Weekly bite-sized screencasts on iOS development.

There are 6 episodes with tag 'core graphics'   Clear search

Let‘s Build Activity++!

Episode #223 | 38 minutes | published on 06/02/2016
Subscribers Only
Let‘s attempt to recreate Activity++, an application by _David Smith. The app features a number of interesting interface elements that would be interesting to try to build ourselves! In this part we'll start out by replicating the ring views for a given day.

Designing a Custom Download Button - Part 1

Episode #242 | 14 minutes | published on 10/27/2016
Subscribers Only
In this episode we create a custom control to serve as our download button. We start by creating a circular progress indicator using CAShapeLayer, then move on to subclassing UIControl to provide our image view and touch handling.

Designing a Custom Download Button - Part 2

Episode #243 | 14 minutes | published on 11/03/2016
Subscribers Only
Wrapping up our custom download button, this time we focus on the highlighted image and depressed state of the button, as well as transitioning to and from the progress layer.

Let's Build Activity++ - Part 4

Episode #226 | 12 minutes | published on 07/01/2016
Subscribers Only
In this episode we examine the scrolling performance of our activity ring views. We see that framerate suffers when scrolling quickly, then apply a few changes to bring scrolling performance back to 60 frames per second.

How Bézier Paths Work

Episode #149 | 12 minutes | published on 12/18/2014
Subscribers Only
Have you ever wondered how bezier paths work? What are the control points, and how exactly do they affect the line? In this episode we'll build our own visualization of how a bézier path is constructed to help understand it better.

Clipping Paths

Episode #136 | 24 minutes | published on 09/11/2014
Subscribers Only
In this episode we'll attempt to create the board for the game Connect Four. We'll leverage what we've learned about auto layout and create the connect four board constraints, then we'll draw the view. We have to draw it filled with a bunch of holes, so that we can see objects passing behind it. Using Core Graphics and clipping paths we can accomplish this effect.