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)

Exploring SceneKit

If you're looking for a game framework that has excellent support for 3D games, SceneKit is a great candidate. SceneKit is Apple's framework for creating 3D games, and it is structured very similarly to how SpriteKit is set up.

Of course, SceneKit is entirely different from SpriteKit because it's used for 3D games rather than 2D games. Because of this, SceneKit also has very different ways of creating views and positioning them onscreen. For instance, when you want to create a simple object and place it on the screen, you will see terms such as geometry and materials. These terms should be familiar to game programmers, but if you're an AR enthusiast, you will probably have to get used to the terminology.

This section will walk you through setting up a straightforward SceneKit scene that closely resembles a part of the AR gallery you will implement later. This should provide you with enough information to begin experimenting with SceneKit...