ArcGIS Runtime SDK for .NET Samples

Buffer list

Planar buffer polygons



// Copyright 2018 Esri.
// Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License.
// You may obtain a copy of the License at:
// Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an 
// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific 
// language governing permissions and limitations under the License.

using Android.App;
using Android.OS;
using Android.Widget;
using Esri.ArcGISRuntime.Geometry;
using Esri.ArcGISRuntime.Mapping;
using Esri.ArcGISRuntime.Symbology;
using Esri.ArcGISRuntime.UI;
using Esri.ArcGISRuntime.UI.Controls;
using System;
using System.Collections.Generic;
using System.Drawing;

namespace ArcGISRuntime.Samples.BufferList
        "Buffer list",
        "This sample demonstrates how to use a planar (Euclidean) buffer operation by calling `GeometryEngine.Buffer` to generate one or more polygons from a collection of input geometries and a corresponding collection of buffer distances. The result polygons can be returned as individual geometries or unioned into a single polygon output.",
        "Tap on the map to add points. Each point will use the buffer distance entered when it was created. The envelope shows the area where you can expect reasonable results for planar buffer operations with the North Central Texas State Plane spatial reference.",
        "GeometryEngine, Geometry, Buffer, SpatialReference")]
    public class BufferList : Activity
        // Controls needed for the app UI.
        private MapView _myMapView = new MapView();
        private EditText _bufferDistanceMilesEditText;
        private Switch _unionBufferSwitch;

        // A polygon that defines the valid area of the spatial reference used.
        private Polygon _spatialReferenceArea;

        // A Random object to create RGB color values.
        private Random _random = new Random();

        protected override void OnCreate(Bundle bundle)
            Title = "Buffer list";

            // Create the UI, setup the control references and execute initialization.  

        private void CreateLayout()
            // Create a new vertical layout for the app.
            LinearLayout layout = new LinearLayout(this) { Orientation = Orientation.Vertical };

            // Create a TextView for instructions.
            TextView instructionsTextView = new TextView(this)
                Text = "Tap on the map to add points. Each point will use the buffer distance entered when it was created. " +
                       "The envelope shows the area where you can expect reasonable results for planar buffer operations with the North Central Texas State Plane spatial reference."

            // Create a horizontal sub layout for the text view and edit text controls.
            LinearLayout subLayout1 = new LinearLayout(this) { Orientation = Orientation.Horizontal };

            // Create a TextView for the buffer input label.
            TextView bufferDistanceTextView = new TextView(this)
                Text = "Buffer distance (miles):"

            // Create a EditText for the buffer distance input.
            _bufferDistanceMilesEditText = new EditText(this)
                Text = "10"

            // Add the first row of controls to the main layout.

            // Create a horizontal sub layout for the text view and switch controls.
            LinearLayout subLayout2 = new LinearLayout(this) { Orientation = Orientation.Horizontal };

            // Create a TextView for the switch label.
            TextView switchLabelTextView = new TextView(this)
                Text = "Union the buffer(s):"

            // Create a Switch for the union output option.
            _unionBufferSwitch = new Switch(this)
                Checked = true

            // Add the second row of controls to the main layout.

            // Create a horizontal sub layout for the buffer and clear buttons.
            LinearLayout subLayout3 = new LinearLayout(this) { Orientation = Orientation.Horizontal };

            // Create the button to create the buffers.
            Button bufferButton = new Button(this)
                Text = "Buffer points"
            bufferButton.Click += BufferButton_Click;

            // Create a button to clear the graphics from the display.
            Button resetButton = new Button(this)
                Text = "Clear"
            resetButton.Click += ClearButton_Click;

            // Add the third row of controls to the main layout.

            // Add the map view to the layout.

            // Show the layout in the app.

        private void Initialize()
            // Create a spatial reference that's suitable for creating planar buffers in north central Texas (State Plane).
            SpatialReference statePlaneNorthCentralTexas = new SpatialReference(32038);

            // Define a polygon that represents the valid area of use for the spatial reference.
            // This information is available at
            List<MapPoint> spatialReferenceExtentCoords = new List<MapPoint>
                new MapPoint(-103.070, 31.720, SpatialReferences.Wgs84),
                new MapPoint(-103.070, 34.580, SpatialReferences.Wgs84),
                new MapPoint(-94.000, 34.580, SpatialReferences.Wgs84),
                new MapPoint(-94.00, 31.720, SpatialReferences.Wgs84)
            _spatialReferenceArea = new Polygon(spatialReferenceExtentCoords);
            _spatialReferenceArea = GeometryEngine.Project(_spatialReferenceArea, statePlaneNorthCentralTexas) as Polygon;

            // Create a map that uses the North Central Texas state plane spatial reference.
            Map bufferMap = new Map(statePlaneNorthCentralTexas);

            // Add some base layers (counties, cities, and highways).
            Uri usaLayerSource = new Uri("");
            ArcGISMapImageLayer usaLayer = new ArcGISMapImageLayer(usaLayerSource);

            // Use a new EnvelopeBuilder to expand the spatial reference extent 120%.
            EnvelopeBuilder envBuilder = new EnvelopeBuilder(_spatialReferenceArea.Extent);

            // Set the map's initial extent to the expanded envelope.
            Envelope startingEnvelope = envBuilder.ToGeometry();
            bufferMap.InitialViewpoint = new Viewpoint(startingEnvelope);

            // Assign the map to the MapView.
            _myMapView.Map = bufferMap;
            // Create a graphics overlay to show the buffer polygon graphics.
            GraphicsOverlay bufferGraphicsOverlay = new GraphicsOverlay
                // Give the overlay an ID so it can be found later.
                Id = "buffers"

            // Create a graphic to show the spatial reference's valid extent (envelope) with a dashed red line.
            SimpleLineSymbol lineSymbol = new SimpleLineSymbol(SimpleLineSymbolStyle.Dash, Color.Red, 5);
            Graphic spatialReferenceExtentGraphic = new Graphic(_spatialReferenceArea, lineSymbol);

            // Add the graphic to a new overlay.
            GraphicsOverlay spatialReferenceGraphicsOverlay = new GraphicsOverlay();

            // Add the graphics overlays to the MapView.

            // Wire up the MapView's GeoViewTapped event handler.
            _myMapView.GeoViewTapped += MyMapView_GeoViewTapped;

        private void MyMapView_GeoViewTapped(object sender, GeoViewInputEventArgs e)
                // Get the input map point (in the map's coordinate system, State Plane for North Central Texas).
                MapPoint tapMapPoint = e.Location;

                // Check if the point coordinates are within the spatial reference envelope.
                bool withinValidExent = GeometryEngine.Contains(_spatialReferenceArea, tapMapPoint);

                // If the input point is not within the valid extent for the spatial reference, warn the user and return.
                if (!withinValidExent)
                    // Display a message to warn the user.
                    AlertDialog.Builder alertBuilder = new AlertDialog.Builder(this);
                    alertBuilder.SetTitle("Out of bounds");
                    alertBuilder.SetMessage("Location is not valid to buffer using the defined spatial reference.");

                // Get the buffer radius (in miles) from the text box.
                double bufferDistanceMiles = Convert.ToDouble(_bufferDistanceMilesEditText.Text);

                // Use a helper method to get the buffer distance in feet (unit that's used by the spatial reference).
                double bufferDistanceFeet = LinearUnits.Miles.ConvertTo(LinearUnits.Feet, bufferDistanceMiles);

                // Create a simple marker symbol (red circle) to display where the user tapped/clicked on the map. 
                SimpleMarkerSymbol tapSymbol = new SimpleMarkerSymbol(SimpleMarkerSymbolStyle.Circle, Color.Red, 10);

                // Create a new graphic to show the tap location. 
                Graphic tapGraphic = new Graphic(tapMapPoint, tapSymbol)
                    // Specify a z-index value on the point graphic to make sure it draws on top of the buffer polygons.
                    ZIndex = 2

                // Store the specified buffer distance as an attribute with the graphic.
                tapGraphic.Attributes["distance"] = bufferDistanceFeet;

                // Add the tap point graphic to the buffer graphics overlay.
            catch (Exception ex)
                // Display an error message.
                AlertDialog.Builder alertBuilder = new AlertDialog.Builder(this);
                alertBuilder.SetTitle("Error creating buffer point");

        private void BufferButton_Click(object sender, EventArgs e)
                // Call a function to delete any existing buffer polygons so they can be recreated.

                // Check if the user wants to create a single unioned buffer or independent buffers around each map point.
                bool areBuffersUnioned = _unionBufferSwitch.Checked;

                // Iterate all point graphics and create a list of map points and buffer distances for each.
                List<MapPoint> bufferMapPoints = new List<MapPoint>();
                List<double> bufferDistances = new List<double>();
                foreach (Graphic bufferGraphic in _myMapView.GraphicsOverlays["buffers"].Graphics)
                    // Only use point graphics.
                    if (bufferGraphic.Geometry.GeometryType == GeometryType.Point)
                        // Get the geometry (map point) from the graphic.
                        MapPoint bufferLocation = bufferGraphic.Geometry as MapPoint;

                        // Read the "distance" attribute to get the buffer distance entered when the point was tapped.
                        double bufferDistanceFeet = (double)bufferGraphic.Attributes["distance"];

                        // Add the point and the corresponding distance to the lists.

                // Call GeometryEngine.Buffer with a list of map points and a list of buffered distances.
                IEnumerable<Geometry> bufferPolygons = GeometryEngine.Buffer(bufferMapPoints, bufferDistances, areBuffersUnioned);

                // Create the outline for the buffered polygons.
                SimpleLineSymbol bufferPolygonOutlineSymbol = new SimpleLineSymbol(SimpleLineSymbolStyle.Solid, Color.DarkBlue, 3);

                // Loop through all the geometries in the buffer results. There will be one buffered polygon if
                // the result geometries were unioned. Otherwise, there will be one buffer per input geometry.
                foreach (Geometry poly in bufferPolygons)
                    // Create a random color to use for buffer polygon fill.
                    Color bufferPolygonColor = GetRandomColor();

                    // Create simple fill symbol for the buffered polygon using the fill color and outline.
                    SimpleFillSymbol bufferPolygonFillSymbol = new SimpleFillSymbol(SimpleFillSymbolStyle.Solid, bufferPolygonColor, bufferPolygonOutlineSymbol);

                    // Create a new graphic for the buffered polygon using the fill symbol.
                    Graphic bufferPolygonGraphic = new Graphic(poly, bufferPolygonFillSymbol)
                        // Specify a z-index of 0 to ensure the polygons draw below the tap points.
                        ZIndex = 0

                    // Add the buffered polygon graphic to the graphics overlay.                    
            catch (Exception ex)
                // Display an error message if there is a problem generating the buffers.
                AlertDialog.Builder alertBuilder = new AlertDialog.Builder(this);
                alertBuilder.SetTitle("Unable to create buffer polygons");

        private Color GetRandomColor()
            // Get a byte array with three random values.
            var colorBytes = new byte[3];

            // Use the random bytes to define red, green, and blue values for a new color.
            return Color.FromArgb(155, colorBytes[0], colorBytes[1], colorBytes[2]);

        private void ClearButton_Click(object sender, EventArgs e)
            // Clear all graphics (tap points and buffer polygons).

        private void ClearBufferPolygons()
            // Get the collection of graphics in the graphics overlay (points and buffer polygons).
            GraphicCollection bufferGraphics = _myMapView.GraphicsOverlays["buffers"].Graphics;

            // Loop (backwards) through all graphics.
            for (int i = bufferGraphics.Count - 1; i >= 0; i--)
                // If the graphic is a polygon, remove it from the overlay.
                Graphic thisGraphic = bufferGraphics[i];
                if (thisGraphic.Geometry.GeometryType == GeometryType.Polygon)

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