Test GPS route tracker without driving on road - ios

Using GMSMapView (google maps). I have created a route from current location to some selected locations (free car parking spaces). Now I need to test the route updating as when user drives on road. I myself, for testing is not supposed to drive. Is there any tool available for iOS (swift is preferred). I have heard in Android it is Moc Testing kind of thing.

Xcode has built-in Location Simulation feature.
Read this official documentation for usage.

Related

I would like to develop a Location-Based AR App

I would like to develop an app like a tourist guide that shows the location of historical places and cultural inheritances. Basically, when they scan the spesific historic building with android device it should be display the information about it. Also I want to mark the places with a POI. According to my researches it suppose to use features of both Location-Based and Marker-Based AR. For this kind of app, which tools and frameworks should I use? Can i use ARCore?
I haven't tried anything yet i just want to make sure that i am going to use which tools.

AR Google Tango Project

I'd like to know how to create a target for architectural large scale AR on a real site.In other words, I need that Google superimposed my 3d model on a specific place.
I have tried Google tango Area Learning tutorials (https://developers.google.com/tango/apis/unity/unity-codelab-area-learning), but after showing the message WALK AROUND TO RELOCALIZE the tablet does nothing, although I walk around to detect the real space, then after few minutes the message Unity project has stopped appears on the Google Tango tablet screen.
Could ADF file used instead of relocalizing the environment?
I've detected some interior scenes by Tango explorer and saved them,but I'm not able to use them for environment recognition purpose
I work on Unity and Google Tango tablet.
Thank you in advance for your response.
For anyone else facing this problem - the likely cause is not having a recent ADF file already on the device.
You need to first create a Area Description file (ADF) by scanning, and then you can separately Localise to that ADF - so you cannot "use an ADF instead of relocalising."
The tutorial you link above needs you to have separately created an ADF for your location - it simply chooses the most recent one you have.
You can use the Area Learning example to create your ADFs, and try localising to them. It also shows superimposing 3D models.
Also, look at the augmented reality one to see how to have objects load already in a specific place.

How Indoor Navigation works in iOS using iBeacon?

I am working on a project that has a requirement of Indoor navigations by using iBeacon. Have been searching a lot, I only found some paid sdk and other tools. I know how iBeacon used for indoor navigation,but there is some problem. I want move user location first beacon to another but only on specific path,but now when user move than location not follow path as given by me.
Please let me know. Thanks in advance!!
While it is possible to build an indoor navigation system using beacons, it is not a trivial exercise. Beacons only provide a very small building block needed to create the overall system. Think of beacons as being a brick used to build a house. Are you up for building a house from scratch out of a pile of bricks and many other components?
You may be better off using an off-the-shelf SDK, even if it is paid, rather than building this yourself. If you do want to build it from scratch, there are several components you must build:
Beacon location configuration: You need a system to register the location of each beacon in latitude/longitude and get this configuration into the mobile app.
Position determination: Based on detecting the closest beacon(s), you must build a module that determines the position of the user's mobile phone based on the configuration above.
Map rendering engine
Coordinate system conversion from the beacon location configuration reference frame to the map coordinate frame.
Wayfinding module: Based on configured routes on the map, the wayfinding module would determine where to direct the user along these routes to get to a destination.
I worked on a team that built a beacon-based indoor nav system for the Consumer Electronics Show. It took multiple team members a few months to build the system from scratch using hundreds of beacons and low-level tools. Don't underestimate the effort involved.
This answer is assuming that the user will have no other location services (GPS etc), it could be achieved using multiple iBeacons.
The all possible routes between the start and end destination would need to have to iBeacons on them.
Register that the user has arrived at the first beacon, and display to them your chosen route.
If you detect them getting close to any beacons which are not on your chosen route, then you know they're probably not following it.
So with enough beacons, you can accurately plot the user's location in an indoor environment (provided you know the exact location of the iBeacons beforehand).

Indoor mapping in iOS

I have map of my office room. I am trying to implement indoor mapping inside the office room for iOS. I watched the video from the WWDC2014 on Corelocation and indoor mapping. I also have the sample code from them. I am not sure what exactly they mean by "floor plan pixel". I have an image of the office and how can I use the following image to use as the floor plan pixel? I will really appreciate if somebody can guide me how to do or let me know if there are githubs or other resources are doing indoor mapping and tracking in iOS.
Thank you
You will need to apply for your venue to be mapped on Apple's Map Connect Website. You will have to declare that you are the manager for the venue, then instructions will follow. This will involve you providing blueprints for the venue to Apple, locations of Wi-Fi base stations and (possibly) iBeacons. You will have to use Apple's specific app (that you find in the Appstore) to map the venue. When all the process is done, you will be online: you should be able to see your venue in Apple maps and do whatever your need to do.
Having said that, Apple seems, still, focussed on venues that have at least one million visitors per year. If your venue is smaller you are stuck with iBeacons and your own implementation of a positioning / proximity algorithm. Take a look at Open Tagger, as an example in Swift, it will give you an idea of the task and hopefully a very good starting point.
https://github.com/PaoloLongato/open-tagger/tree/github-master

Accessing data from HealthKit with Swift

I'm a complete noob at Swift (and Xcode), as a matter of fact, the only programming language I (somewhat) know is Javascript.
I'm trying to make a Swift SpriteKit game, and I would like to access the number of calories burned in HealthKit.
The idea is that my game will provide more points the more calories you burn using other apps like Endomondo. My app does not actually track anything, I would just like to access other data left by other apps in the Health App.
Is this even possible? (I'm running the latest version of everything, from Mac OS X to Xcode)
Certainly. I don't think there is anything technically preventing you from making calls to the HealthKit APIs in your game. In fact, you're fairly free to mix and match the use of any public frameworks provided on iOS.
One thing to keep in mind is privacy and disclosure of the use of health data. The user will have to explicitly grant your app permission to see data.
HealthKit is a really rich API with lots of ways to access lots of different kinds of data, and you're really only interested in a small part right now, so a quick way to experiment is to create a new Swift SpriteKit game from the new project template in Xcode, do your research on HealthKit, and see if you can just log the number of calories burned since some time point while your app is running. If you can do that, the rest is details (as in, the entire app :-)).
Here are what I think might be some helpful links, good luck on your project!
https://itunes.apple.com/us/book/swift-programming-language/id881256329?mt=11
https://developer.apple.com/library/ios/documentation/HealthKit/Reference/HealthKit_Framework/index.html
You'll also find some good documentation on SpriteKit (references and guides) on the iOS Developer Library site.

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