Book Image

Mastering iOS 14 Programming - Fourth Edition

By : Mario Eguiluz Alebicto, Chris Barker, Donny Wals
Book Image

Mastering iOS 14 Programming - Fourth Edition

By: Mario Eguiluz Alebicto, Chris Barker, Donny Wals

Overview of this book

Mastering iOS 14 development isn’t a straightforward task, but this book can help you do just that. With the help of Swift 5.3, you’ll not only learn how to program for iOS 14 but also be able to write efficient, readable, and maintainable Swift code that reflects industry best practices. This updated fourth edition of the iOS 14 book will help you to build apps and get to grips with real-world app development flow. You’ll find detailed background information and practical examples that will help you get hands-on with using iOS 14's new features. The book also contains examples that highlight the language changes in Swift 5.3. As you advance through the chapters, you'll see how to apply Dark Mode to your app, understand lists and tables, and use animations effectively. You’ll then create your code using generics, protocols, and extensions and focus on using Core Data, before progressing to perform network calls and update your storage and UI with the help of sample projects. Toward the end, you'll make your apps smarter using machine learning, streamline the flow of your code with the Combine framework, and amaze users by using Vision framework and ARKit 4.0 features. By the end of this iOS development book, you’ll be able to build apps that harness advanced techniques and make the best use of iOS 14’s features.
Table of Contents (22 chapters)

Chapter 17: Using Augmented Reality

One of the major features that Apple shipped as part of iOS 11 was ARKit. ARKit enables developers to create amazing Augmented Reality (AR) experiences with only a minimal amount of code. Apple has continuously worked on improving ARKit, resulting in the release of ARKit 2 at WWDC 2018, ARKit 3 at WWDC 2019, and ARKit 4 at WWDC 2020.

In this chapter, you will learn what ARKit is, how it works, what you can do with it, and how you can implement an AR art gallery that uses several ARKit features, such as image tracking. We will also learn about some basic concepts from SpriteKit and SceneKit.

This chapter covers the following topics:

  • Understanding ARKit
  • Using ARKit Quick Look
  • Exploring SpriteKit
  • Exploring SceneKit
  • Implementing an AR gallery

By the end of this chapter, you will be able to integrate ARKit into your apps and implement your own ARKit experiences.