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)

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 Quick Look 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 well-suited for usage in an AR app.

Then you implemented an AR gallery that uses image tracking and plane detection and allows users to add their own content 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...