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Generics are one of the most powerful features of Swift, allowing us to write code once and reuse it in many ways. In this article we’ll explore how they work, why adding constraints actually helps us write more code, and how generics help solve one of the biggest problems in Swift.
In this article you’ll learn how memoization can dramatically boost the performance of slow functions, and how easy Swift makes it thanks to its generics and closures.
It’s not hard to make a basic property wrapper, but if you want one that automatically updates the
body property like
@State you need to do some extra work. In this article I’ll show you exactly how it’s done, as we build a property wrapper capable of reading and writing documents from our app’s container.
In this article I’m going to walk you through building a
WaveView with SwiftUI, allowing us to create beautiful waveform-like effects to bring your user interface to life.
Anyone can write Swift code to fetch network data, but much harder is knowing how to write code to do it respectfully. In this article we’ll look at building a considerate network stack, taking into account the user’s connection, preferences, and more.
Swift’s optionals are implemented as simple enums, with just a little compiler magic sprinkled around as syntactic sugar. However, they do much more than people realize, and in this article I’m going to demonstrate some of their power features that can really help you write better code – and blow your mind along the way.
SwiftUI gives us a modifier to make simple shadows, but if you want something more advanced such as inner shadows or glows, you need to do extra work. In this article I’ll show you how to get both those effects and more in a customizable, flexible way.
While I’m sure you’re keen to get started programming immediately, please give me a few minutes to outline the goals of this course and explain why it’s different from other courses I’ve written.
Before you dive in to the first article in this course, I want to give you a brief overview of our goals, how the content is structured, as well as a rough idea of what you can expect to find.
Trees are an extraordinarily simple, extraordinarily useful data type, and in this article we’ll make a complete tree data type using Swift in just a few minutes. But rather than just stop there, we’re going to do something quite beautiful that I hope will blow your mind while teaching you something useful.
It is my firm belief that every iOS app should be usable to everyone, and putting in the work to make your app function well no matter who is using it says a lot about the kind of developer you are.
Phantom types are a powerful way to give the Swift compiler extra information about our code so that it can stop us from making mistakes. In this article I’m going to explain how they work and why you’d want them, as well as providing lots of hands-on examples you can try.
In a previous article I showed you a smart, simple and safe way of fetching data from the internet using Combine. This article I want to look at how to handle multiple network requests safely, ensuring that both complete before you update your user interface.
I’ve had a whole bunch more questions sent in from readers, covering testing, haptics, Spotlight, and more, so let’s dive into them with code examples.
The flood fill approach to path finding is one of the easiest to learn, works great in games with small maps, and is also commonly used in software – filling a picture with color, for example. In this article I’ll walk you through how the algorithm works, and help you build a visual representation of it in action.
Now that item editing works well, we can add a screen to edit projects. But before we can even think about that we need to add a custom section header to let users select a project to edit.
Type erasure helps us solve difficult type system problems by purposefully discarding some information. In this article we’ll look at what the underlying problem is and how Swift solves it, and in the second part we’ll continue on to look at how we can build type erasure ourselves.
The A* algorithm for path finding is not the perfect way to find an optimal route between two nodes in a graph, but it is either the best or darned close most of the time and that makes it a fantastic one to learn for both games and apps alike.
In this second tutorial on generics, we’re going to explore creating several different generic types, look at extending generics, and look at how we can apply our generics knowledge to create property wrappers.
ProgressView gives us control over showing determinate or indeterminate progress, but it’s a bit dull – just a thin line and an activity spinner. Fortunately, we also get the
ProgressViewStyle protocol so we can build entirely custom progress views, and in this article I’ll show you how it’s done.
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