this post was submitted on 25 Jul 2024
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Apple

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[–] kate@lemmy.uhhoh.com 15 points 3 months ago (2 children)

i opened it in safari for iphone and it told me my browser isn’t supported 😅

[–] superb@lemmy.blahaj.zone 5 points 3 months ago (1 children)

I guess I understand wanting to focus on other platforms since every device with safari also has a maps app, but the website is supposed to work on an iPad?

They should’ve at least put a redirect to the native version instead of the browser unsupported message.

[–] UTJD16@lemmy.world 1 points 3 months ago* (last edited 3 months ago) (1 children)

They should’ve at least put a redirect to the native version instead of the browser unsupported message.

They did both.

[–] superb@lemmy.blahaj.zone 3 points 3 months ago

Oops, didn’t work for me I guess

[–] Sorse@discuss.tchncs.de 3 points 3 months ago

Changing the scaling makes it work

50% scaling, works fine

100% scaling, doesn’t work

[–] Link@rentadrunk.org 8 points 3 months ago (1 children)

I thought this was already a thing. DuckDuckGo has been using Apple Maps for a while

[–] EtzBetz@feddit.org 1 points 3 months ago

I am confused as well..

[–] 2xsaiko@discuss.tchncs.de 2 points 3 months ago* (last edited 3 months ago)

I tried to get it to work in Firefox by changing the user agent but it only works if you make the window small enough (???). Even trying to hack patch their stupid redirect away with the userscript below leaves the map empty if you resize above a certain size so there's probably actually something they're doing that doesn't work.

Userscript

// ==UserScript==
// @name        New script apple.com
// @namespace   Violentmonkey Scripts
// @match       https://beta.maps.apple.com/*
// @grant       none
// @version     1.0
// @author      -
// @description 2024-07-25, 15:04:37
// ==/UserScript==

(() => {
  const realSetTimeout = window.setTimeout;

  window.setTimeout = (f, t) => {
    const err = Error();

    if (err.stack.includes("mapNodeDidFail")) {
      console.log(f, t, err);
      return;
    }

    realSetTimeout(f, t);
  };
})();

EDIT: this is probably the same issue as the scaling one on the iPhone