-(void)mapView:(MKMapView *)mapView regionDidChangeAnimated:(BOOL)animated
{
//[_mapview setMapType:MKMapTypeStandard];
CLLocationCoordinate2D center = _mapview.centerCoordinate;
double lat = center.latitude;
double lng = center.longitude;
NSString *str = [NSString stringWithFormat:#"%f",lat];
NSString *str1 = [NSString stringWithFormat:#"%f",lng];
_newlat = str;
_newlong=str1;
NSLog(#"%# %#",_newlat,_newlong);
}
I am getting long lat value in side this but not out side of this delegate method. I want this value in previous class when I pop over to previous class.
I did with declaring delegate but every time i drag the map it gets called and I am not getting value in previous class.
As far as I understood, you need to set observer object which is observing coordinates and is notified when new coordinates come.
In your CLLocationManagerDelegate class .m
-(void) setLocationObserver:(id) observer
{
self.locationObserver = observer
}
-(void)mapView:(MKMapView *)mapView regionDidChangeAnimated:(BOOL)animated
{
//[_mapview setMapType:MKMapTypeStandard];
CLLocationCoordinate2D center = _mapview.centerCoordinate;
double lat = center.latitude;
double lng = center.longitude;
NSString *str = [NSString stringWithFormat:#"%f",lat];
NSString *str1 = [NSString stringWithFormat:#"%f",lng];
_newlat = str;
_newlong=str1;
if ([self.locationObserver respondsToSelector:#selector(setNewCoords:)
[self.locationObserver setNewCoords:center];
NSLog(#"%# %#",_newlat,_newlong);
}
In your previous class .m:
-(void)-(void) setNewCoords:(CLLocationCoordinate2D*) location
{
self.myLocation = location;
[self doSeomethingWithNewLocation]; // if you wish
}
-(void) doSomethingWithNewLocation
{
NSString * _newlat = [NSString stringWithFormat:#"%f",self.myLocation.latitude];
NSString * _newlong = [NSString stringWithFormat:#"%f",self.myLocation.longitude];
}
Rough example, but may help.
Related
I've been having this issue for a couple of weeks now, and I still have not found an answer. on my MapView I have custom annotations, and when I hit the "reload button" all the information is correct as in the annotation "title, subtitle". but the annotation has changed. the annotations are in a NSMutableArray and I'm sure that the issue i am having revolves around that. here is the code I am using to reload the annotations.
so just prevent any confusion, my custom annotations work just fine when i first load the mapView. But once i hit the reload button, all the annotation's information like "location,title, subtitle" all that is correct, just the actual annotation has changed. Like all the annotations have been switched around.
if anyone can help, it would greatly be appreciated! thanks!
- (IBAction)refreshMap:(id)sender {
NSArray *annotationsOnMap = myMapView.annotations;
[myMapView removeAnnotations:annotationsOnMap];
[locations removeAllObjects];
[citiesArray removeAllObjects];
[self retrieveData];
}
-(void) retrieveData {
userLAT = [NSString stringWithFormat:#"%f", myMapView.userLocation.coordinate.latitude];
userLNG = [NSString stringWithFormat:#"%f", myMapView.userLocation.coordinate.longitude];
NSString *fullPath = [mainUrl stringByAppendingFormat:#"map_json.php?userID=%#&lat=%#&lng=%#",theUserID,userLAT,userLNG];
NSURL * url =[NSURL URLWithString:fullPath];
NSData *data = [NSData dataWithContentsOfURL:url];
json =[NSJSONSerialization JSONObjectWithData:data options:kNilOptions error:nil];
citiesArray =[[NSMutableArray alloc]init];
for (int i = 0; i < json.count; i++)
{
//create city object
NSString * eID =[[json objectAtIndex:i] objectForKey:#"userid"];
NSString * eAddress =[[json objectAtIndex:i] objectForKey:#"full_address"];
NSString * eHost =[[json objectAtIndex:i] objectForKey:#"username"];
NSString * eLat =[[json objectAtIndex:i] objectForKey:#"lat"];
NSString * eLong =[[json objectAtIndex:i] objectForKey:#"lng"];
NSString * eName =[[json objectAtIndex:i] objectForKey:#"Restaurant_name"];
NSString * eState = [[json objectAtIndex:i] objectForKey:#"type"];
NSString * annotationPic = [[json objectAtIndex:i] objectForKey:#"Annotation"];
NSString * eventID = [[json objectAtIndex:i] objectForKey:#"id"];
//convert lat and long from strings
float floatLat = [eLat floatValue];
float floatLONG = [eLong floatValue];
City * myCity =[[City alloc] initWithRestaurantID: (NSString *) eID andRestaurantName: (NSString *) eName andRestaurantState: (NSString *) eState andRestaurantAddress: (NSString *) eAddress andRestaurantHost: eHost andRestaurantLat: (NSString *) eLat andRestaurantLong: (NSString *) eLong];
//Add our city object to our cities array
// Do any additional setup after loading the view.
[citiesArray addObject:myCity];
//Annotation
locations =[[NSMutableArray alloc]init];
CLLocationCoordinate2D location;
Annotation * myAnn;
//event1 annotation
myAnn =[[Annotation alloc]init];
location.latitude = floatLat;
location.longitude = floatLONG;
myAnn.coordinate = location;
myAnn.title = eName;
myAnn.subtitle = eHost;
myAnn.type = eState;
myAnn.AnnotationPicture = annotationPic;
myAnn.passEventID = eventID;
myAnn.hotZoneLevel = hotZone;
[locations addObject:myAnn];
[self.myMapView addAnnotations:locations];
}
}
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation
{
if([annotation isKindOfClass:[MKUserLocation class]])
return nil;
static NSString *annotationIdentifier = #"AnnotationIdentifier";
MKAnnotationView *annotationView = (MKAnnotationView *) [self.myMapView
dequeueReusableAnnotationViewWithIdentifier:annotationIdentifier];
if (!annotationView)
{
annotationView = [[MKAnnotationView alloc]
initWithAnnotation:annotation
reuseIdentifier:annotationIdentifier];
NSString *restaurant_Icon = ((Annotation *)annotation).AnnotationPicture;
NSString *restaurant_Callout = [NSString stringWithFormat:#"mini.%#",restaurant_Icon];
UIImage *oldImage = [UIImage imageNamed:restaurant_Icon];
UIImage *newImage;
CGSize newSize = CGSizeMake(75, 75);
newImage = [oldImage imageScaledToFitSize:newSize]; // uses MGImageResizeScale
annotationView.image= newImage;
annotationView.canShowCallout = YES;
UIImage *Mini_oldImage = [UIImage imageNamed:event_Callout];
UIImage *Mini_newImage;
CGSize Mini_newSize = CGSizeMake(30,30);
Mini_newImage = [Mini_oldImage imageScaledToFitSize:Mini_newSize]; // uses MGImageResizeScale
UIImageView *finalMini_callOut = [[UIImageView alloc] initWithImage:Mini_newImage];
annotationView.leftCalloutAccessoryView = finalMini_callOut;
UIButton* rightButton = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
annotationView.rightCalloutAccessoryView = rightButton;
}
else
{
annotationView.annotation = annotation;
}
return annotationView;
}
If nothing else, you're setting the icon and the callout based upon the annotation, but only doing that in viewForAnnotation if the annotation was not dequeued. You really want to do any annotation-specific customization outside of that if block, in case an annotation view is reused.
Unrelated to your reported issue, there are a few other observations:
You probably should be doing retrieveData asynchronously so you don't tie up the main thread with your data retrieval/parsing. Go ahead and dispatch the adding of the entry to your array and adding the annotation to the map in the main queue, but the network stuff and should definitely be done asynchronously.
You probably should check to make sure data is not nil (e.g. no network connection or some other network error) because JSONObjectWithData will crash if you pass it a nil value.
Your use of locations seems unnecessary because you're resetting it for every entry in your JSON. You could either (a) retire locations entirely and just add the myAnn object to your map's annotations; or (b) initialize locations before the for loop. But it's probably misleading to maintain this ivar, but only populate it with the last annotation.
Hello i have got a question. I hope anybody could help me. I do not understand… I have a method returnPointFromArray where i have an array with values (e.g. 50.0, 100.0). Than i want to random it and then i want to use the CGPoint p in the Method drawObjectWithPoint to position my Object (object from another class) with the random value.
But the drawObjectWithPoint Method says always that the CGPoint p ist 0.0, 0,0 or he says "Use of undeclared identifier p or "instance variable hides…" .
I tried the same principle to test with int and this works.
I don´t know what i´m doing wrong.
It would be great if anybody could help me and explain what i´m doing wrong.
Thanks a lot.
.h
-(void)returnPointFromArray;
-(void)drawObjectWithPoint;
.m
-(void)returnPointFromArray
{
NSArray *points = [];
//Random for points
NSUInteger *randomIndex = arc4random() % [points count];
NSValue *val = [points objectAtIndex:randomIndex];
CGPoint p = [val CGPointValue];
}
-(void)drawObjectWithPoint
{
Object *myObject [[Object alloc]init];
CGPoint pNew = p;
myObject.position =
[self addChild:myObject];
}
You can do this: Edited: (This is how yo declare in .h file)
in .h file
#import <UIKit/UIKit.h>
#interface MyClass : UIViewController {
CGPoint p;
}
-(void)returnPointFromArray;
-(void)drawObjectWithPoint;
#end
in .m file
-(void)returnPointFromArray {
NSArray *points = [];
//Random for points
NSUInteger *randomIndex = arc4random() % [points count];
NSValue *val = [points objectAtIndex:randomIndex];
p = [val CGPointValue]; // change here
}
-(void)drawObjectWithPoint {
Object *myObject [[Object alloc]init];
CGPoint pNew = p;
myObject.position =
[self addChild:myObject];
}
assign value directly by method call
-(void)drawObjectWithPoint
{
Object *myObject [[Object alloc]init];
myObject.position = [self returnPointFromArray];
[self addChild:myObject];
}
-(CGPoint)returnPointFromArray {
NSArray *points = [];
//Random for points
NSUInteger *randomIndex = arc4random() % [points count];
NSValue *val = [points objectAtIndex:randomIndex];
return [val CGPointValue];
}
Just declared CGPoint p; in .h file. You declared it as locally(returnPointFromArray function) means its scope is local for that function only. check here
for reference.
Your returnPointFromArray method returns void - just modify it -
-(CGPoint)returnPointFromArray
{
// your code
return p;
}
Then where you want to use p, just write
CGPoint pNew = [self returnPointFromArray];
obviously you'll have to add code which actually uses this value - your code doesn't do this at all -
myObject.position = pNew;
I have this code:
-(void)handleLongPressGesture:(UIGestureRecognizer*)sender {
NSNumber* existingpoints = [[NSNumber alloc]init];
existingpoints =[NSNumber numberWithInt:0];
// This is important if you only want to receive one tap and hold event
if (sender.state == UIGestureRecognizerStateEnded)
{
[self.mapView removeGestureRecognizer:sender];
}
else {
do {
int z = 1;
existingpoints =[NSNumber numberWithInt:z];
// Here we get the CGPoint for the touch and convert it to latitude and longitude coordinates to display on the map
CGPoint point = [sender locationInView:self.mapView];
CLLocationCoordinate2D locCoord = [self.mapView convertPoint:point toCoordinateFromView:self.mapView];
// Then all you have to do is create the annotation and add it to the map
MKPointAnnotation *annotationPoint = [[MKPointAnnotation alloc] init]; annotationPoint.coordinate = locCoord;
NSString *latitude = [[NSString alloc] initWithFormat:#"%f",locCoord.latitude];
NSString *longitude = [[NSString alloc] initWithFormat:#"%f", locCoord.longitude];
annotationPoint.title = #"Event";
annotationPoint.subtitle = [NSString stringWithFormat:#"%# & %#", latitude, longitude];
[mapView addAnnotation:annotationPoint];
[[NSUserDefaults standardUserDefaults]setObject:latitude forKey:#"FolderLatitude"];
[[NSUserDefaults standardUserDefaults]setObject:longitude forKey:#"FolderLongitude"];
} while ([existingpoints intValue] == 0);
}
}
...but the problem is that when I hold, and then drag more than one pin is added. I want to add only one pin. So I tried the do method but it doesn't work. I can't understand, because when I executed the code I turn the value of the NSNumber to 1, and the while says = 0 to run the code.
Please Help!!
Your current code is prone to have quite a number of memory leaks. For example:
NSNumber* existingpoints = [[NSNumber alloc] init];
existingpoints = [NSNumber numberWithInt:0];
Is leaking because you leave the first instance of existingpoints with retain value of 1 and not freeing it anywhere. Unless you're using ARC. You can optimize the above code with just one instruction:
NSNumber* existingpoints = [NSNumber numberWithInt:0];
And retain it if you need to keep it somewhere (but i belive it's not the case).
Analyzing the code, I'd recommend NOT to use existingpoints as an NSNumber. Use an NSInteger instead (which is not an object, just a typedef to long).
Here's my rewritten code:
-(void)handleLongPressGesture:(UIGestureRecognizer*)sender {
NSInteger existingpoints = 0;
// This is important if you only want to receive one tap and hold event
if (sender.state == UIGestureRecognizerStateEnded) {
[self.mapView removeGestureRecognizer:sender];
}
else {
do {
int z = 1;
existingpoints = z;
// Here we get the CGPoint for the touch and convert it to latitude and longitude coordinates to display on the map
CGPoint point = [sender locationInView:self.mapView];
CLLocationCoordinate2D locCoord = [self.mapView convertPoint:point toCoordinateFromView:self.mapView];
// Then all you have to do is create the annotation and add it to the map
MKPointAnnotation *annotationPoint = [[MKPointAnnotation alloc] init];
annotationPoint.coordinate = locCoord;
NSString *latitude = [NSString stringWithFormat:#"%f",locCoord.latitude];
NSString *longitude = [NSString stringWithFormat:#"%f", locCoord.longitude];
annotationPoint.title = #"Event";
annotationPoint.subtitle = [NSString stringWithFormat:#"%# & %#", latitude, longitude];
[mapView addAnnotation:annotationPoint];
[[NSUserDefaults standardUserDefaults] setObject:latitude forKey:#"FolderLatitude"];
[[NSUserDefaults standardUserDefaults] setObject:longitude forKey:#"FolderLongitude"];
[annotationPoint release]; // Remove this if you're using ARC.
} while (existingpoints == 0);
}
}
Note that I've also changed the code for creating latitude and longitude for not to create any memory leaks when using ARC.
EDIT:
Further analyzing your code, I don't see why this method would be dropping two pins at once. Maybe you could check if your method is not being called twice?
More: Why do you have a do/while loop if you just want it to run once? (but maybe you're just paving your ground to further ahead)
When I call MKMapView method setSelected:animated: on an annotation, it doesn't work. But if I call it next time with a different annotation, it starts working.
Anyone have any ideas what could be possibly wrong?
Thanks
Code (2 relevant methods):
- (void)viewDidLoad {
[super viewDidLoad];
annotations = [[NSMutableArray arrayWithCapacity:30] retain];
for (NSDictionary *entry in entries) {
double lat = [[entry objectForKey:#"lat"] doubleValue];
double lon = [[entry objectForKey:#"lon"] doubleValue];
NSString *PLZ = [entry objectForKey:#"PLZ"];
NSString *name = [NSString stringWithFormat:#"%#%#", PLZ.length != 0? [NSString stringWithFormat:#"%#, ", PLZ] : #"", [entry objectForKey:#"Ort"]];
NSString *address = [NSString stringWithFormat:#"%# - %#", [entry objectForKey:#"Grund"], [entry objectForKey:#"Zeit"]];
CLLocationCoordinate2D coordinate;
coordinate.latitude = lat;
coordinate.longitude = lon;
MyLocation *annotation = [[[MyLocation alloc] initWithName:name address:address coordinate:coordinate] autorelease];
[mapView addAnnotation:annotation];
[annotations addObject:annotation];
}
NSLog(#"LOaded");
[self zoomToFitMapAnnotations];
}
- (void)showAnnotation:(int)i {
if (i <= [annotations count]) {
[mapView setSelectedAnnotations:[NSArray arrayWithObject:[annotations objectAtIndex:i]]];
}
}
The last method, showAnnotation is the one that gets called and an annotation is shown. Once again, it doesn't work with the annotation I call first time. No matter how many times i call it. But if I change the annotation, then it starts working, even with the annotation I called first (hope that makes sense).
Also, this works even the first time: [mapView setSelectedAnnotations:[NSArray arrayWithObject:[annotations objectAtIndex:i]]];
You shouldn't be calling that method youself.
According to the MKAnnotationView documentation:
You should not call this method directly. An MKMapView object calls
this method in response to user interactions with the annotation.
Instead try Dipen's suggested method (setSelectedAnnotations).
Use this may be help you
[mapView1 setSelectedAnnotations:[NSArray arrayWithObjects:addAnnotation,nil]];
I use a singleton the first time and I don't really know how to implement it...
Ok I need to explain some things:
In Hexagon.h (which inherits from CCNode) I want to create multiple sprites (here referred to as "hexagons"). However, they are not added to the scene yet. They are being added in the HelloWorldLayer.m class by calling Hexagon *nHex = [[Hexagon alloc]init]; . Is that correct ? Is it then iterating through the for loop and creating all hexagons or only one ?
Well anyways, I have a singleton class which has to handle all the public game state information but retrieving is not possible yet.For instance I cannot retrieve the value of existingHexagons, because it returns (null) objects. Either I set the objects wrongly or I am falsely retrieving data from the singleton. Actually, I would even appreciate an answer for one of these questions. Please help me. If something is not clear, please add a comment and I'll try to clarify it.
What I have right now is the following:
GameStateSingleton.h
#import <Foundation/Foundation.h>
#interface GameStateSingleton : NSObject{
NSMutableDictionary *existingHexagons;
}
+(GameStateSingleton*)sharedMySingleton;
-(NSMutableDictionary*)getExistingHexagons;
#property (nonatomic,retain) NSMutableDictionary *existingHexagons;
#end
GameStateSingleton.m
#import "GameStateSingleton.h"
#implementation GameStateSingleton
#synthesize existingHexagons;
static GameStateSingleton* _sharedMySingleton = nil;
+(GameStateSingleton*)sharedMySingleton
{
#synchronized([GameStateSingleton class])
{
if (!_sharedMySingleton)
[[self alloc] init];
return _sharedMySingleton;
}
return nil;
}
+(id)alloc
{
#synchronized([GameStateSingleton class])
{
NSAssert(_sharedMySingleton == nil, #"Attempted to allocate a second instance of a singleton.");
_sharedMySingleton = [super alloc];
return _sharedMySingleton;
}
return nil;
}
-(id)init {
self = [super init];
if (self != nil) {
}
return self;
}
#end
Hexagon.m
-(CCSprite *)init{
if( (self=[super init])) {
NSString *mainPath = [[NSBundle mainBundle] bundlePath];
NSString *levelConfigPlistLocation = [mainPath stringByAppendingPathComponent:#"levelconfig.plist"];
NSDictionary *levelConfig = [[NSDictionary alloc] initWithContentsOfFile:levelConfigPlistLocation];
NSString *currentLevelAsString = [NSString stringWithFormat:#"level%d", 1];
NSArray *hexPositions;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){
hexPositions = [[levelConfig valueForKey:currentLevelAsString] valueForKey:#"hexpositionIpad"];
}
else{
hexPositions = [[levelConfig valueForKey:currentLevelAsString] valueForKey:#"hexpositionIphone"];
}
NSString *whichType = [NSString stringWithFormat:#"glass"];
CGSize screenSize = [CCDirector sharedDirector].winSize;
if ([whichType isEqualToString:#"stone"]){
hexagon = [CCSprite spriteWithFile:#"octagonstone.png"];
}else if([whichType isEqualToString: #"glass"]){
hexagon = [CCSprite spriteWithFile:#"octagoncolored1.png"];
}else if([whichType isEqualToString: #"metal"]){
hexagon = [CCSprite spriteWithFile:#"octagonmetal.png"];
}
NSMutableDictionary *eHexagons =[[GameStateSingleton sharedMySingleton] getExistingHexagons];
for (int i=0;i < [hexPositions count];i++){
CGPoint location = CGPointFromString([hexPositions objectAtIndex:i]);
CGPoint nLocation= ccp(screenSize.width/2 + 68 * location.x,screenSize.height/2 + 39 * location.y);
NSString *aKey = [NSString stringWithFormat:#"hexagon%d",i];
hexagon =[CCSprite spriteWithFile:#"octagoncolored1.png"];
hexagon.position = nLocation;
[eHexagons setObject:hexagon forKey:aKey];
[self addChild:[eHexagons valueForKey:aKey] z:3];
[[GameStateSingleton sharedMySingleton]setExistingHexagons:eHexagons];
}
NSLog(#"these are the existinghexagons %#", existingHexagons);
//This returns a dictionary with one (null) object
}
return hexagon;
}
HelloWorldLayer.m -> -(id)init method
Hexagon *nHex = [[Hexagon alloc]init];
First of all, it returns null because the existingHexagons array has never been initialized in the first place. Go to the init function of your singleton and add:
existingHexagons = [[NSMutableArray alloc]init];
As for your For Loop question, I did not get it. I recommend making one StackOverflow question per query instead of putting two in one.