37 Results for ‘Map Kit’

Customizing Maps with Overlays WWDC 2010 Session 127
Map Kit Team, and I’m going to show you in this presentation today how to display geographic data that covers an area on top of your map. So we’re going to start with just a quick review of Map Kit so we see where we came from, and
What’s New in Map Kit WWDC 2013 Session 304
Map Kit. I’m James Howard. I’m a software engineer on the Maps Team and let’s begin. So, we have a lot to cover here and I’m going to go quickly. So, hold on to your hats. Our first topic and the one that I’m most
Putting Map Kit in Perspective WWDC 2013 Session 309
Map Kit in Perspective. My name is Aroon Pahwa and I am here to talk to you about some of the new ways you can look at Maps in iOS 7. So last year with iOS 6 we introduced an all new maps application with vector map rendering. And along
Platforms State of the Union WWDC 2013 Session 101
Map Kit. If you brought Map Kit over to the Mac, that’s practically the identical API that many of you are already familiar with from iOS. So you can now have beautiful fast vector-based maps integrated with your Mac apps as well. In addition to creating the actual
What’s New in Cocoa WWDC 2013 Session 205
Kit and what’s new in Map Kit. So I’m going to talk a bit about Textkit. Textkit, you heard about this yesterday in the State of the Union Talk. Textkit well, let me choose Textkit by saying when you look at Cocoa Text on OS X, you see
What’s New in Scene Kit WWDC 2013 Session 500
Kit uses it to compute the lighting for example. Then the geometry may have some texture coordinates that control how images are mapped onto the surface. And to finish a geometry has some materials that control the final appearance of your surface. Including the colors and textures. Note that a
Designing Games with Sprite Kit WWDC 2013 Session 503
Mapping need to be loaded. So, how do we address all of these by using the tools provided by Sprite Kit? We’re going to go into looking at some of the art pipeline for the Adventure Game. So, diving a little bit into the Adventure textures, again we have
Making Your App World-Ready WWDC 2013 Session 219
kit API’s, and there are some excellent sessions on this. There was an introductory session yesterday. There is a more advanced session this afternoon that will tell you exactly how they keep track of the mapping between the characters and the glifs that display them. Here’s an example
Introducing Scene Kit WWDC 2012 Session 504
Kit that’s rendered from different point of views. A camera also has a couple of parameters like the field of view for instance if you want to increase or decrease the perspective effect. Second attribute you can attach to a node are the lights. There are different kind of lights. For instance, the ambient light is a light that illuminates in every direction and so it illuminates equally all
Platforms State of the Union WWDC 2014 Session 102
kit scene and one API call can turn on lighting, and of course, you can select the object in your scene which you’d like to cast shadows. And if you want to take this to the next level, you can add normal maps. So, what we’ve done here
What’s New in Kext Development WWDC 2013 Session 707
map up on the llvm.org website, which helps you make this transition, but much of the commands are exactly the same for the things you typically do. lldb is the debugger for Mac OS X 10.9 and beyond. gdb is dead. gone in Xcode 5.0. There is no gdb binary there. There is no kgmacros file in the kernel debug kit
Advanced Text Layouts and Effects with Text Kit WWDC 2013 Session 220
Kit session, hit-testing the character or a word under your touch is very trivial. Also you can get the precise location, fix your perfect location of individual glyphs so that you can add your custom rendering or animation at arbitrary range of characters in your document. And with all text layout information, glyphs plus locations, you can transform and animate text using the power of the core graphic system
Working Effectively with Objective-C on iPhone OS WWDC 2010 Session 113
map and go what you know in terms of familiar concepts with just a little bit of terminology difference and clear a little bit of syntax difference. We’re going to introduce and talk about Objective-C sort of uncommon ideas, things that have not quite made it to the mainstream, yet unless you consider Objective-C mainstream. It is, I think, the number 10 most popular language now, at
Keynote WWDC 2014 Session 101
maps and turn by turn directions. We also have support for lunar calendar which is great for holidays and birthdays. Improved Chinese predictive input and improved weather data. So that is a look thank you. [ Applause ] So that’s a look at the consumer part of iOS 8. To tell you the other half of the story, I’m going to hand it back to Tim. Thanks. [ Applause ] Thanks, Craig
Understanding Foundation WWDC 2010 Session 124
Kit. And generally, the dividing line between those frameworks and Foundation is how closely they relate to the user interface. OK, let’s move on to the majority of our talk, and that’s going over building blocks. So, first we’ll talk about collections, then strings, dates, times, formatters and locales, persistence and archiving, files and URLs, bundles, and we’ll wrap up by going over operation queues. So
What’s New in Cocoa Touch WWDC 2013 Session 203
Kit guys and the IMG guys have been working very hard at producing a new framework for local network connectivity involving things like session management, who’s involved, who’s joined a session, and multiplexing data across that session. You’ll be able to setup secure sessions yourself as well as file transfers and things like that. So, if you’re writing something that involves collaboration or you’re writing
What’s New in Xcode 5 WWDC 2013 Session 400
Kit as your app is running. Now, performance is really important to Xcode. And this is why in Xcode 5, we’re pulling lightweight performance information right into debugger with a new feature called Debug Gauges. Well, why are we doing this? We have instruments, right? Well, performance is a really funny thing. It’s really, really easy to ignore performance until your app is visibly slow or worse yet
Game Design and Development for iPhone OS, Part 1 WWDC 2010 Session 401
kits on the phone ought to be able to connect to people across the world. UIKit in order to be able to have that beautiful interface. Simple things like HTTP. That wasn’t simple ten years ago, let me tell you. The simple things like HTTP that enable us to get assets easily and quickly onto the phone. Then finally, interface elements like the Touch Interface and big accelerometer and
Introducing Blocks and Grand Central Dispatch on iPhone WWDC 2010 Session 206
kit. You’re going to be using it in Grand Central Dispatch very heavily, as you’ll see shortly. So in particular there are four common patterns of usage you will see with Blocks and you are encouraged to embrace these in your own code as well. You have synchronous execution. In this case we are, say, filtering a set or we’re enumerating a dictionary exceedingly efficiently. And in
Using the Camera with AV Foundation WWDC 2010 Session 409
kit. You’re going to be using it in Grand Central Dispatch very heavily, as you’ll see shortly. So in particular there are four common patterns of usage you will see with Blocks and you are encouraged to embrace these in your own code as well. You have synchronous execution. In this case we are, say, filtering a set or we’re enumerating a dictionary exceedingly efficiently. And in
Introducing Text Kit WWDC 2013 Session 210
Kit. It’s going to be really awesome. So you have these fonts and they’re working well for you. But, maybe you get a design that says, “The new fonts are great but we just need bold here.” How are you going to do that? Well, you’re going to do that with symbolic traits. You can see here we have our regular unadorned type styles, a nice list
Graphics and Media State of the Union WWDC 2010 Session 400
maps are great. But when you have a sport as visually exciting as cycling, you really want to be able to see it live. With HTTP Live Streaming, we can do exactly that. And what’s really exciting about 4.0 is we have an entirely new level of control over the video layer. So one of the first things we did, and something we’d always want to do for
Working with Metal: Overview WWDC 2014 Session 603
Kit that give high level services for scene graphs for 2D and 3D animations, and they’re great. They provide a lot of services, but they are relatively far from the GPU in terms of abstraction. And then, of course, we have our 2D graphics and imaging API’s such as Core Animation, Core Image, and Core Graphics, and these, too, provide a lot of services, and if this is
Creating Modern Cocoa Apps WWDC 2014 Session 227
map view must remain fixed to all of the edges, except it needs to leave space on the bottom for the rest of the controls. The start and end labels are also fixed width, but the beginning and finishing address text fields are variable width, however, they must always remain the same width and, furthermore, the start and beginning and finishing address and start route controls must all take up
Keynote WWDC 2013 Session 100
maps, get directions, or even get your iMessages read to you and you can dictate a response all Eyes Free. Now, all of these car manufacturers are introducing iOS integration in 2014 and I know which one I want to buy. And that’s iOS in the car. Next, the App Store. Now the App Store looks beautiful. It’s way easier to find Apps than ever before. We’ve
Advances in OpenGL ES WWDC 2013 Session 505
Kit are among those. They do a ton for you, and they do it very well. OpenGL ES, however, offers the most direct access to graphics hardware. This enables a lot of flexibility to create custom effects and bring something new and innovative into your rendering. Now, this flexibility can be a challenge to master. It’s a low-level library, and there can be some stumbling blocks, but if
Game Design and Development for iPhone OS, Part 2 WWDC 2010 Session 402
map to be represented in your 3D world as your artist has authored it. One way that you can really optimize both memory and loading time is to use compressed textures. Compressed textures are 1/16th the size of the uncompressed texture and as you can see here on our wall texture, the uncompressed versus the 4-bits per pixel versus the 2-bits per pixel there’s almost no difference
Optimizing In-App Purchases WWDC 2014 Session 303
kit. Okay, let’s go back to the slides. Let’s move on to the post sales experience. So we showed a beautiful UI to the user, we enticed them to buy. The buy process was smooth and seamless. Now you’ve got to make good on what they’ve paid for. In particular you need to process the transaction through the payment queue. Then you need to make that
Best Practices for Mastering Auto Layout WWDC 2012 Session 228
mapping from identifier to view. If you set identifier for your view, it will make your log messages easier to read. You set the identifier in interface builder right here under the view inspector, there it is. This is a good thing to do for all your views. Instead of seeing a long hex address, you just see the name of the view. And the most important part of course
Apple Design Awards WWDC 2014 Session 103
kit dynamics and image effects for blurs on some of the UI, which we’ll get to in a moment. So this is the explorer, this is kind of a curated set of panoramas. If we go to nearby they’re using core location to determine where you are. And we’re going to go in here, hopefully, and load some panos. Yeah, here’s some panos that are nearby
API Design for Cocoa and Cocoa Touch WWDC 2010 Session 138
map tables, we use NSArray, NSDictionary. There’s also NSSet, but it is used less commonly in APIs. In addition, we have this other higher level types, UIColor and UIKit, NSColor in AppKit, and types for font and image as well. So, I recommend that anytime you want to represent an image in your application or in you API, you use either UIImage or NSImage with regard to UIKit or
Integrating with Game Controllers WWDC 2013 Session 501
mapped in the software are via properties on the gamepad. So, you have button A, button B, button X, button Y. Left shoulder, right shoulder and D-pad. Now, the standard gamepad profile is a property called gamepad on controllers. You can see that listed up in the subheading. Moving on to the extended gamepads you will recall these add two thumbsticks and two triggers on top of the standard
What’s New in OpenGL for OS X WWDC 2013 Session 507
map to get our position out. So with our quad we started with just the four points. We tessellated it and then evaluated where each of those places should be. So in summary tessellation shader allows you to add detail where you need it in your scene and you can start with triangles, quads, arbitrary geometry. Even like isolines. And generates this data on the GPU instead of you having
Core Image Effects and Techniques WWDC 2013 Session 509
Kit. So let me go on to the next section in my presentation today to talk about input images. So, the input in the filters is input images and we have a wide variety of different ways of getting images into your filters. One of the most commonly requested is to use images from a file and that’s very, very easy to do, it’s one line of code
Fixing Memory Issues WWDC 2013 Session 410
map the same chunk of physical memory into its virtual address space. But then it goes to put something on the Heap, and because this is logically a separate instance its data is kept independently, and this is separate. This is what we call private memory. So often you will see a focus on your private memory, memory that is not potentially shared with anyone else because all the frameworks
Building Modern Frameworks WWDC 2014 Session 416
Kit mostly is anything that’s intended for the display to the user is a localized name. Even if you’re getting as input from the user. Because if you’re getting it as input from the user, it’s pretty much as localized as it’s going to get. Right? It’s coming from that. If you’re showing it to the user and it’s in your strings
Core Bluetooth WWDC 2013 Session 703
kits running on less fantastic OSs, but very fantastic anyway. And as we move forward and implement more and more feature in CoreBluetooth and we’re moving in a breakneck speed. It gets harder and harder for us to give the simulator up to par with what’s running on the hardware. We cannot continue properly supporting all the [inaudible] goals that you guys may be able to buy from