I have a geoprocessing service that returns a large amount of features (featureSet). I want to attach them in a graphics layer, but I don't want to iterate over all them. I tried using the mygraphicLayer.graphics option so as to set the features (array of graphics) to the graphic layer but it does not work.

Have you got any idea how I could do this?

 function addCityFeatureSetToMap(featureSet) {
    console.debug("featureSet    ", featureSet)
    var symbol = new esri.symbol.SimpleMarkerSymbol();
    symbol.setColor(new dojo.Color([0,0,255]));

    //Create graphics layer for cities
    var cityLayer = new esri.layers.GraphicsLayer({
        graphics: featureSet.features
  • How many features? Is the reason you don't want to iterate because of the number of features? Dec 15, 2014 at 19:17
  • 1
    Yes @ChadCooper It could be one reason. I don't like the idea of iteration, considering the the features of a feature Set is an array of Graphics[]. An Graphics layer constructor has an attribute Graphics[], which I suppose can be set immediately.
    – Smalis
    Dec 16, 2014 at 9:57

2 Answers 2


edit: i did a bit of fiddling and realized that my original answer is incorrect. you need to loop through individual graphics and add() them one at a time because the graphics property of GraphicsLayer is not 'settable'.

that being said, its important to note that there would be no performance benefit of the API exposing a technique to loading graphics in bulk because we would still need to loop through individual geometries internally to insert them into the DOM.

original answer: i'm not sure you're going to see a performance gain in taking this approach, but it should work just fine as long as you set an appropriate renderer for the GraphicsLayer.

var myRenderer = new SimpleRenderer(symbol);
cityLayer.renderer = myRenderer;
cityLayer.graphics = featureSet.features;

right now you're passing an array of graphic objects with no symbol defined whatsoever.

  • Thans for your answer @John Gravois. However i have already set a renderer later in my code. I will correct it in my question so as to be clear
    – Smalis
    Dec 16, 2014 at 7:40

I would extend the GraphicsLayer this way

GraphicsLayer.prototype.addGraphics = function(arrayOfGraphics){
  var that = this;
  arrayUtil.forEach(arrayOfGraphics, function(graphic){

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