Shortest Path Algorithm with Djikstra

Hi all,
im developing a shortest path searching techniques by using Djikstra's algorithm. My search space is very huge and it is about 100,000 nodes or we can call it Vertex. I store all the nodes and weight of edges in MySql as follows:
From | To | PathCost
A B 2
B A 2
A D 9
D A 9
B C 7
C B 7
B E 5
E B 5
C D 5
D C 9
Whenever the class receive any request from someone who want to go from point A to point Z, it will load the data from mysql by using "Select * FROM table WHERE From='Variable' ", and declare it as new Vertex, and perform the search. The reason i load it from MySql everytime i receive a new request is because any new node can be added to database anytime.
In a nut shell, im developing a system to search for a shortest path in real world, i represent buildings as a Vertex, and road as edges, any idea of what can i improve my current djikstra searching method or any new developement to reduce the running time to lowest??
regards,
howsen

minimal spanning tree != shortest path...
Mr. Pike is indeed correct. Consider this simple example. arrange a bunch of dots around the rim of a circle. Consider the distance between them to be just the standard measure of distance in the plane. Assume that the points are fairly evenly spaced, but not exactly evenly spaced.
The minimal spanning tree, which you got by first joining the two closest points and then the next two, and then by joining more points to that structure, will end up looking like a letter C going around the circle and leaving a gap between the two points that were the furthest apart on the circle.
Every point connects to every other point, possibly by passing through other points and it is minimal because it left out the widest gap.
On the other hand, the quickest way to get from one tip of the C to the other tip is to go straight from the one to the other, not to walk all the way around the circle following a path that goes through every single other point in the system.
Reducing a graph to a minimal spanning tree, gets you a single subgraph of the original grpah that has the least total distance. That, unfortunately, has nothing to do with telling you the fastest way to get from point A to point B traveling along the original graph.
hence minimal spanning tree != shortest path...

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    public void mouseClicked(MouseEvent e) { }
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            Point2D.Double end = new Point2D.Double();
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            public void mousePressed(MouseEvent e) {
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                } else {
                    p1 = p;
                    shortPath.reset();
                oneSet = !oneSet;
                repaint();
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    Moderator Message: Don't expect members to spoon-feed you
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