This was another big project, but also another one where we covered some really great techniques like gestures, hit testing, timers, and more. When these features work together we can do remarkable things in our apps, providing an experience to users that is seamless and delightful.
You also saw once again the importance of ensuring accessibility in our apps. It’s easy to get carried away with cool gestures and more, but then forget that straying from standard UI also means we need to up our game when it comes to VoiceOver and more. Anyone can make a good idea, but to make a great app means you’ve taken into account the needs of everyone.
Anyone can sit through a tutorial, but it takes actual work to remember what was taught. It’s my job to make sure you take as much from these tutorials as possible, so I’ve prepared a short review to help you check your learning.
Click here to review what you learned in this project.
One of the best ways to learn is to write your own code as often as possible, so here are some ways you should try extending this app to make sure you fully understand what’s going on.
offset
back to 0 immediately, even though the card hasn’t animated yet. You might solve this with a ternary within a ternary, but a custom modifier will be cleaner.)ForEach
loop, because relying on simple integers isn’t enough – your cards need to be uniquely identifiable.Still thirsty for more? Try upgrading our loading and saving code in two ways:
UserDefaults
, or SwiftData – this is generally a good idea, so you should get practice with this.Hacking with Swift+ subscribers can get a complete video solution for this checkpoint here: Solution to Flashzilla. If you don’t already subscribe, you can start a free trial today.
BUILD THE ULTIMATE PORTFOLIO APP Most Swift tutorials help you solve one specific problem, but in my Ultimate Portfolio App series I show you how to get all the best practices into a single app: architecture, testing, performance, accessibility, localization, project organization, and so much more, all while building a SwiftUI app that works on iOS, macOS and watchOS.
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