Ios-animations-tutorials-3rd-edition-pdf ebook download






















Therefore, we will break it down into six parts:. The primary use of the navigator panel is to add new files and select existing files. The other icons are used from time to time; we will cover them as we need them. The standard editor is a single panel view that's used to edit files.

The standard editor area is the primary area in which you will work. In this area, we can view storyboard files, see our Swift files, or view our project settings.

The utilities panel can be a bit confusing when you first use Xcode because this menu changes based on what you have selected in the standard editor. When we start building an app, we will dig deeper into this. For now, know that the utilities panel is made up of the inspector pane at the top and the library pane at the bottom.

The inspector pane allows you to change the attributes or properties of things you put in your storyboard; the library pane enables you to insert objects, image assets, and code snippets into your app. The debug panel will allow us to see log messages from our app.

You will become very familiar with this panel by the time you finish this book. The debug panel is one of the most excellent tools for getting feedback on what your app is doing or not doing. Next, you will see a stop button, which will not be active until you run your app. To the right of the stop button, you will see your target your project name , along with the current simulator that has been selected.

If you click on your project name, you will see a screen similar to this:. This drop-down menu, which we will call the Device and iOS Simulators drop-down menu, allows you to change your simulator type.

If you use the keyboard shortcut, make sure Xcode is in focus; otherwise, this shortcut will not work.

I work on a inch MacBook Pro Retina. They both fit nicely on my screen without me having to resize either. In addition to the Simulator , there is a Build Only Device as well as a Device section, both of which can be found at the top of the Device and Simulator drop-down menu that was shown earlier in this chapter.

Note that, for our purposes, you will only need a simulator while we are building the app; however, you can add an iOS device if you would like see under iOS Device. The Generic iOS Device , under the Build Only Device section of the Device and Simulator drop-down menu, is used for when you need to archive your app, which means that you are preparing your app for submission to Apple either to the App Store or Test Flight.

If you try to select Generic iOS Device now and run the app, you will get the following message:. Learn how to create a document-based Mac app. Understand how to handle different file types and how to use a variety of standard Mac UI elements. Start with an existing iOS app and learn how to re-use code, views and assets for creating a macOS app.

Find out what works as is, and what needs to be changed for the Mac. I'm currently a mobile app and web developer who also has worked in networking and servers. I have been doing iOS development Antonio is a veteran code writer who started tapping on keyboards when memory was measured in bytes instead of gigabytes, I started programming in the early s and was an instant Mac fan as soon as I saw my first one.

When it became possible to Audrey Tam retired at the end of from a year career as a computer science academic. Her teaching included Pascal, Kelvin is a Swift Developer. He currently maintains the Swift Algorithm Club. In his free time, he dabbles in web development Morten is Technical Director at a full-service digital agency in Copenhagen, Denmark. He has a background as an iOS developer Jerry is a co-founder of Five Pack Creative , a mobile development company specializing in iOS development.

About the Cover Free. Introduction Free. Intermediate SwiftUI Animations. Animations are visible, onscreen effects that apply to all of the views, or visible objects, in your user interface: You can animate any object on screen that ultimately inherits from UIView; this includes UILabel, UIImageView, UIButton, and any custom classes you might have created yourself.

Getting Started with View Animations Free. Springs Free. Transitions Free. View Animations in Practice Free. Keyframe Animations Free. In this section you will be guided through creating animations that co-exist with Auto Layout. Introduction to Auto Layout.

Animating Constraints. Views vs. A layer is different from a view with respect to animations for the following reasons: A layer is a model object — it exposes data properties and implements no logic. To compare views and layers side by side: Views Complex view hierarchy layouts, Auto Layout, etc. User interactions. Often have custom logic or custom drawing code that executes on the main thread on the CPU.

Very flexible, powerful, lots of classes to subclass. Layers Simpler hierarchy, faster to resolve layout, faster to draw. No responder chain overhead.

No custom logic by default. In this book, you'll learn about iOS animation in Swift from beginning to advanced through a series of hands-on tutorials and challenges, that make your app look and feel great. Who This Book Is For This book is for intermediate to advanced developers, who already know the basics of iOS and Swift development and want to dive deep into animations.

Springs: Make your animations bounce with realistic spring behavior. Transitions: Add subtle transitoins when you add or remove subviews. This book is for you if you are completely new to Swift, iOS, or programming and want to make iOS applications. Add to Cart. Buy Now.



0コメント

  • 1000 / 1000