I’ve mentioned a number of WatchKit resources most recently a tool for generating Apple Style activity indicators for use with WatchKit.
You may have noticed with WatchKit that performance drops quickly on the Apple Watch when your WatchKit app has a lot of data performance drops quickly.
Here’s a tutorial from Robin Senior of the score explaining how you can structure your code in a way that it increases the performance of your app, and reduces the complexity of your app’s architecture through the use of view models.
The tutorial shows step-by-step how to create your view models, and minimize traffic by performing only necessary updates, and display that information within a table.
You can find the tutorial over on theScore tech blog.
A nice guide on improving WatchKit app performance.
Previously I mentioned the excellent Pop animation engine for creating more dynamic interfaces.
Here’s an in-depth video tutorial submitted by Whitney Rhodes showing how to create a touch based dynamically sized progress animation using the Facebook Pop library.
The tutorial uses the previously mentioned UAProgressView circular progress indicator component, and iOS 8’s majorRadius to gather the size of the touch event.
This image from the tutorial shows off the animation running in the musx app where it is shown when the user is previewing a song:
You can find the tutorial over on the SavvyApps blog.
A nice guide to building a great component.
Earlier this year I mentioned a nice guide on creating a simple game using Swift and SpriteKit with iAds and Game Center integration.
Here is a nice step-by-step series of tutorials by James Tyner showing how to create a space invaders game using Sprite Kit. The tutorial goes through creating the game utilizing Sprite Kit features such as the physics and particle engines.
The code repository can be found on Github here.
A nice straightforward guide to creating a game using Swift and Sprite Kit.
Last month I mentioned a nice guide and component showing how to create an interesting circular image loader that has the image expand through the center of the loader.
Here’s an in-depth tutorial from Neeraj Kumar showing how to create a morphing play/pause button utilizing Core Graphics.
In the tutorial Anton explains how he deconstructed the original animation, discusses layers, and then moves through step-by-step as to how to create the button.
Here’s an image showing the end result button in action:
You can find the tutorial over on Neeraj’s blog.
You can find PlayPauseAnimation on Github here.
The original animation that inspired the tutorial can be found on Michael Villar’s motion experiments page.
A nice guide on how to create a great button animation using Core Graphics.
Last year I mentioned a nice tutorial on dealing with common issues when moving from Objective-C to Swift another common issue occurs when using C libraries within your Swift code.
Here’s a tutorial submitted by Atomic Object from Matt Behrens that demonstrates how to include C based libraries within your Swift code, and the basics of using a C library within Swift code.
Specifically the tutorial covers:
– Creating a bridging header in Xcode
– Creating a module map for using the library in frameworks
– Using a C library in Swift using the common crypto as an example
You can find the tutorial over on the Atom Object blog.
A nice guide for those working with C libraries in Swift.