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Displaying Episode 265 - 288 of 400 in total
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#136
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.
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#135
What good is a static layout? When specifying layout using constraints, we still need to provide transitions and other animations in our interfaces. We can do this quite easily by just animating between different sets of constraints.
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#134
In this episode we explore Apple's Visual Format Language for building Auto Layout Constraints. While a bit strange at first glance, the Visual Format Language can really convey a lot of layout information in just a few characters in comparison to the manual building of NSLayoutConstraints can be.
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#133
In this episode we take a look at how to set up auto layout constraints in code, rather than with Interface Builder / Storyboards. Whether you prefer to work in code or storyboards to lay you user interfaces, often times setting things up in code is required. You'll see how to use NSLayoutConstraint to fully specify a layout, and hopefully understand a bit more about how auto layout works.
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#132
Realm is a new project that aims to replace Core Data and even SQLite for mobile app persistent storage needs. While an ambitious goal, I like seeing alternatives in this area, as Core Data is not always my favorite framework. In this episode we'll add Realm to a project and store a few rudimentary objects. We'll also see a quick way to query the data in the "realm".
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#131
In this episode we wrap up our JSON parsing exploration in Swift by extending the decoding to work with arrays. Doing so cleans up the extraction code significantly.
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#130
In this episode we attempt to write a more idiomatic JSON Parsing framework leveraging Swift. To accomplish this we'll lean heavily on Swift's powerful enum features and apply a couple of custom operators to clean up syntax and reduce redundant code.
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#129
Parsing JSON (which provides no contracts or type guarantees) can be difficult and tedious in Swift. Many of the problems you are forced to deal with were easier to ignore in Objective-C, but that doesn't mean they weren't present. In this episode we'll take a look at a very manual approach to mapping from a JSON response to a Swift type.
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#128
In this episode we take a look at the NSURLSession API from a Swift perspective. We create a class to fetch JSON from an API, and along the way see lazy properties and type aliases.
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#127
One of Swift's powerful features is the ability to define custom operators. In this episode we take a look at two examples of custom operators, one for easy regular expression matching, and another for computing the dot product between two vectors.
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#126
Continuing on with our Swift exploration, we focus this time on Swift classes. We talk about initializers, inheritance, protocols, type inspection, and more.
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#125
In this episode we take a first look at Apple's brand new programming language Swift.
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#124
In this episode we delve into the wonderful Objective-C runtime in order to replace method implementations with our own. Using this technique we can add or change behavior to existing classes, which can be extremely useful for Aspect Oriented Programming (logging/benchmarking), or analytics.
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#123
In this episode I take a look at a lightweight network library called STHTTPRequst. Specifically I like two features it provides: easy curl logging of outgoing requests, and a test response queue for performing unit tests against canned responses. Whether or not you want to use this library, there are some good things to learn here.
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#122
In this episode I cover Facebook's new, shiny animation framework called Pop. With it we explore spring & decay animations that can make your apps feel more alive.
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#121
In this episode we continue with our mantle example, this time binding the code to the UI. This involves mapping back to our mantle model for display on the cell, as well as responding to changes using the NSFetchedResultsControllerDelegate protocol.
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#120
In this episode we cover a different feature of Mantle, which allows us to serialize our models into Core Data entities. This episode continues where we left off in Episode 116.
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#119
In this episode I cover the x-callback-url draft standard, which is an attempt to formalize a way that applications can exchange data back & forth. Using this technique you can have an application expose functionality available to another application. We'll cover parsing URLs to extract out query parameters and how to respond to callbacks in your application.
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#118
In this episode we talk about adding support for 1Password when creating your login forms. This is an easy technique that can add a nice touch to your applications if you need to support user login.
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#117
In this episode I cover how you can expose your app's functionality through URL schemes. Inter-app communication is something that iOS is somewhat lacking in, but URL schemes can enable some handy integration scenarios.
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#116
In this episode we go over a handy little model framework called Mantle. With Mantle we can easily get support for NSCoding, NSCopying, and JSON serialization for our model objects.
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#115
In this episode I walk through the process of submitting GiggleTouch to the App Store. Starting with setting the app up to take posed screenshots, requesting certificates, provisioning profiles, and more.
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#114
In this episode we add looping background music to the game using AVFoundation and AVAudioPlayer. We then add sound effects using Sprite Kit's SKAction. In order to reduce lag, we preload the audio files so that they play instantaneously. We also implement rate limiting to avoid sound effect overload using SAMRateLimit.
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#113
In this episode we continue on building GiggleTouch. This time we improve our random number functions, add a "giggler" node with SKSequence and test on a real device to see what kind of frame rate we get.