Apple Maps Guides

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Two things here: These are the Developer Forums where third-party developers get together to figure out issues in their code, or to ask how to implement something. While there are one or two actual Apple employees here, they're not here to handle product issues like yours. Secondly, please don't put random tags on your posts. Your 'complaint' has nothing to do with Foundation or APFs, and when others search for those tags they'll get your unrelated post. Please think about what you're doing before you do it. Try the Apple Support Forums instead. Thanks.
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This is still occurring, here is another example. The first URL in each Apple/Google Maps links shows the coordinate 50.50, -105.50 accurately mapped. The second URL passes in the same coordinate but as a destination address, Google Maps accurately defines a route as close as possible using the roadways, Apple Maps takes you to an entirely different location. Based on my current location, it's physically the wrong direction but that would depend where you set your starting direction. Apple Maps https://maps.apple.com/?ll=50.50,-105.50&q=Accurate+Coordinate+Location https://maps.apple.com/?daddr=50.110,-105.5515 Google Maps https://maps.google.com/?q=50.50,-105.50 https://maps.google.com/?daddr=50.50,-105.50 I've included links to Google Maps which shows the expected result, this is how Apple Maps used to function on May 16, 2024. I've attached a screenshot showing the results of both Apple
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In Apple official example code Backyard Birds, is this code wrong? For I've tested this code many times but this part has never been executed! .onInAppPurchaseCompletion { _, purchaseResult in guard case .success(let verificationResult) = purchaseResult, case .success(_) = verificationResult else { return } showingSubscriptionStore = false } This modifier decorate code as below .sheet(isPresented: $showingSubscriptionStore) { SubscriptionStoreView(groupID: groupID) } Is it because the modifier onInAppPurchaseCompletion only works with ProductView ?
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Almost everyone I know absolutely HATES the macmail V10 update in big sur. So many conveniences and ease of operation that were available in 10.11.16 are gone. The icons are greyed out, the column layout is abysmal, the search engine does not function, way too many additional steps are now required to do the same job the V3 did with ease.. The standard question I hear is WHY would apple change what worked perfectly for so many and make a great mail system user unfriendly? There is an old adage that I keep hearing repeated If it ain't broke - don't fix it! The question I keep hearing is can anyone figure out a way to remove V10 from big sure and revert the mail system back to V3? There should be either an option or a way to revert the mail system back to what is loved by so many, without affecting the integrity of the security changes needed in big sur to make it safer.
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Is your problem solvented?, I have the same issue, I'm from at out USA and I did the purchase but I didn't have any reply about apple. Do you know something?
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no one the hell is taking interest to fix this issue, i have deleted whole mac data and reinstated whole OS but still mac hangs totally 100% . People buy mac for iPhoen development because mac is mandatory for this, and mac dont work for ios development, now i am tying this message and keys getting types after 10-12 seconds, it took 3-4 minutes to type whole message because system hangs totally any one the hell from apple team is there to fix this very old issue?
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Hello everyone, I have noticed this for the 1st time in 4 years since publishing my app. So I guess I should wait for the Apple call. How did it end up in your cases guys? Best Jozef
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There is coming vawe of SoftPOS class app, turning iPhone into regular payment terminal. so far Apple picks country by country, where the service is available. As for today limited number of regions, where Tap on Mobile is possible to use at all. Beeing preparing for that vawe we are considering possibly integration scenario and found the following obstacle: Originally it was possible to integrate as app to app, means Tap on Mobile to other apps, where both apps are installed separately on iPhone. But now Apple does not allowe to make integration as app to app, but only integration is possible by embedded libraries (special libraries are embedded in master app, and on the iPhone there is only one app, which covers also Tap on Mobile features). 1/ Do you know, what is the reason for such restriction to have only embedded libraries method to integrate (although originally it was possible to integrate as app to app, means Tap on Mobile to other app)? 2/ Do you think, Apple release agai
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The App Store Connect API documentation still doesn't list the new 13 iPad display type: https://developer.apple.com/documentation/appstoreconnectapi/screenshotdisplaytype When adding screenshots to 13 iPads on the website, they still seem to use the display type APP_IPAD_PRO_3GEN_129 when listed by the API, and uploading to that same type uploads them to the 13 display type instead, but then there is the requirement that one still has to upload screenshots for 12.9 display type, without an apparent way of doing so. I would expect to have an option to upload to 13 display type that is also used for 12.9 display type. Do we have to wait for Apple to update the documentation or does someone know a workaround?
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The same issue I have with Command Line Tools 15.1 ... x86_64-w64-mingw32-gcc -c -o dlls/wow64win/gdi.cross.o /private/tmp/game-porting-toolkit-20240519-67767-vttn0g/wine/dlls/wow64win/gdi.c -I dlls/wow64win -I /private/tmp/game-porting-toolkit-20240519-67767-vttn0g/wine/dlls/wow64win -I include -I /private/tmp/game-porting-toolkit-20240519-67767-vttn0g/wine/include -I /private/tmp/game-porting-toolkit-20240519-67767-vttn0g/wine/include/msvcrt -D__WINESRC__ -D_MSVCR_VER=0 -D__WINE_PE_BUILD -Wall -fno-strict-aliasing -Wdeclaration-after-statement -Wempty-body -Wignored-qualifiers -Winit-self -Wno-packed-not-aligned -Wshift-overflow=2 -Wstrict-prototypes -Wtype-limits -Wunused-but-set-parameter -Wvla -Wwrite-strings -Wpointer-arith -Wlogical-op -Wabsolute-value -Wno-format -Wformat-overflow -Wnonnull -mcx16 -gdwarf-4 -Wformat -g -O2 /private/tmp/game-porting-toolkit-20240519-67767-vttn0g/wine/dlls/wow64cpu/cpu.c: In function 'BTCpuResetToConsistentState': /private/tmp/game-porting-toolkit-20240519-67767
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I'm working on an app that does peer-to-peer communication between Apple devices. As far as I understand, the Network framework is a good choice for this. I have something that works, but I'm curious about the details of how this works and if I might somehow optimize this. My current understanding is that the best connection I can get between two devices is over AWDL. Is this true? If so, does Network use this? Can I ask it to use it preferentially? What kind of bandwidth and latency should I expect out of this, and are there any drawbacks to using it like power usage or transport limitations? If both devices are on the same LAN, I assume they can also talk to each other over Wi-Fi (or a wired connection if both are plugged in, I guess). If I use Bonjour service discovery, is this what I will be getting? What does Network do if the LAN network does not perform well? Will it swap the underlying connection if it figures out there is something better? I am not tied to any particular API or transport pro
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Can someone please make the answer to this conversation public? I have been trying to figure this out for a year. ITs such a simple task. capturedRoom.Surface.Walls defines an array of walls. I want to collect the color of the wall that is scanned, and then apply that color to an SCNBox, set with the dimensions of the wall, and replace the wall with my box, so I have a room which detects paint walls. similarly, I want to provide a sort of modelprovider for common floor types, and then map images of those floor types (wood, tile, of many varieties) to the diffuse contents of the floor, but when I try to set anything to diffuse contents of the model that is made by room plan, nothing happens. it remains white and blank. why? please, post the answer here. don take it private, because then when the next person is struggling with this question they have no way of figuring it out beyond waiting for the response to come in an email. ugh.
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I figured it out. You have to use mapCameraKeyframeAnimator(). @State private var centerCoordinate = CLLocationCoordinate2D(latitude: 38.9072, longitude: -77.0369) @State private var distance: CLLocationDistance = 1000000 @State private var triggerCamera = false Map(initialPosition: .camera(MapCamera(centerCoordinate: centerCoordinate, distance: distance))) { } .frame(height: geo.size.height * 0.60) .shadow(color: .black.opacity(0.5), radius: 1, y: 1) .onReceive(locationManager.$location, perform: { location in if let location { centerCoordinate = location triggerCamera = true } }) .mapCameraKeyframeAnimator(trigger: triggerCamera, keyframes: { camera in KeyframeTrack(MapCamera.centerCoordinate, content: { LinearKeyframe(centerCoordinate, duration: 1) }) KeyframeTrack(MapCamera.distance, content: { LinearKeyframe(300, duration: 1) }) }) Updating the trigger to true will start the animation, which moves to the provided location.
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The error is telling you that there is no such form of Map that matches what you've entered. If you remove showsUserLocation: true it works, because that form of Map() is valid. If you want to show the user's location you need to use UserAnnotation(), i.e.; Map(position: $mapPosition, interactionModes: .all) { UserAnnotation() // <<-- Use this ForEach(features) { feature in Marker(coordinate: feature.coordinate) { FeatureAnnotation(feature: feature) } } }