What’s more is that SwiftUI lets you build modern, responsive UI and animations for all Apple devices - not just iOS. With SwiftUI, you can design your user interfaces in a declarative way instead of developing app interfaces in an imperative way, by coding all of the application state logic before time, you can instead define what your app’s UI should do in a particular state and let the underlying OS figure out how to do it. SwiftUI lets you build better apps, faster, and with less code. This book is for readers who are comfortable building Swift apps, and want to make the exciting leap into building their app UI with modern, declarative code. SwiftUI by Tutorials is designed to help you learn how to transition from the “old way” of building your app UI with UIKit, to the “new way” of building responsive UI with modern declarative syntax with SwiftUI. And since Combine unifies all of these different mechanisms under a single interface, this opens the door to interesting and powerful ways of composing logic and work in a declarative and universal way.Ĭombine: Asynchronous Programming With Swiftīuild fluid and engaging declarative UI for your apps - using less code - with SwiftUI! What are these asynchronous events, you might ask? Anything that happens over time in your application can be represented by what is known as a Combine Publisher - network requests, user input, notifications, KVO, and much more. You’ll learn everything from the ground up to become a true Combine master.Ĭombine is Apple’s framework to work with asynchronous events in a unified and reactive way that ensures your app is always up to date based on the latest state of its data. And while experience with either of the above is useful, it’s not a prerequisite for this book. The introduction of Combine as a built-in framework in Apple’s ecosystem is promising news to developers who were interested in frameworks such as RxSwift or ReactiveSwift, but didn’t want the overhead of a third-party dependency. With Apple’s introduction of the Combine framework in WWDC 2019, declarative and reactive programming in Swift have become a meaningful aspect of the language and a game-changer in how developers perform and compose pieces of asynchronous work, making it a must-have tool at your disposal. Does it really have to be this hard? Not anymore! Juggling all of these different mechanisms can be somewhat overwhelming. Writing asynchronous code can be challenging, with a variety of possible interfaces to represent, perform, and consume asynchronous work - delegates, notification center, KVO, closures, etc. Learn all about declarative asynchronous programming with Swift using the Combine framework! This book is for intermediate Swift developers interested in learning 3D graphics or gaining a deeper understanding of how game engines work. Because you’ll have built your 3D game engine from scratch, you’ll be able to customize every aspect of what you see on your screen. Once your game engine is complete, you’ll be able to put together 3D scenes and program your own simple 3D games. As you progress through this book, you’ll learn many of the fundamentals that go into making a game engine and gradually put together your own engine. This book will introduce you to low-level graphics programming in Metal - Apple’s framework for programming on the graphics processing unit (GPU). It’s also tailored to be used for machine learning, image/video processing or, as this book describes, graphics rendering. Finally, Metal is a low-overhead API because it reduces the central processing unit (CPU) cost by multi-threading and pre-compiling of resources.īut beyond the technical definition, Metal is the most appropriate way to use the GPU’s parallel processing power to visualize data or solve numerical challenges. Metal is a low-level API because it provides programmers near-direct access to the GPU. It’s unified because it applies to both 3D graphics and data-parallel computation paradigms. Metal is a unified application programming interface (API) for the graphics processing unit, or GPU. Build your own low-level game engine in Metal!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |