mapview random annotation image - ios

I'm having great trouble figuring out what I'm doing wrong here...
I am adding annotations to my mapview through loops, but the annotation image is completely random every time... when I NSLog the order, it's random - i'm not sure if that is the problem.
- (MKAnnotationView *)mapView:(MKMapView *)mapView1 viewForAnnotation:(id<MKAnnotation>)annotation {
if ([annotation isKindOfClass:[MKUserLocation class]])
return nil;
if ([[annotation subtitle] isEqual:#"Bar"]) {
MKAnnotationView *view = nil;
view = [self.mapView dequeueReusableAnnotationViewWithIdentifier:#"myAnnotationIdentifier"];
if (!view) {
// Could not reuse a view ...
// Creating a new annotation view
view = [[MKAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:#"myAnnotationIdentifier"];
view.enabled = YES;
view.canShowCallout = YES;
view.rightCalloutAccessoryView = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
view.image = [UIImage imageNamed:#"beer.png"];
}
return view;
}
else if ([[annotation subtitle] isEqual:#"Club"]) {
MKAnnotationView *view = nil;
view = [self.mapView dequeueReusableAnnotationViewWithIdentifier:#"myAnnotationIdentifier"];
if (!view) {
// Could not reuse a view ...
// Creating a new annotation view
view = [[MKAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:#"myAnnotationIdentifier"];
view.enabled = YES;
view.canShowCallout = YES;
view.rightCalloutAccessoryView = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
view.image = [UIImage imageNamed:#"clubs.png"];
}
return view;
}
}
the view.image is totally random... either clubs.png or beer.png..
How do I make it correctly?
this is how I add the annotations:
- (void)barLoop {
for (int i = 0; i<barArray.count; i++) {
int index = [[barArray objectAtIndex:i]intValue];
NSString *lati = [[[self.usersLocationArray objectAtIndex:index]
valueForKeyPath:#"items.Latitude"]componentsJoinedByString:#""];
NSString *longi = [[[self.usersLocationArray objectAtIndex:index]
valueForKeyPath:#"items.Longitude"]componentsJoinedByString:#""];
NSString *barNavn = [[[self.usersLocationArray objectAtIndex:index] valueForKeyPath:#"items.Navn"]componentsJoinedByString:#""];
float latitude = [lati floatValue];
float longitude = [longi floatValue];
MKCoordinateRegion region = { {0.0, 0.0} , {0.0, 0.0} };
region.center.latitude = latitude;
region.center.longitude = longitude;
region.span.longitudeDelta = 0.20f;
region.span.latitudeDelta = 0.20f;
[mapView setRegion:region animated:NO];
CLLocationCoordinate2D location;
location.latitude = latitude;
location.longitude = longitude;
Annotation *ann = [[Annotation alloc]initWithPosition:location];
ann.title = barNavn;
ann.subtitle = #"Bar";
[self.mapView addAnnotation:ann];
}
}
thanks in advance :)

You have two types of annotations, but you are only setting the image when the annotation is originally created. Thus, if an annotation for a bar scrolls off the map view and another annotation for a club scrolls on, it might reuse the bar's annotation view for the club.
There are two ways of fixing this:
Use different reuseIdentifier parameters for each of the two types of annotation views; or
Set/reset the annotation view's image regardless of whether your call to dequeueReusableAnnotationViewWithIdentifier succeeded in returning a value or not.
Unrelated, but your viewForAnnotation method should:
You might want to use isEqualToString instead of isEqual when checking for #"Bar" vs #"Club".
Make sure to return nil if neither of those if clauses return true (this should never happen, but nonetheless you have a potential path in this routine in which you neglect to return any value). I would guess that this would have been brought to your attention if you ran the code through the static analyzer ("Analyze" on Xcode's "Product" menu).
A more subtle observation, but I'd probably not rely upon the annotation's subtitle for determining which annotation view to employ, but rather either
have two annotation subclasses, one for bars and one for clubs; or
have a custom property in your existing Annotation class that indicates whether it's a bar or club (and I'd probably use an enum for that).
At some future date, you might want to use the callout's subtitle for something other than "Bar" vs "Club" (e.g., maybe the address of the bar/club?), and the current model seems to conflate a UI attribute (i.e. what shows up in the callout) with a state property (i.e. a variable that controls which annotation view type to use). Not a big deal, but just an suggestion.

Related

Why This Code Does Not Draw Polyline on MKMapView

I have the following code, with which i am trying to draw a polyline between a set of coordinates (which are correct as I also use them to add pins to the map, and those work fine).
I call a drawing method to initiate the drawing like so (the array in the method call contains the necessary coordinates):
[self drawRoute:[[transportData objectForKey:#"19"] objectForKey:#"stops"]];
This is the actual method that is supposed to draw the line on the map (selectedRoute is an MKPolyline object):
- (void)drawRoute:(NSArray *)routePointsArray {
if (selectedRoute) {
[mapView removeOverlay:selectedRoute];
selectedRoute = nil;
}
CLLocationCoordinate2D routeCoordinates[routePointsArray.count];
for (int i = 0; i < routePointsArray.count; i++) {
float latitude = [[[routePointsArray objectAtIndex:i] objectForKey:#"lat"] floatValue];
float longitude = [[[routePointsArray objectAtIndex:i] objectForKey:#"lon"] floatValue];
CLLocationCoordinate2D routePoint = CLLocationCoordinate2DMake(latitude, longitude);
routeCoordinates[i] = routePoint;
}
selectedRoute = [MKPolyline polylineWithCoordinates:routeCoordinates count:routePointsArray.count];
[mapView addOverlay:selectedRoute];
[mapView setVisibleMapRect:[selectedRoute boundingMapRect]];
}
And this is my delegate:
- (MKOverlayRenderer *)mapView:(MKMapView *)mapView rendererForOverlay:(id<MKOverlay>)overlay
{
MKPolylineRenderer *routeLineView = [[MKPolylineRenderer alloc] initWithPolyline:selectedRoute];
if(overlay == selectedRoute)
{
if(nil == routeLineView)
{
routeLineView = [[MKPolylineRenderer alloc] initWithPolyline:selectedRoute];
routeLineView.fillColor = [UIColor redColor];
routeLineView.strokeColor = [UIColor redColor];
routeLineView.lineWidth = 5;
}
return routeLineView;
}
return nil;
}
I kind of narrowed it down to the routeCoordinates array not getting filled up with coordinates, but I do not understand why.
Also, if you spot any mistakes in the code I would really appreciate if you could point those out to me (possibly with a solution) as I am just learning this part of iOS and can use any help I can get.
You have an error in your rendererForOverlay method.
The first thing it does is assign an instance of MKPolylineRenderer to routeLineView, but later you only actually add the overlay if routeLineView is nil, which it won't be.
Remove the line that assigns the initial value to routeLineView.

iOS Google Maps, different custom images for Clusters and individual markers

I am using Google Maps SDK in my iOS app. I am populating the map using the clustering methods.
I have set custom images for the different clustering buckets ex. 10,20...
The individual markers however have the default (google maps red marker icon).
I would like a custom icon for clustering and a different one for single markers.
However inside the methods that render the Cluster that add markers, if you set the marker icons it changes all of the images not just singles.
How do I set different icons for singles and clusters?
this adds the items to clusterManager
id<GMUClusterItem> item =
[[POIItem alloc] initWithPosition:CLLocationCoordinate2DMake([bay.latitude doubleValue], [bay.longitude doubleValue]) name:bay.name status:bay.marker_status];
[clusterManager addItem:item];
Here I add the icons for the cluster buckets
- (id<GMUClusterIconGenerator>)iconGeneratorWithImages {
return [[GMUDefaultClusterIconGenerator alloc] initWithBuckets:#[ #10, #50, #100, #200, #1000 ]
backgroundImages:#[
[UIImage imageNamed:#"big_parking_pin_img"],
[UIImage imageNamed:#"big_parking_pin_img"],
[UIImage imageNamed:#"big_parking_pin_img"],
[UIImage imageNamed:#"big_parking_pin_img"],
[UIImage imageNamed:#"big_parking_pin_img"]
]];
}
This is where the google cluster class adds markers
- (void)renderCluster:(id<GMUCluster>)cluster animated:(BOOL)animated {
float zoom = _mapView.camera.zoom;
if ([self shouldRenderAsCluster:cluster atZoom:zoom]) {
CLLocationCoordinate2D fromPosition;
if (animated) {
id<GMUCluster> fromCluster =
[self overlappingClusterForCluster:cluster itemMap:_itemToOldClusterMap];
animated = fromCluster != nil;
fromPosition = fromCluster.position;
}
UIImage *icon = [_clusterIconGenerator iconForSize:cluster.count];
GMSMarker *marker = [self markerWithPosition:cluster.position
from:fromPosition
userData:cluster
clusterIcon:icon
animated:animated];
[_markers addObject:marker];
} else {
for (id<GMUClusterItem> item in cluster.items) {
CLLocationCoordinate2D fromPosition;
BOOL shouldAnimate = animated;
if (shouldAnimate) {
GMUWrappingDictionaryKey *key = [[GMUWrappingDictionaryKey alloc] initWithObject:item];
id<GMUCluster> fromCluster = [_itemToOldClusterMap objectForKey:key];
shouldAnimate = fromCluster != nil;
fromPosition = fromCluster.position;
}
GMSMarker *marker = [self markerWithPosition:item.position
from:fromPosition
userData:item
clusterIcon:nil
animated:shouldAnimate];
[_markers addObject:marker];
[_renderedClusterItems addObject:item];
}
}
[_renderedClusters addObject:cluster];
}
// Returns a marker at final position of |position| with attached |userData|.
// If animated is YES, animates from the closest point from |points|.
- (GMSMarker *)markerWithPosition:(CLLocationCoordinate2D)position
from:(CLLocationCoordinate2D)from
userData:(id)userData
clusterIcon:(UIImage *)clusterIcon
animated:(BOOL)animated {
CLLocationCoordinate2D initialPosition = animated ? from : position;
GMSMarker *marker = [GMSMarker markerWithPosition:initialPosition];
marker.userData = userData;
if (clusterIcon != nil) {
marker.icon = clusterIcon;
marker.groundAnchor = CGPointMake(0.5, 0.5);
}
marker.map = _mapView;
if (animated) {
[CATransaction begin];
[CATransaction setAnimationDuration:kGMUAnimationDuration];
marker.layer.latitude = position.latitude;
marker.layer.longitude = position.longitude;
[CATransaction commit];
}
return marker;
}
I had the similar problem 2 days ago and I just found the solution. Hope it will be useful for you.
For example you have a mapView and you set a delegate to it in right place:
[self.mapView setDelegate:self];
Then you need to implement the optional method from GMSMapViewDelegate protocol:
- (void)mapView:(GMSMapView *)mapView idleAtCameraPosition:(GMSCameraPosition *)position {
[self performSelector:#selector(updateMarkers) withObject:nil afterDelay:0.2];
}
I use delay 0.2 seconds, because markers wouldn't update their icons if you'll use smaller value.
The next step is implement method for updating icons:
-(void) updateMarkers {
// "mapView" property in your self.mapView has type GMSVectorMapView,
//and it is hidden, so you can't get like self.mapView.mapView
id vectorMap = [self.mapView valueForKey:#"mapView"];
// "accessibilityItems" - property that have all items in visible part of map.
NSMutableArray* GMSMarkersArray = [vectorMap mutableArrayValueForKey:#"accessibilityItems"];
// Very often you'll get object of GMSPointOfInteretUIItem class, and you don't need it =)
NSMutableArray *discardedItems = [NSMutableArray array];
for (id item in GMSMarkersArray) {
if (![item isKindOfClass:[GMSMarker class]])
[discardedItems addObject:item];
}
[GMSMarkersArray removeObjectsInArray:discardedItems];
// If marker don't have icon image, he use default red pin, but property is still have nil-value ...
NSPredicate* predicate = [NSPredicate predicateWithFormat:#"icon = nil"];
NSArray* singleMarkers = [GMSMarkersArray filteredArrayUsingPredicate:predicate];
// ... and here you can setup any icon you want, for all singles markers in visible part of map.
for(GMSMarker* marker in singleMarkers) {
marker.icon = [UIImage imageNamed:#"yourIcon.png"];
}
}
Also if you create your own marker and add it to cluster, you can get it from userData property of GMSMarker object in last loop. And for example you have there your custom marker with icon you want, just change last loop for something like:
for(GMSMarker* marker in singleMarkers) {
YourMarkerClass* yourMaker = marker.userData;
marker.icon = yourMaker.icon;
}
Sorry for possible mistakes and ask the questions if you don't understand something =)

MKPinAnnotationView color is not working

I am trying to show some pins from an array, it shows them all but they are red, and not green as i ask them to be.
Why is that ?
//run on array to get all locations
for(int k=0;k<[array count];k=k+2)
{
float targetlat=[[array objectAtIndex:k] floatValue];
float targetlongi=[[array objectAtIndex:k+1] floatValue];
CLLocationCoordinate2D location = CLLocationCoordinate2DMake(targetlat,targetlongi);
NSString *partyTitle = #"title";
MKPinAnnotationView *partyPin = [self returnPointView:location andTitle:partyTitle andColor:MKPinAnnotationColorGreen];
[self.mapView addAnnotation:partyPin.annotation];
}
//function callback is working but its red, and it takes so much time to load
-(MKPinAnnotationView*) returnPointView: (CLLocationCoordinate2D) location andTitle: (NSString*) title andColor: (int) color
{
MKCoordinateRegion region = self.mapView.region;
region.center = location;
region.span.longitudeDelta /= 5.0;
region.span.latitudeDelta /= 5.0;
[self.mapView setRegion:region];
MKPointAnnotation *resultPin = [[MKPointAnnotation alloc] init];
MKPinAnnotationView *result = [[MKPinAnnotationView alloc] initWithAnnotation:resultPin reuseIdentifier:Nil];
[resultPin setCoordinate:location];
resultPin.title = title;
result.pinColor = color;
return result;
}
Regarding the main issue that the pins are red instead of green:
The code creates an MKPinAnnotationView but this view is never given to the map view.
To make the map view use annotation views that you create, you must implement the viewForAnnotation delegate method and return them from there.
Otherwise, the map view has no knowledge of annotation views that you create.
If you don't implement viewForAnnotation, the map view creates a default red pin view.
Regarding the second issue that "it takes so much time to load":
The most likely reason for this is that you are calling setRegion each time you add an annotation.
If you are adding, say, 500 annotations, the map view is setting the region 500 times.
Please note that it is not necessary to call setRegion simply to add an annotation (regardless of the currently-visible region). The annotation's coordinate does not have to be "visible" to add an annotation there.
What you want to do inside the for loop is simply construct a region that includes all the annotations and then call setRegion (or setVisibleRect) once and after all the annotations are added (after the for loop). Constructing an MKMapRect and calling setVisibleMapRect is easier than constructing an MKCoordinateRegion in order to call setRegion.
In iOS 7, this is even simpler: Just call showAnnotations (no manual construction necessary).
Example:
//Initialize the MKMapRect (region) we want to show to null...
MKMapRect showMapRect = MKMapRectNull;
for(int k=0;k<[array count];k=k+2)
{
float targetlat=[[array objectAtIndex:k] floatValue];
float targetlongi=[[array objectAtIndex:k+1] floatValue];
CLLocationCoordinate2D location = CLLocationCoordinate2DMake(targetlat,targetlongi);
NSString *partyTitle = #"title";
//Here, don't create the annotation view.
//Just create the annotation...
MKPointAnnotation *resultPin = [[MKPointAnnotation alloc] init];
[resultPin setCoordinate:location];
resultPin.title = partyTitle;
[self.mapView addAnnotation:resultPin];
//Add this annotation's coordinate
//to the MKMapRect we want to show...
MKMapPoint annMapPoint = MKMapPointForCoordinate(location);
MKMapRect annMapRect = MKMapRectMake(annMapPoint.x, annMapPoint.y, 0, 0);
showMapRect = MKMapRectUnion(showMapRect, annMapRect);
}
mapView.visibleMapRect = showMapRect;
//In iOS 7, instead of constructing MKMapRect manually,
//we could just call showAnnotations...
//[mapView showAnnotations:mapView.annotations animated:YES];
//Implement the viewForAnnotation delegate method...
-(MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id<MKAnnotation>)annotation
{
//if annotation is the user location,
//return nil so map view shows default view for it (blue dot)...
if ([annotation isKindOfClass:[MKUserLocation class]])
{
return nil;
}
static NSString *reuseId = #"pin";
MKPinAnnotationView *pav = (MKPinAnnotationView *)[mapView dequeueReusableAnnotationViewWithIdentifier:reuseId];
if (pav == nil)
{
pav = [[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:reuseId];
pav.canShowCallout = YES;
pav.animatesDrop = YES;
pav.pinColor = MKPinAnnotationColorGreen;
}
else
{
pav.annotation = annotation;
}
return pav;
}

Get Index of MKAnnotation in MapView.annotations Array

I am making an App in xCode with an MKMapView and MKAnnotations. If you make more than two annotations the extra waypoints colors (PinAnnotations) should be changed to purple.
Therefore I need something like a tag, IndexPath or ID from the annotation to identify the MKAnnotation in the MKAnnotation functions. I used this line of code:
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id<MKAnnotation>)annotation
{
MKPinAnnotationView *pinView = nil;
if (annotation != mkMap.userLocation)
{
static NSString *defaultPinID = #"aPin";
pinView = (MKPinAnnotationView *)[mkMap dequeueReusableAnnotationViewWithIdentifier:defaultPinID];
if (pinView == nil)
{
pinView = [[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:defaultPinID];
pinView.canShowCallout = YES;
pinView.tag = mapView.annotations.count; // tag is not available for annotation in this function
}
}
pinView.canShowCallout = YES;
pinView.animatesDrop = YES;
pinView.draggable = YES;
if ([annotation isKindOfClass:[MKUserLocation class]])
return pinView;
NSLog(#"Annotation-Index: %d", [mapView.annotations indexOfObject:annotation]);
NSLog(#"MapView.annotations.count = %d", mapView.annotations.count);
if (1 == [mapView.annotations indexOfObject:annotation])
pinView.pinColor = MKPinAnnotationColorGreen;
else if (1 < [mapView.annotations indexOfObject:annotation])
{
pinView.pinColor = MKPinAnnotationColorRed;
// checkes for extra waypoints
if (2 < mapView.annotations.count)
{
for (int i = 2; i > mapView.annotations.count; i++)
{
MKPinAnnotationView *aView = [mapView.annotations objectAtIndex:i];
aView.pinColor = MKPinAnnotationColorPurple;
[mapView removeAnnotation:mapView.annotations[i]];
NSMutableArray *a = [[NSMutableArray alloc] init];
[a replaceObjectAtIndex:i withObject:aView];
[mapView addAnnotations:a];
}
}
}
return pinView;
}
I already google this question and found a number of solutions like I did
int AnnotationIndex = [mapView.annotations indexOfObject:annotation];
but the the output of this function (Annotation-Index) strikes my mind. Sometimes everything is fine but and the Annotation-Index has the right value but most of the time the values seems to be generated randomly and the scale goes from 0 up to 10 also if the MapView.annotations.count is just 3!
Best regards and thanks!
The recommended way of handling this is to make your own class that implements the MKAnnotation protocol and has a property that you can check during viewForAnnotations to see what colour to use. The annotations array from MKMapView is not guaranteed to be in the order in which you add annotations to the map. You may add annoy, annoy and then annoy but you may get back [anno2, anno3, anno1]. That's just the way it is and you can't change that. So, you could keep your own array of annotations that won't get rearranged. Or use the extra property idea if that will suit.
One thing you should not do is add more annotations during the viewForAnnotation function, that's really messed up.

Zoom to random annotation and show bubble when map view loads

I am trying to zoom to a random annotation AND have the bubble open automatically as well.
I am pinning my annotations in the viewDidLoad as follows:
...arrays...
for (int i=0; i<22; i++){
MKPointAnnotation *annot = [[MKPointAnnotation alloc] init];
annot.title = [wineryName objectAtIndex:i];
annot.subtitle = [wineryAddress objectAtIndex:i];
annot.coordinate = CLLocationCoordinate2DMake([[lat objectAtIndex:i]doubleValue], [[lon objectAtIndex:i]doubleValue]);
[mapView setCenterCoordinate:annot.coordinate animated:YES];
[mapView addAnnotation:annot];
then I am styling the bubble as follows:
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation
{
if ([annotation isKindOfClass:[MKUserLocation class]])
return nil;
//dequeue an existing pin view first
static NSString* AnnotationIdentifier = #"AnnotationIdentifier";
MKPinAnnotationView* pinView = [[[MKPinAnnotationView alloc]
initWithAnnotation:annotation reuseIdentifier:AnnotationIdentifier] autorelease];
pinView.animatesDrop=YES;
pinView.canShowCallout=YES;
pinView.pinColor=MKPinAnnotationColorRed;
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
button.frame = CGRectMake(0, 0, 35, 35);
button.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
button.contentHorizontalAlignment = UIControlContentHorizontalAlignmentCenter;
[button setImage:[UIImage imageNamed:#"RightArrow.png"] forState:UIControlStateNormal];
[button addTarget:self action:#selector(showDetails:) forControlEvents:UIControlEventTouchUpInside];
pinView.rightCalloutAccessoryView = button;
...arrays...
for (int i = 0; i < 22; i++) {
if ([wineryTitle[i] isEqualToString:[annotation title]]) {
UIImageView *profileIconView = [[UIImageView alloc] init];
profileIconView.frame = CGRectMake(0, 0, 40, 33);
profileIconView.image = [UIImage imageNamed:wineryImage[i]];
pinView.leftCalloutAccessoryView = profileIconView;
[profileIconView release];
break;
}
}
return pinView;
}
then I am trying to zoom to a random location as follows:
- (void)zoomToUserLocation:(MKUserLocation *)userLocation
{
if (!userLocation)
return;
MKCoordinateRegion region;
//zoom to random pin when page loads
int randomNumber = rand() % 22;
switch (randomNumber) {
case 1:
region.center = CLLocationCoordinate2DMake(34.642109, -120.440292);
[self.mapView selectAnnotation:[self.mapView.annotations objectAtIndex:0] animated:TRUE];
break;
case 2:
region.center = CLLocationCoordinate2DMake(34.667408, -120.334781);
[self.mapView selectAnnotation:[self.mapView.annotations objectAtIndex:1] animated:TRUE];
break;
case 3:
...etc
}
region.span = MKCoordinateSpanMake(5.0, 5.0);
region = [self.mapView regionThatFits:region];
[self.mapView setRegion:region animated:YES];
}
ALL OF THIS WORKS< EXCEPT: In the zoomToUserLocation method, the map is zooming to one location and then showing the bubble of a different location. It seems like the random operator is randomly selecting a location and a bubble separately. Does anyone know how to fix this so that the bubble automatically appears at the same location that is randomly selected?
The code in the zoomToUserLocation method is making the wrong assumption that the map view's annotations array only contains the annotations you explicitly added and (more importantly) that the annotations array will be in the same order that you added the annotations in.
Both of those assumptions are unsafe to make.
For some more discussion, see MKMapView annotations changing/losing order?.
Your app is apparently adding 22 annotations but:
If showsUserLocation is YES, then the map view's annotations array will contain 23 annotations (your 22 and the user location that the map adds itself).
There is no guarantee that the annotation at index N of the map's annotations array will be the same annotation that is at index N in your winery array.
For your purpose of simply zooming to a random location, it is not really necessary to establish a link between the map's annotations array and your own array(s).
Instead, the coordinates to center on can be retrieved from the randomly chosen annotation from the annotations array itself.
For example:
MKCoordinateRegion region;
//make list of annotations excluding the user location
NSMutableArray *myAnnotations = [NSMutableArray arrayWithCapacity:10];
for (id<MKAnnotation> ann in self.mapView.annotations)
{
if (! ([ann isKindOfClass:[MKUserLocation class]]))
[myAnnotations addObject:ann];
}
int numOfAnnotations = myAnnotations.count;
//if no annotations to choose from, do nothing
if (numOfAnnotations == 0)
return;
int randomNumber = rand() % numOfAnnotations;
//suggest using arc4random instead of rand
//see https://stackoverflow.com/questions/160890/generating-random-numbers-in-objective-c
id<MKAnnotation> randomAnnotation = [myAnnotations objectAtIndex:randomNumber];
region.center = randomAnnotation.coordinate;
[self.mapView selectAnnotation:randomAnnotation animated:YES];
region.span = ... //rest of the code as-is
//however, calling regionThatFits is unnecessary
There are numerous other unrelated improvements that could be made to the code but those will have to be the topic of separate questions. Here are a couple of them however...
One major improvement I can suggest is to create a custom annotation class (called Winery perhaps) which consolidates all the data of a winery into a single object rather than using separate arrays for the name, address, latitude, longitude, image, etc.
This will make development and future changes much easier to manage.
The second major improvement is to remove the inefficient loop in the viewForAnnotation delegate method which searches for the winery name in order to set the left accessory view's image. This search loop is executed every time the annotation view is needed. With just 22 annotations, you may not notice a performance issue but it's unnecessary work. If the first improvement is done, the search loop can be eliminated since all the annotation's properties will already be in the annotation object.
See Optimizing Code for MKMapView - Large Number of Annotations for some idea of the above.

Resources