Pro iPhone development with Swift 4 : design and manage top quality apps /: design and manage top quality apps. ([2018])
- Record Type:
- Book
- Title:
- Pro iPhone development with Swift 4 : design and manage top quality apps /: design and manage top quality apps. ([2018])
- Main Title:
- Pro iPhone development with Swift 4 : design and manage top quality apps
- Further Information:
- Note: Molly Maskrey, Wallace Wang.
- Authors:
- Maskrey, Molly
Wang, Wally - Contents:
- 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;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. … (more)
- Publisher Details:
- Berkeley, CA : Apress
- Publication Date:
- 2018
- Copyright Date:
- 2018
- Extent:
- 1 online resource
- Subjects:
- 005.13
Computer science
Swift (Computer program language)
Application software -- Development
COMPUTERS -- Internet -- Application Development
Application software -- Development
Swift (Computer program language)
Computers -- Programming -- General
Computer programming / software development
Apple computer
Computers -- Programming -- Apple Programming
Macintosh programming
Electronic books - Languages:
- English
- ISBNs:
- 9781484233818
1484233816 - Related ISBNs:
- 9781484233801
1484233808 - Notes:
- Note: Online resource; title from PDF title page (EBSCO, viewed February 16, 2018).
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.360035
- Ingest File:
- 01_322.xml