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In this Swift article, let's learn about Animation: 5 popular Swift Animation Libraries
Animations can add visual cues that notify users about what's going on in the app. In iOS, animations are used extensively to reposition views, change their size, remove them from view hierarchies, and hide them.
An animation library for iOS, tvOS, and macOS that uses physics-based animations (including springs) to power interactions that move and respond realistically.
let view = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
// Springs animate changes to a value
let spring = Spring(initialValue: view.center)
// The `onChange` closure will be called every time the spring updates
spring.onChange = { [view] newCenter in
view.center = newCenter
}
/// The view's center will realistically animate to the new target value.
spring.target = CGPoint(x: 300, y: 200)
There are several ways to integrate Advance into your project.
Manually: add Advance.xcodeproj
to your project, then add Advance-{iOS|macOS|tvOS}.framework
as an "Embedded Binary" to your application target (under General in target settings). From there, add import Advance
to your code and you're good to go.
Carthage: add github "timdonnelly/Advance"
to your Cartfile
.
CocoaPods: add pod 'Advance'
to your Podfile
.
Swift Package Manager: add a dependency to your Project.swift
: .package(url: "http://github.com/timdonnelly/Advance", from: "3.0.0")
Requirements
API documentation is available here.
Advance animations are applied on every frame (using CADisplayLink
on iOS/tvOS, and CVDisplayLink
on macOS), allowing for fine-grained control at any time.
A custom View with two level chained collection views and fancy transition animation.
Update your Podfile to include the following:
pod 'ChainPageCollectionView', '~> 1.0'
Run pod install
.
NOTE: If you can not find the pod target. Please follow: https://stackoverflow.com/questions/31065447/no-such-module-when-i-use-cocoapods to build your pod target.
To integrate ChainPageCollectionView
with Carthage
, specify it in your Cartfile
github "jindulys/ChainPageCollectionView" ~> 1.0
Then, run the following command to build ChainPageCollectionView
framework
$ carthage update
At last, you need to set up your Xcode project manually to add ChainPageCollectionView
framework.
On your application targets’ General
settings tab, in the Linked Frameworks and Libraries
section, drag and drop each framework you want to use from the Carthage/Build
folder on disk.
☄️ Comets: Animating Particles in Swift
animation made by kevin as part of Voicy design
implements Bennet van der Linden medium Comets: Animating Particles in Swift
// Customize your comet
let width = view.bounds.width
let height = view.bounds.height
let comets = [Comet(startPoint: CGPoint(x: 100, y: 0),
endPoint: CGPoint(x: 0, y: 100),
lineColor: UIColor.white.withAlphaComponent(0.2),
cometColor: UIColor.white),
Comet(startPoint: CGPoint(x: 0.4 * width, y: 0),
endPoint: CGPoint(x: width, y: 0.8 * width),
lineColor: UIColor.white.withAlphaComponent(0.2),
cometColor: UIColor.white),
Comet(startPoint: CGPoint(x: 0.8 * width, y: 0),
endPoint: CGPoint(x: width, y: 0.2 * width),
lineColor: UIColor.white.withAlphaComponent(0.2),
cometColor: UIColor.white),
Comet(startPoint: CGPoint(x: width, y: 0.2 * height),
endPoint: CGPoint(x: 0, y: 0.25 * height),
lineColor: UIColor.white.withAlphaComponent(0.2),
cometColor: UIColor.white),
Comet(startPoint: CGPoint(x: 0, y: height - 0.8 * width),
endPoint: CGPoint(x: 0.6 * width, y: height),
lineColor: UIColor.white.withAlphaComponent(0.2),
cometColor: UIColor.white),
Comet(startPoint: CGPoint(x: width - 100, y: height),
endPoint: CGPoint(x: width, y: height - 100),
lineColor: UIColor.white.withAlphaComponent(0.2),
cometColor: UIColor.white),
Comet(startPoint: CGPoint(x: 0, y: 0.8 * height),
endPoint: CGPoint(x: width, y: 0.75 * height),
lineColor: UIColor.white.withAlphaComponent(0.2),
cometColor: UIColor.white)]
// draw line track and animate
for comet in comets {
view.layer.addSublayer(comet.drawLine())
view.layer.addSublayer(comet.animate())
}
Comets is written in Xcode 10, Swift 5.0, iOS 9.0 Required
A DSL to make animation easy on iOS with Swift.
Using DKChainableAnimationKit, you do not need to write the extra parentheses.
view.animation.makeScale(2.0).spring.animate(1.0)
Installation with CocoaPods
CocoaPods is a dependency manager for Objective-C, which automates and simplifies the process of using 3rd-party libraries like DKNightVersion in your projects. See the Get Started section for more details.
use_frameworks!
pod "DKChainableAnimationKit", "~> 2.0.0"
Installation with Carthage
Carthage is a depency manager for Objectiv-C and Swift.
github "Draveness/DKChainableAnimationKit"
Ease is an event driven animation system that combines the observer pattern with custom spring animations as observers. It's magic.
Create your Ease object with an initial value
var ease: Ease<CGPoint> = Ease(view.center, minimumStep: 0.001)
Add your custom spring-animation(s)
ease.addSpring(tension: 300, damping: 15, mass: 1) { position in
view.center = position
}
Set the target value of your Ease object and adjust your target as often as you want
ease.targetValue = gestureRecognizer.location(in: view)
For a single spring-animation you can store the returned EaseDisposable
to a variable
disposable = ease.addSpring(tension...
For multiple spring-animations you can add the disposable to a EaseDisposal
variable
ease.addSpring(tension...) { }.add(to: &disposal)
And always weakify self
when referencing self
inside your spring-animation
ease.addSpring(tension...) { [weak self] position in
Ease is available through CocoaPods. To install it, simply add the following line to your Podfile:
pod 'Ease'
A Swift library to take the power of UIView.animateWithDuration(_:, animations:...) to a whole new level - layers, springs, chain-able animations and mixing view and layer animations together!
UIView.animateWithDuration:animations:
is really easy to use and you're so familiar with its syntax that you often want it to do just a bit more for you automatically. But it doesn't and you need to import Bloated.framework by Beginner Ninja Coder in order to make a bit more advanced animations than what animateWithDuration:animations:
allows you to.
EasyAnimation extends what UIKit offers in terms of animations and makes your life much easier because you can do much more without learning some perky new syntax.
In version 2.0 and higher to enable all EasyAnimation features you need to run once this code - AppDelegate is a good place since it'll enable EasyAnimation as soon as your app starts.
EasyAnimation.enable()
In your other classes you don't need to import EasyAnimation or do anything else. Once you call enable()
afterwards you use the normal UIKit APIs like usual.
Easy Layer Animations
EasyAnimation allows you to animate your layers straight from animate(duration:animations:...)
. No more CABasicAnimation
code for you. Just adjust the properties of your layers from within the animations
block and EasyAnimation will take care of the rest:
CoreAnimation (before) |
---|
|
EasyAnimation (after) |
---|
|
(OK, this example actually works fine also without EasyAnimation but I still keep it here for illustrative purpose)
To be exact, whenever you want to animate the view, you actually call layoutIfNeeded on the superview of that view. Try this instead: UIView. animate(withDuration: 0.1, delay: 0.1, options: UIViewAnimationOptions.
Overview. Core Animation provides high frame rates and smooth animations without burdening the CPU and slowing down your app. Most of the work required to draw each frame of an animation is done for you.
SwiftUI uses Core Animation for rendering by default, and its performance is great for most animations. But if you find yourself creating a very complex animation that seems to suffer from lower framerates, you may want to utilize the power of Metal, which is Apple's framework used for working directly with the GPU.
Swift for Beginners: Basic Animation - Swift 5, Xcode 11
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An assistant to manage the interactions between view and model
ModelAssistant is a mediator between the view and model. This framework is tailored to work in conjunction with views that present collections of objects. These views typically expect their data source to present results as a list of sections made up of rows. ModelAssistant can efficiently analyze model objects and categorize them in sections. In addition it updates adopted view to its delegate, based on model objects changes.
Now using modelAssitant is really easy with just two lines of codes, and delegates will be implement automatically to your collection view.
See Usage for new way of implementing modelAssistant.
Upgraded to Swift 5
CocoaPods is a dependency manager for Cocoa projects. You can install it with the following command:
$ gem install cocoapods
To integrate ModelAssistant into your Xcode project using CocoaPods, specify it in your Podfile
:
source 'https://github.com/CocoaPods/Specs.git'
platform :ios, '10.0'
use_frameworks!
target '<Your Target Name>' do
pod 'ModelAssistant'
end
If you are not upgraded to Swift 4.2, use the last non-swift 4.2 compatible release:
If you are using swift 4, replace pod 'ModelAssistant'
with this:
pod 'ModelAssistant', '1.0.1' #Swift 4
If you are using swift 3, replace pod 'ModelAssistant'
with this:
pod 'ModelAssistant', '1.0.0' #Swift 3
Carthage is a decentralized dependency manager that builds your dependencies and provides you with binary frameworks.
You can install Carthage with Homebrew using the following command:
$ brew update
$ brew install carthage
To integrate ModelAssistant into your Xcode project using Carthage, specify it in your Cartfile
:
github "ssamadgh/ModelAssistant"
Run carthage update --platform iOS
to build the framework and drag the built ModelAssistant.framework
into your Xcode project.
If you prefer not to use any of the aforementioned dependency managers, you can integrate ModelAssistant into your project manually.
Open up Terminal, cd
into your top-level project directory, and run the following command "if" your project is not initialized as a git repository:
$ git init
Add ModelAssistant as a git submodule by running the following command:
$ git submodule add https://github.com/ssamadgh/ModelAssistant.git
Open the new ModelAssistant
folder, and drag the ModelAssistant.xcodeproj
into the Project Navigator of your application's Xcode project.
It should appear nested underneath your application's blue project icon. Whether it is above or below all the other Xcode groups does not matter.
Select the ModelAssistant.xcodeproj
in the Project Navigator and verify the deployment target matches that of your application target.
Next, select your application project in the Project Navigator (blue project icon) to navigate to the target configuration window and select the application target under the "Targets" heading in the sidebar.
In the tab bar at the top of that window, open the "General" panel.
Click on the +
button under the "Embedded Binaries" section.
You will see two different ModelAssistant.xcodeproj
folders each with a ModelAssistant.framework
nested inside a Products
folder.
It does not matter which
Products
folder you choose from.
Select the ModelAssistant.framework
.
And that's it!
The
ModelAssistant.framework
is automagically added as a target dependency, linked framework and embedded framework in a copy files build phase which is all you need to build on the simulator and a device.
ModelAssistant is fully compatible with all kind of design patterns. It doesn't violate them, instead it finds its place and sit there! As a guide the position of ModelAssistant in some of famous design patterns is as follows:
Design Pattern | ModelAssistant Position |
---|---|
MVC | Controller |
MVP | Presenter |
MVVM | ViewModel |
VIPER | Presenter |
ModelAssistant is owned and maintained by the Seyed Samad Gholamzadeh. You can follow me on Twitter at @ssamadgh for project updates and releases.
ModelAssistant is released under the MIT license. See LICENSE for details.
Author: ssamadgh
Source Code: https://github.com/ssamadgh/ModelAssistant
License: MIT license
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