Book Image

Mastering iOS 12 Programming - Third Edition

By : Donny Wals
Book Image

Mastering iOS 12 Programming - Third Edition

By: Donny Wals

Overview of this book

The iOS development environment has significantly matured, and with Apple users spending more money in the App Store, there are plenty of development opportunities for professional iOS developers. However, the journey to mastering iOS development and the new features of iOS 12 is not straightforward. This book will help you make that transition smoothly and easily. With the help of Swift 4.2, you’ll not only learn how to program for iOS 12, but also how to write efficient, readable, and maintainable Swift code that maintains industry best practices. Mastering iOS 12 Programming will help you build real-world applications and reflect the real-world development flow. You will also find a mix of thorough background information and practical examples, teaching you how to start implementing your newly gained knowledge. By the end of this book, you will have got to grips with building iOS applications that harness advanced techniques and make best use of the latest and greatest features available in iOS 12.
Table of Contents (35 chapters)
Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Summary


In this chapter, you learned a lot. You gained some insight into what AR is, the basic workings of AR, and what you can do with it. Then you learned about the components that make up an excellent AR experience, and you implemented your first small AR experience by adopting Quicklook in an app to preview AR content in a real AR session.

Then you explored different ways to render content in an AR scene. You took a quick look at SpriteKit and SceneKit, and learned that SpriteKit is Apple's 2D game-development framework. You also learned that SceneKit is Apple's 3D game framework, which makes it extremely suited for usage in an AR app.

Then you implemented an AR gallery that uses image tracking, plane detection, and allows users to add their own contents to their gallery. In the process of doing this, you saw that it's not always easy to get ARKit to work well. Bad lighting and other factors can make AR experiences less than ideal.

In the next chapter, you will learn about location services...