I am new to Swift (and this website, so sorry if I am doing anything wrong), and I am trying to make a running app that tracks the user's location. While the function I used to track the distance works, it doesn't start at 0. When I hit the start button, the distance starts at a random number and then it starts tracking from there.
My question is: Is there something I am not addressing something correctly? If so, is there a way to fix it so that the tracking is more accurate? Here is what I have so far:
override func viewDidLoad() {
super.viewDidLoad()
stopwatchLabel.text = "00:00.00"
locationManager.desiredAccuracy = kCLLocationAccuracyBest
locationManager.delegate = self
locationManager.requestAlwaysAuthorization()
locationManager.activityType = .fitness
locationManager.distanceFilter = 10.0
mapView.showsUserLocation = true
startLocation = nil
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: - Location Delegate Methods
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation])
{
let location = locations.last
let center = CLLocationCoordinate2D(latitude: location!.coordinate.latitude, longitude: location!.coordinate.longitude)
let region = MKCoordinateRegion(center: center, span: MKCoordinateSpan(latitudeDelta: 0.002, longitudeDelta: 0.002))
self.mapView.setRegion(region, animated: true)
if startLocation == nil {
startLocation = locations.first
}
var distance = startLocation.distance(from: location!)
let lastDistance = location?.distance(from: location!)
distance += lastDistance!
distanceString = "\(distance)"
distanceLabel.text = distanceString
}
Here is what the app looks like:
the run screen
I realize that other people have asked similar questions, but the questions either have no answer, or they are in a different language (such as Objective-C). If this question has been answered before and I'm just overlooking it, could someone please link the answer to me? Thank you!
When the location manager starts, the first location returned is the cached, last know location. You need to check for this, via the timestamp, as well as check for the level of accuracy that is returned. Something like this in your didUpdateLocations delegate:
let newLocation = locations.last
let timeDiff = newLocation?.timestamp.timeIntervalSinceNow
let accuracyNeeded:CLLocationAccuracy=100.0
if timeDiff < 5.0 && (newLocation?.horizontalAccuracy)!<=accuracyNeeded{
//your code here
}
You have to allow the sensors time to warm up.
Here is a typical didUpdateLocations implementation. We keep track of both the time elapsed since we started updating locations and the improving horizontal accuracy as the sensors warm up. If the horizontal accuracy doesn't improve in a reasonable time, we give up.
You will need a nil property, a Date?, called startTime, and constants REQ_TIME and REQ_ACC. self.stopTrying() turns off updates and resets startTime to nil.
let loc = locations.last!
let acc = loc.horizontalAccuracy
let time = loc.timestamp
let coord = loc.coordinate
if self.startTime == nil { // Date? property, keep track of time
self.startTime = Date()
return // ignore first attempt
}
let elapsed = time.timeIntervalSince(self.startTime)
if elapsed > REQ_TIME { // required time before giving up
self.stopTrying()
return
}
if acc < 0 || acc > REQ_ACC { // desired accuracy
return // wait for the next one
}
// got it
print("You are at \(coord.latitude) \(coord.longitude)")
Related
I have a simple goal of my app that is get the current coordinate, and use them to add an annotation on the mapview.
I have been tried lots of solution from google results, but its still not working....
The debug area never shows "locationManager did UpdateLocation", the message what I print in function....
It's seems like the app never run "did UpdateLocation" function, even startUpdatingLocation() has been called?
Add location privacy string in info.plist : Done.
Turn on the GPS on my Mac Pro : Done.
Xcode version : 10.1
MacOS : 10.13.6 (High Sierra)
let cloaction = CLLocationManager()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
MapView.delegate = self
MapView.showsScale = true
MapView.showsPointsOfInterest = true
MapView.showsUserLocation = true
cloaction.requestAlwaysAuthorization()
cloaction.requestWhenInUseAuthorization()
if CLLocationManager.locationServicesEnabled() {
print("IN")
cloaction.delegate = self
cloaction.desiredAccuracy = kCLLocationAccuracyBest
cloaction.startUpdatingLocation()
}
}
func locationManager(manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
print("locationManager did UpdateLocation")
let location = CLLocationCoordinate2D(latitude: (locations.first?.coordinate.latitude)!, longitude: (locations.first?.coordinate.longitude)!)
currentLat = (locations.first?.coordinate.latitude)!
currentLon = (locations.first?.coordinate.longitude)!
let span = MKCoordinateSpan(latitudeDelta: 0.01, longitudeDelta: 0.01)
MapView.setRegion(MKCoordinateRegion(center: CLLocationCoordinate2DMake(currentLat,currentLon), span: span), animated: true)
MapView.showsUserLocation = true
print(locations.first?.coordinate.latitude)
print(locations.first?.coordinate.longitude)
}
Actually the reason is very simple: You call the didUpdateLocation mehthod wich is only called when you change your location. Your Mac is on certain place and dont move so thats why it is not working.
Have you import CoreLocation?
Start with making a variable let myLocation = CLLocation()
Instead of have so much in viewDidLoad you can make a function and call the mLocation in viewDidLoad instead :
func mLocation(){
cloaction.delegate = self
cloaction.desiredAccuracy = kCLLocationAccuracyBest
cloaction.requestWhenInUseAuthorization()
if CLLocationManager.locationServicesEnabled(){
cloaction.startUpdatingLocation()
}
}
And thats all you need for the clocation
LocationManager could also be updated
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations:[CLLocation]){
let newLocation = locations[0]
print("\(myLocation.coordinate.latitude)")
print("\(myLocation.coordinate.longitude)")
}
Yes! finally... thank your answering, it's really need to run on device, thanks Kosuke Ogawa's suggestion, and every one's guide, I am a new to learn swift, and first time ask question here, it's fun, thank you every one.
(But I don't know how to accept a answer if the answer is a comment? Someone teach me how do that?)
I am working on construction project and for that I want to fetch exact current location which must satisfy the accuracy withing the 1 meter. I am using google maps with SDK "CLLocationManager" and I am getting the current location but the location is not exact, it has some (+/-)5 meters to (+/-)10 meters error in location. I want the exact/accurate current location which should not exceeds the location accuracy error more than a feet.
Please help me out to fetch EXACT CURRENT LOCATION.
Also, is there any third party library, any hardware device (which I can connect to iOS device.) or anything else, please let me know.
Your valuable comment will be most appreciate.
Edited:-
Here I am sharing my code to get the current location using CLLocationManager:
override func viewDidLoad()
{
super.viewDidLoad()
self.locationManager = CLLocationManager()
self.locationManager.delegate = self
self.locationManager.desiredAccuracy = kCLLocationAccuracyBest
self.locationManager.requestWhenInUseAuthorization()
self.locationManager.requestAlwaysAuthorization()
self.locationManager.startUpdatingLocation()
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation])
{
let position = CLLocationCoordinate2D(latitude: manager.location!.coordinate.latitude, longitude: manager.location!.coordinate.longitude)
marker.position = position
print("position:",position)
}
Thank you..
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]){
guard let location = manager.location else{
return
}
var currentLocationCoordinate = location.coordinate
}
using this delegate function you will get the current location
You can use external gps if you want to get the exact location, with the help of device you will always get this fluctuation. You can also set your location accuracy to best.
https://developer.apple.com/library/content/documentation/Performance/Conceptual/EnergyGuide-iOS/LocationBestPractices.html
You should always relay on GPS for accurate location. You can set locationManager.desireAccuracy = kCLLocationAccuracyBest. It will call you locationManager didUpdateLocation with the location array with each location having its accuracy you can apply your logic here.
Be alert to call locationManager.stopUpdatingLocation() when you done with desire accuracy location.
e.g
let horizontalAccuracy: Double = 20.0
let howRecent = location.timestamp.timeIntervalSinceNow
guard CLLocationCoordinate2DIsValid(location.coordinate),
location.horizontalAccuracy > 0,
location.horizontalAccuracy < horizontalAccuracy,
abs(howRecent) < 10 else { return false }
return true
}
I'm currently working on a project where I need the user to tell where (on the real world map) to build a wall.
Question: What (in your opinion) is the most accurate way for the user to show(/tell) where to place the wall?
Idea 1 I have thought about drawing on a map, But that wouldn't be so accurate.
Idea 2 Another thing that I have thought of is, that the user should place their phone on the beginning and the end of the wall. And in that way the app could use CLLocationManager to print the locations on the map, and also measure the distance between the two ends.
This is the code that I tried my thought with, but it wasn't really that accurate at all.
let locationManager = CLLocationManager()
var location1: CLLocation = CLLocation()
var location2: CLLocation = CLLocation()
override func viewDidLoad() {
super.viewDidLoad()
setup()
}
func setup() {
resett.isHidden = true
// Ask for Authorisation from the User.
self.locationManager.requestAlwaysAuthorization()
// For use in foreground
self.locationManager.requestWhenInUseAuthorization()
if CLLocationManager.locationServicesEnabled() {
locationManager.delegate = self
locationManager.desiredAccuracy = kCLLocationAccuracyBestForNavigation
locationManager.activityType = .fitness
locationManager.startUpdatingLocation()
}
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
let locValue:CLLocationCoordinate2D = manager.location!.coordinate
currentCord.text = "\(locValue.latitude) \(locValue.longitude)"
}
func measure(cord1: CLLocation, cord2: CLLocation) -> Float {
let distanceInMeters = cord1.distance(from: cord2) //result is in meters
return Float(distanceInMeters)
}
func calculateCoordinates(status: Int) {
let coordinate = calculate()
if status == 1 {
location2 = coordinate
let measured = measure(cord1: location1, cord2: location2)
print("\(measured) m")
displayLabel.text = "\(measured)m"
resett.isHidden = false
} else {
location1 = coordinate
}
}
func calculate() -> CLLocation {
let locValue:CLLocationCoordinate2D = locationManager.location!.coordinate
let coordinate = CLLocation(latitude: locValue.latitude, longitude: locValue.longitude)
return coordinate
}
#IBAction func FirstAction(_ sender: Any) {
button1.setTitle("Klar", for: .normal)
calculateCoordinates(status: 0)
}
#IBAction func SecondAction(_ sender: Any) {
button2.setTitle("Klar", for: .normal)
calculateCoordinates(status: 1)
}
Thanks in advance!
Assuming you mean a real-world "wall", with order of dimension of centimeters to a few meters, the location of the iPhone GPS is really not adapt for these kind of measurments, being the typical minimum error on good covered areas 5 meters.
If asking explicitely the geocoordinates (with very high accuracy) is not feasable:
I'd rather ask the user explicitly the dimensions and then maybe dragging the object (wall) on the map, zooming as much as possible while approaching the possible final position.
PS: there are anyway many optimizations that are possible to be made to increase the accuracy of the CLLocationManager, first of all filtering away results with low accuracy and manually away the one with big horizzontal accuracy issues after receiving it.
The unfortunate answer is that the GPS on an iPhone is not very accurate. If you can get a location accurate within a 32 meter radius circle, you're doing well, and that's in an open area with clear line of sight to the sky, and no radio interference. If things are less ideal, the results can be far less accurate.
(Apple reports a "horizontal accuracy" reading in it's GPS location results that is actually a radius for the margin of error.)
For the purposes of building a wall, 32 meters is simply not good enough, and the GPS in an iPhone can't reliably do better. You really need surveying equipment for that.
I've been trying to solve this for a few hours and I can't seem to arrive at a solution. I am trying to create a button on my map view that zooms in on the users location when pressed. Here is the code for the function that pertains to the button:
func zoomInOnLocation() {
let userLocation = MKUserLocation()
let locationManager = CLLocationManager()
locationManager.requestWhenInUseAuthorization()
let currentLocation: CLLocation? = userLocation.location
let latitude = currentLocation?.coordinate.latitude
let longitude = currentLocation?.coordinate.longitude
let span: MKCoordinateSpan = MKCoordinateSpan(latitudeDelta: 0.05, longitudeDelta: 0.05)
let location: CLLocationCoordinate2D = CLLocationCoordinate2DMake(latitude!, longitude!)
let region: MKCoordinateRegion = MKCoordinateRegionMake(location, span)
mapView.setRegion(region, animated: true)
}
When I click the button in the simulator, I receive an error stating fatal error:
unexpectedly found nil while unwrapping an Optional value
with the fifth line mapDelegate.mapView!... highlighted in red. Also, I added the proper tag to Info.plist. Any help is much appreciated.
Check this :
if #available(iOS 9.0, *) {
locationManager.requestLocation()
} else {
// Fallback
}
let latitude:CLLocationDegrees = //insert latitutde
let longitude:CLLocationDegrees = //insert longitude
let latDelta:CLLocationDegrees = 0.05
let lonDelta:CLLocationDegrees = 0.05
let span = MKCoordinateSpanMake(latDelta, lonDelta)
let location = CLLocationCoordinate2DMake(latitude, longitude)
let region = MKCoordinateRegionMake(location, span)
mapView.setRegion(region, animated: false)
For more : Making the map zoom to user location and annotation (swift 2)
So you probably do not want to to interact with the mapView delegate as you are doing right now.
How about adding the delegates to the class of the view that holds the mapView, like this:
class ViewController: UIViewController, CLLocationManagerDelegate, MKMapViewDelegate {
and setting the delegates in viewDidLoad():
override func viewDidLoad() {
super.viewDidLoad()
locationManager.delegate = self
mapView.delegate = self
}
And of course you want to have the locationManager and userLocation set up:
let locationManager = CLLocationManager()
var userLocation = CLLocation()
Notice that userLocation is a variable because most likely you would want to update it at some point.
This is how you probably want to work with locationManager:
locationManager.desiredAccuracy = kCLLocationAccuracyBest
locationManager.requestWhenInUseAuthorization()
locationManager.startUpdatingLocation()
You would make changes according to the needs of your app, and taking into account that the desired accuracy has an impact on battery life. Also, are you starting and stopping updates on userLocation? Because I do not see that in your code, unless you are doing it outside of this function.
A good practice is to try to minimize what an specific function does down to one task. You probably want to do all this setup elsewhere and then only zoom in inside the function. :)
Finally, in order to zoom in, you can change the values of MKCoordinateSpanMake, and remember that larger span values zoom in the map, so a smaller area is viewable.
let userLocationCoordinates = CLLocationCoordinate2D(latitude: userLocation.coordinate.latitude, longitude: userLocation.coordinate.longitude)
let span = MKCoordinateSpanMake(0.3, 0.3)
let region = MKCoordinateRegion(center: userLocationCoordinates, span: span)
mapView.setRegion(region, animated: true)
Hopefully that helps you out a bit, let me know how it goes!
Perhaps this will help. I created this function to zoom into an area defined by an array of positions, ranging from just the current user location out to the area around a set of points making up a polyline. The function provides for a buffer around the points based on a regionPaddingFactor constant set in my system constants.
func setRectView(_ locations: [MKAnnotation], mapView: MKMapView) // Size the area for display and reset the view
{
var maxLat = -90.0
var minLat = 90.0
var maxLon = -180.0
var minLon = 180.0
if locations.count >= 1 {
for waypoint in locations {
maxLat = max(maxLat, waypoint.coordinate.latitude)
minLat = min(minLat, waypoint.coordinate.latitude)
maxLon = max(maxLon, waypoint.coordinate.longitude)
minLon = min(minLon, waypoint.coordinate.longitude)
}
let loc = CLLocationCoordinate2DMake((maxLat-fabs(maxLat - minLat)/2), (maxLon-fabs(maxLon - minLon)/2))
let span = MKCoordinateSpanMake(0.001 + (1.0 + Setting.shared.regionPaddingFactor) * fabs(maxLat - minLat), 0.001 + (1.0 + Setting.shared.regionPaddingFactor) * fabs(maxLon-minLon))
// The 0.001 values above ensure that you do not get a 0.0 valued span if all of the points have the same latitude, longitude, or both, or if there is only one point
// The regionPaddingFactor is a constant to allow some space around the points passed in
let reg = MKCoordinateRegionMake(loc, span)
mapView.setRegion(reg, animated: true)
mapView.animatedZoom(zoomRegion: reg, duration: 0.8)
}
}
In the calling code, I provide for 3 settings that rotate as the user presses the button:
Show a tight view (just pass current location in the call)
Show the whole route (pass all points in the template)
Change to manual zooming / positioning
The last option is needed since I call the function whenever a new current position is received to reposition the view based on current location, which repeatedly refocuses the view if the user is trying to reposition the map.
If you don't want the flexibility of sending different position arrays, you can do the positioning here using mapView.annotations or just the current location as the array.
I have a locationManager function to grab the users current location and posting the name of the city and state. I have a print statement so I can check in my console if everything is working properly...and it is. However, it prints the city location 3 times. This actually causes an issue in my actual app but thats beyond the point of this question.
My function is as follows:
var usersLocation: String!
var locationManager: CLLocationManager!
func locationManager(manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
let userLocation: CLLocation = locations[0]
CLGeocoder().reverseGeocodeLocation(userLocation) { (placemarks, error) -> Void in
if error != nil {
print(error)
} else {
let p = placemarks?.first // ".first" returns the first element in the collection, or nil if its empty
// this code above will equal the first element in the placemarks array
let city = p?.locality != nil ? p?.locality : ""
let state = p?.administrativeArea != nil ? p?.administrativeArea : ""
self.navigationBar.title = ("\(city!), \(state!)")
self.usersLocation = ("\(city!), \(state!)")
self.locationManager.stopUpdatingLocation()
print(self.usersLocation)
self.refreshPosts()
}
}
}
So in my print(self.usersLocation) it will print in my console three times. Is this normal?
UPDATE TO SHOW VIEWDIDLOAD
override func viewDidLoad() {
super.viewDidLoad()
locationManager = CLLocationManager()
locationManager.delegate = self
locationManager.desiredAccuracy = kCLLocationAccuracyBest
locationManager.requestWhenInUseAuthorization()
locationManager.startUpdatingLocation()
self.tableView.rowHeight = UITableViewAutomaticDimension
self.tableView.estimatedRowHeight = 250.0
}
I'd first suggest a few things:
Call stopUpdatingLocation before you perform reverseGeocodeLocation.
You are calling stopUpdatingLocation inside the reverseGeocodeLocation completion handler closure. The problem is that this runs asynchronously, and thus didUpdateLocations may receive additional location updates in the intervening period. And often, when you first start location services, you'll get a number of updates, often with increasing accuracy (e.g. horizontalAccuracy values that are smaller and smaller). If you turn off location services before initiating asynchronous geocode request, you'll minimize this issue.
You can also add add a distanceFilter in viewDidLoad, which will minimize redundant calls to the delegate method:
locationManager.distanceFilter = 1000
You can use your own state variable that checks to see if the reverse geocode process has been initiated. For example:
private var didPerformGeocode = false
func locationManager(manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
// if we don't have a valid location, exit
guard let location = locations.first where location.horizontalAccuracy >= 0 else { return }
// or if we have already searched, return
guard !didPerformGeocode else { return }
// otherwise, update state variable, stop location services and start geocode
didPerformGeocode = true
locationManager.stopUpdatingLocation()
CLGeocoder().reverseGeocodeLocation(location) { placemarks, error in
let placemark = placemarks?.first
// if there's an error or no placemark, then exit
guard error == nil && placemark != nil else {
print(error)
return
}
let city = placemark?.locality ?? ""
let state = placemark?.administrativeArea ?? ""
self.navigationBar.title = ("\(city), \(state)")
self.usersLocation = ("\(city), \(state)")
print(self.usersLocation)
self.refreshPosts()
}
}
I had the same problem and Rob's answer didn't do it for me.
When the location service first starts, the location is updated multiple times regardless of the distanceFilter.
You might still want the location to be updated and you don't want to lose the location accuracy(which is the whole point of updating location multiple times on start-up), so calling stopUpdatingLocation(or using a local variable) after the first geolocating call isn't the way to go either.
The most intuitive way is to wrap your geocode call in an #objc function and call the the function with a delay:
NSObject.cancelPreviousPerformRequests(withTarget: self)
perform(#selector(myGeocodeFunction(_:)), with: location, afterDelay: 0.5)