MKMap infinite loop setting max zoom height - iphone

I have a map view with an overlay. I want to restrict the user from zooming out too far. So if the user scrolls out and cant see part of the overlay it zooms them back in to the max height of the overlay. Like the zooming I also want the user not to be able to scroll of the edge.
I have managed to implement this (or so I thought). The code that I have written works on my iPhone 5 but then when I tested it on my Bosses phone and the simulator the map keeps trying to resize and get stuck in an infinite loop.
Here is a video of my app in the Loop.
From the video I can see that the map should loop as both edges are displayed off the map. To stop this my code zooms in so you cant see both edges before it is meant to move back to the edge the user has moved from.
As I said this works on one of my device but not the others! I have been trying to fix this for three days now and feel like banging my head on the keyboard! Any help would be amazing.
Here is a copy of my Code.
I have commented it and tried to make it easy to under stand.
EDIT: just updated to iOS 6.0.1. It still works on my iPhone 5 but It starts really far zoomed in and sets the min zoom too low

Related

is it possible to change overlay iocn size when zoom osm droid map

I spent many hours on it but not getting any fruitful response.I am trying to increasing the size of overlay icon when map is zoom but its not work, I am new on this please help on this
Yes it is, however you have to do the work. Basically, you need to create an MapView.onChangeListener and register it. When the zoom level changes, you need to iterate though your overlays and replace the icon with one of a different size.
At some point in your travels, you'll probably figure out that there will be concurrency/inconsistency issues with over zealous zoomers and panners. To handle this, you can wait until after the user stops scrolling or zooming after a period of time, then do the work.

Sprites are disappearing when I zoom in Unity

In the scene view when I zoom in past a certain point all the sprites (apart from one) disappear and it makes it near impossible for me to edit them because they become too small to see clearly.
This only just started happening everything was fine before and I don't think I have really changed anything that could have affected their ability to show when zoomed in.
The z positions have to be same as that of the canvas I am using
Press the F key a couple of times after selecting the sprite... it's for focus or something after you see it focus ...you will be able to zoom in endlessly to edit this is for sure a bug....I tried restarting unity first..then I tried adjusting the clipping low rate on the camera that is usually 0.3 to pure 0...and that was not it... the F key always gets it done I don't know why...also I changed the cameras near clipping plane back to 0.3 because it was not the issue.

iPhone how to get Magnified effect on certain part of the screen?

Hi all,
The images above are taken from the "Nike Boom" App. I am wondering how to do a magnified effect on the number list as shown in the images. I also want to point out that it is very very smooth animation, so screen capturing certain part of a screen and projected it back on UIView may not work (I tried that)
Thankz in advance,
Pondd
Update:
Hey,
Just so for anyone who might comes across this topic, I've made a simple sample based on Nielsbot's suggestion and posted up on github here
Please feel free to fork it, improve it and pass it on :)
Best,
Pondd
It's done with 2 scroll views, one in front of the other. One scroll view (A) contains the small numbers. The second scroll view (B) contains the zoomed numbers. The frame of (B) is the transparent window. When you scroll (A), you scroll (B) programmatically, but you move it farther than (A). (I.e. if (A) scrolls 10 pixels, you might scroll (B) 20 pixels.)
Make sense?
If you've ever used Convert.app from TapTapTap they use a similar effect.

Iphone Scrollview Question

i am quit new at iphone development and trying to make a photo collage software while learning it. Right now i have a lil problem and hope you can help me out.
I have an UiviewController with a view in it, in this view i have 7 scrollviews with uiimagevies in them for zooming and scollign images within these scrollviews.
All that works well but now i want to make these 7 scrollviews dragable and maybe if possible zoomable (so that the image within the given scroolview zoom together with the scrollview).
It should be possible to drag them all around the screen and if possible even overlap them
and by the way rotating would be great ;-) hope that is not to much asked for.
Would be great if someone can help me out with this..
Well you've got to decide on some other choice here because the functionality you are asking for overlaps, and you can't ask the app to magically know which the user wants to do. What I mean by this is that when you touch and drag within a scroll view, it's going to try to scroll itself, rather than drag the entire scroll view around.
As for rotation and zooming - that gets more complicated, because you start dealing with vector math and the like. You can check out my question on rotation here. The link I gave you has the code to get both rotation and zooming to work.

Image in UIScrollView moves offscreen before while zooming

I am working on a photo gallery iPhone app.
Approach is fairly inspired from the ScrollingMadness code available on github.
I have a scroll view which holds all my image views when in paging mode. When user zooms an image using pinch out gesture, I remove all the image views but the current one - and set the content offset to 0,0 (obviously).
Everything works perfect on simulator but on device I face this crazy issue.
When a user pinch out to zoom an image, it goes off screen and when the pinch out touch event ends, it comes back to the screen.
After zooming the image once, if I zoom it further - it does not give me the buggy experience. This leads me to a conclusion that patch needs to be applied where I am removing the other image views from the scroll view and holding the one which is being zoomed.
Not able to figure out how I should make it to work like the iPhone's Photo app. The - magical - Photos app!
Anyone who can point to a direction to get this thing up and running - would be all the help I need right now!
Well, since when you zoom you are moving your picture to (0,0) effectivly the first page, you would expect when the user pinches any page thats not the first one, the image will have to move to 0,0 and therefore you are expiriencing your image moving. After you zoomed once, the image is already at 0,0 so subsequent zooms work fine. Are you finding that zooming on the very first page gives you the behavior you want and only other pages have this issue? If so a fix might be not to move the zooming picture to (0,0) but just keep it where it is and have some dummy view for all your other pages so you dont take up memory from the other pictures. Hope this helps