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Learning iOS UI Development

Learning iOS UI Development

By : D'areglia
4.2 (5)
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Learning iOS UI Development

Learning iOS UI Development

4.2 (5)
By: D'areglia

Overview of this book

Through this comprehensive one-stop guide, you’ll get to grips with the entire UIKit framework and in a flash, you’ll be creating modern user interfaces for your iOS devices using Swift. Starting with an overview of the iOS drawing system and the available tools, you will then learn how to use these technologies to create adaptable layouts and custom elements for your applications. Next, you’ll be introduced to other topics such as animation and code-drawing with Core Graphics, which will give you all the knowledge you need to create astonishing user interfaces. By the end of this book, you will have a solid foundation in iOS user interface development and will have gained valuable insights on the process of building firm and complex UIs.
Table of Contents (11 chapters)
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10
Index

Drawing with paths

In the previous section, we saw how to simplify drawing paths using UIBezierPath. This class is just a wrapper around a set of core graphics functions that allows you to create paths for the current graphic context. In this section, you'll learn how to work with paths using a pure core graphics approach.

As discussed previously, a path is the most basic element that you can use to define a shape. With paths, you can design whichever shape you might have in mind; however, while it is extremely simple to create objects such as lines, squares, and circles, more complex shapes need a little more effort. You will find out soon enough.

Path initialization

A path is, in its essence, a set of one or more shapes (subpaths) such as rectangles, complex shapes, or even single lines, arcs, and curves. We already talked about the data type responsible for describing a path: CGPathRef, or its mutable version CGMutablePathRef (or even just their aliases—CGPath/CGMutablePath...

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