## How to work with VectorArithmetic and Accelerate

 Jan '24 Hey guys, I am trying to animate curves in SwiftUI, I have a `BezierShape` defined like this: ``````struct BezierShape: Shape { var startPoint: CGPoint var curves: [Curve] init(startPoint: CGPoint, curves: [Curve]) { self.startPoint = startPoint self.curves = curves } func path(in rect: CGRect) -> Path { var path = Path() let width = rect.size.width let height = rect.size.height // Move the the start point let startPoint = CGPoint(x: startPoint.x*width, y: startPoint.y*height) path.move(to: startPoint) // Draw the curves for c in curves { path.addCurve(to: CGPoint(x: c.destination.x*width, y: c.destination.y*height), control1: CGPoint(x: c.control1.x*width, y: c.control1.y*height), control2: CGPoint(x: c.control2.x*width, y: c.control2.y*height)) } return path } } struct Curve { var destination: CGPoint var control1: CGPoint var control2: CGPoint }`````` To animate the bezier shape, I am changing the values passed as parameters to this struct, but since I didn't include an `animatableData` property, SwiftUI doesn't know how to animate these values. I know that to create this property I must use values that conform to VectorArithmetic, so for the start point property I can use its x- and y-values, as these conform to VectorArithmetic. But the array of Curve values doesn't. And I don't know how I can make it conform to VectorArithmetic. If someone could help me with this that would be greatly appreciated! P.S. I've found this article from Swift with Majid explaining how to make an array conform to VectorArithmetic with the use of Accelerate, this gave me a better understanding of the situation and how I could approach it, but I don't know Accelerate nor VectorArithmetic enough to be able to find a solution with this article. 2 Jan '24 Take a look at https://github.com/hyperjeff/Accelerate-in-Swift. Several examples of using Accelerate, some of which may help you. 2

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