == true) { //someone want the deterministic release of all resources //Let us release all the managed resources } else { // Do nothing, no one asked a dispose, the object went out of // scope and finalized is called so lets next round of GC // release these resources } // Release the unmanaged resource in any case as they will not be // released by GC if (this._mapView != null) { // dispose of the map view surface. this._mapView.Dispose(); this._mapView = null; } }
private MapView(Context context, IMapViewSurface surface, IAttributeSet attrs, int defStyle) : base(context, attrs, defStyle) { //It's possible to avoid this copy+paste by making this the sole constructor and //having MapView(Context,Surface) defer to this code, provided that we create a stub attribute set. //However this would be contrary to the frameworks design intent and methods for doing //so are not documented; doing so will invoke undefined behavior. _mapView = surface; _mapView.Initialize(this); _markers = new List<MapMarker>(); _controls = new List<MapControl>(); this.Initialize(); }
/// <summary> /// Diposes of all resources associated with this object. /// </summary> /// <param name="disposing"></param> protected override void Dispose(bool disposing) { if (disposing == true) { //someone want the deterministic release of all resources //Let us release all the managed resources } else { // Do nothing, no one asked a dispose, the object went out of // scope and finalized is called so lets next round of GC // release these resources } // Release the unmanaged resource in any case as they will not be // released by GC if (this._mapView != null) { // dispose of the map view surface. this._mapView.Dispose(); this._mapView = null; } }