Pro iPhone development with Swift 4 : design and manage top quality apps /
Acquire and master the information required to take you to the next level beyond basic iPhone development using Swift. In this follow up work to the best selling Beginning iPhone Development with Swift, you'll learn how to improve your apps by managing the performance of your programs using par...
Clasificación: | Libro Electrónico |
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Autores principales: | , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
[Berkeley, CA] :
Apress,
[2018]
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Intro; Table of Contents; About the Authors; About the Technical Reviewer; Chapter 1: Multithreaded Programming Using Grand Central Dispatch; Creating the SlowWorker Application; Threading Basics; Units of Work; GCD: Low-Level Queuing; Improving SlowWorker; Donâ#x80;#x99;t Forget That Main Thread; Giving Some Feedback; Concurrent Closures; Background Processing; Application Life Cycle; State-Change Notifications; Creating State Lab; Exploring Execution States; Using Execution State Changes; Active â#x9E;Þ Inactive; Inactive â#x9E;Þ Background; Background â#x9E;Þ Inactive; Inactive â#x9E;Þ Active.
- Handling the Inactive StateHandling the Background State; Removing Resources When Entering the Background; Saving State When Entering the Background; Requesting More Backgrounding Time; Summary; Chapter 2: Simple Games Using SpriteKit; Creating the TextShooter App; Initial Scene Customization; Player Movement; Adding the Player to the Scene; Handling Touches: Player Movement; Geometry Calculations; Making It Wobble; Creating Your Enemies; Putting Enemies in the Scene; Start Shooting; Defining Your Physics Categories; Creating the BulletNode Class; Applying Physics.
- Adding Bullets to the SceneAttacking Enemies with Physics; Finishing Levels; Transitioning to the Next Level; Customizing Collisions; Adding a Class Extension to SKNode; Adding Custom Collision Behavior to Enemies; Showing Accurate Player Lives; Spicing Things Up with Particles; Your First Particle; Putting Particles into the Scene; Ending the Game; Create a StartScene; Adding Sound Effects; Making the Game a Little Harder: Force Fields; Summary; Chapter 3: Taps, Touches, and Gestures; Multitouch Terminology; The Responder Chain; Responding to Events.
- Forwarding an Event: Keeping the Responder Chain AliveThe Multitouch Architecture; The Four Touch Notification Methods; Creating the TouchExplorer Application; Creating the Swipes Application; Using Touch Events to Detect Swipes; Automatic Gesture Recognition; Implementing Multiple Swipes; Detecting Multiple Taps; Detecting Pinch and Rotation Gestures; Summary; Chapter 4: Determining Location; The Location Manager; Setting the Desired Accuracy; Setting the Distance Filter; Getting Permission to Use Location Services; Starting the Location Manager; Using the Location Manager Wisely.
- The Location Manager DelegateGetting Location Updates; Getting Latitude and Longitude Using CLLocation; Error Notifications; Creating the WhereAmI Application; Using Location Manager Updates; Visualizing Your Movement on a Map; Changing Location Service Permissions; Summary; Chapter 5: Device Orientation and Motion; Accelerometer Physics; Rotation Detection Using the Gyroscope; Core Motion and the Motion Manager; Creating the MotionMonitor Application; Proactive Motion Access; Gyroscope and Attitude Results; Accelerometer Results; Detecting Shakes; Baked-In Shaking.