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Hi there, Please try this: // to set headers for every remote resource globally AGSRequestConfiguration.global().userHeaders = ["my key" : "my value"] // // OR // // to set it for just one resource let lyr : AGSArcGISTiledLayer! = nil lyr.requestConfiguration = AGSRequestConfiguration.global().copy() as? AGSRequestConfiguration lyr.requestConfiguration?.userHeaders = ["my key" : "my value"]
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08-30-2017
08:27 AM
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try to add a KVO observer on the "navigating" property: /** Specifies whether a pan or zoom animation is in progress. @since 100 */ @property (nonatomic, assign, readonly, getter=isNavigating) BOOL navigating;
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08-09-2017
03:45 PM
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Even if you don't specify a spatial reference, your map has to operate under one. So once your map is loaded, it has a spatial reference. Measuring distance on a map is not something you'd really want to use map scale for. Map scale will give you a basic planar distance, which depending on the spatial reference is going to be inaccurate at certain locations on the globe. If you want to measure between features, points on a map, etc., it's best to use the AGSGeometryEngine (ArcGIS Runtime SDK for iOS: AGSGeometryEngine Class Reference ). If you want to see this in action with an out of the box component, please see our measure toolbar component. It's very easy to add to your app: arcgis-runtime-toolkit-ios/Documentation/MeasureToolbar at master · Esri/arcgis-runtime-toolkit-ios · GitHub Ryan
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08-08-2017
09:48 AM
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Also - as an FYI - we have a Scalebar control for the MapView in our Toolkit. It's very easy to use, we have sample code showing how to use it: arcgis-runtime-toolkit-ios/Documentation/Scalebar at master · Esri/arcgis-runtime-toolkit-ios · GitHub
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08-07-2017
05:21 PM
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Map-scale is not in any unit. It's a ratio of the distance on the actual earth to distance on the device screen (map). So if the scale is 10,000. Then 10,000 inches on the earth is 1 inch on the screen (map). At the same time, if your scale is 10,000 then 10,000 feet on earth is the same as 1 foot on the screen (map). The units don't matter, it's the ratio. Typically we talk about inches with scale, probably because of a few different factors, like (1) it's easier to think about length on a screen/map in a small unit such as inches, and (2) easier to do actual conversion of map resolution (map-units per screen point) to map-scale because screen points are typically measured in dots-per-inch. So Map-scale has no unit. But your map's spatial reference has a unit, which you can read about here: ArcGIS Runtime SDK for iOS: AGSSpatialReference Class Reference This means that when you observe coordinates for your map, they are in the unit of your spatial reference.
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08-07-2017
12:28 PM
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couple more questions: what version of xcode are you using? are you using any swift code?
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06-14-2017
11:14 AM
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Hi, I have a few questions that will help get this sorted out: How are you measuring the app size? Is it a release binary? Does it contain bitcode? Was this from a build or an archive operation? Are you using static or dynamic framework? Thanks
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06-09-2017
02:18 PM
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THanks - a few questions can help us track this down: - How often are you seeing this? - What device and OS version? - What is the reproducible code and/or scenarios? Thanks
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06-02-2017
11:36 AM
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If you need to know when the user is done navigating on the map with interaction then KVO on this property: @property (nonatomic, assign, readonly, getter=isNavigating) BOOL navigating;
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05-26-2017
02:46 PM
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Just keep a reference to the overlay you are interested in.
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05-05-2017
08:48 AM
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This question seems to be in the wrong forum. This is the "ArcGIS Runtime SDK for iOS" forum. If you move it appropriately you will have a better chance of getting it answered. Thanks
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05-04-2017
12:48 PM
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Ok, good. The dynamic rendering mode could not handle as many graphics as the static rendering mode in 10.2.x. So make sure performance is ok for the number of graphics that you are using. If performance becomes an issue there are some other workarounds you can try: - putting selected graphics in a different graphics layer - smaller selection symbol
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03-21-2017
12:41 PM
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1505
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I think this is a bug in our static mode graphics layer rendering. We render to tiles and with a bigger symbol like that for the selection symbol, it doesn't realize that it needs to draw it in multiple tiles. Can you try dynamic graphics layer rendering mode to confirm that?
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03-21-2017
09:49 AM
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You were subclassing AGSDynamicLayer before? If so then the closest thing we have is allowing you to create custom tiled layers. Check out this category: @interface AGSImageTiledLayer (CustomImageTiledLayer) Also depending on what you were doing you might be able to use a raster layer instead now.
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03-10-2017
09:57 AM
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You don't need to copy the geometry, it's immutable. GraphicsOverlays can be re-used, and you can remove/add graphics from them.
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03-10-2017
09:43 AM
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