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Prototyping CoreGraphics in the playground



No matter how flaky, I love using playgrounds for prototype Core Graphics, SpriteKit, and many other se-as-you-go technologies. They are great for building certain custom content with a minimum of coding investments. You get a lot of victory in very little time.

I helped someone out during the day, explaining strokeEnd the keyboard (versus path keypath) and building a playground proved to be perfect.

Obviously it helps to get quick help code on hand for quick start. I have a playground-specific setup code, and gives me a display check (called vc ) and a centered view ready to start demoing in this.

I also have a few pages of code (like the layer (path :) constructor, animateStroke methods and schedule () module. They are all hard reusable. It's a pity that playground debugging is so horrible. It would be an ideal modular construction tool if not for it: build and explore (and ideally build tests) in a single place without having to be in a fixed work area that is missing the search function. you add "convert this exploration to a test", it would be icing on top.

I'm disappointed that playground-specific visualizations built for teaching and demos are not transferred to the real world production support debugger. I see no reason why a CGPoint example sh You get a nice graphic representation, but a CGAffineTransform that I have quite complete presentation does not.

I can use custom mirroring to produce valuable production for dump and therefore to print objects in the debugger, but not for troubleshooting rates. Plus, as far as I can tell, the custom NSObject-only quicklooks have not been updated for many years and there's no point in expanding this to structures and enums.

By the way, what is the agreement with all API revisions? How long will they continue? If you were thinking about updating appdelegat, there was a slight inconvenience, you did not see what happened to all constants and Core Graphics APIs. This update is great and disturbing …


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