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iOS Core Animation: Advanced Techniques

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iOS Core Animation: Advanced Techniques

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Description

  • Copyright 2014
  • Dimensions: 7" x 9"
  • Pages: 356
  • Edition: 1st
  • eBook (Watermarked)
  • ISBN-10: 0-13-344075-3
  • ISBN-13: 978-0-13-344075-1

Core Animation is the technology underlying Apple’s iOS user interface. By unleashing the full power of Core Animation, you can enhance your app with impressive 2D and 3D visual effects and create exciting and unique new interfaces.

In this in-depth guide, iOS developer Nick Lockwood takes you step-by-step through the Core Animation framework, building up your understanding through sample code and diagrams together with comprehensive explanations and helpful tips. Lockwood demystifies the Core Animation APIs, and teaches you how to make use of

  • Layers and views, software drawing and hardware compositing
  • Layer geometry, hit testing and clipping
  • Layer effects, transforms and 3D interfaces
  • Video playback, text, tiled images, OpenGL, particles and reflections
  • Implicit and explicit animations
  • Property animations, keyframes and transitions
  • Easing, frame-by-frame animation and physics
  • Performance tuning and much, much more!

Approximately 356 pages.

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Downloads

Downloads

Download free code files associated iOS Core Animation: Advanced Techniques here

Sample Content

Online Sample Chapter

iOS Core Animation: The Layer Tree

Sample Pages

Download the sample pages (includes Chapter 1 and Index)

Table of Contents

Preface

Audience and Material

Book Structure

Before We Begin

I: The Layer Beneath

1  The Layer Tree

Layers and Views

CALayer

Parallel Hierarchies

Layer Capabilities

Working with Layers

Summary

2  The Backing Image

The contents Image

contentsGravity

contentsScale

masksToBounds

contentsRect

contentsCenter

Custom Drawing

Summary

3  Layer Geometry

Layout

anchorPoint

Coordinate Systems

Flipped Geometry

The Z Axis

Hit Testing

Automatic Layout

Summary

4  Visual Effects

Rounded Corners

Layer Borders

Drop Shadows

Shadow Clipping

The shadowPath Property

Layer Masking

Scaling Filters

Group Opacity

Summary

5  Transforms

Affine Transforms

Creating a CGAffineTransform

Combining Transforms

The Shear Transform

3D Transforms

Perspective Projection

The Vanishing Point

The sublayerTransform Property

Backfaces

Layer Flattening

Solid Objects

Light and Shadow

Touch Events

Summary

6  Specialized Layers

CAShapeLayer

Creating a CGPath

Rounded Corners, Redux

CATextLayer

Rich Text

Leading and Kerning

A UILabel Replacement

CATransformLayer

CAGradientLayer

Basic Gradients

Multipart Gradients

CAReplicatorLayer

Repeating Layers

Reflections

CAScrollLayer

CATiledLayer

Tile Cutting

Retina Tiles

CAEmitterLayer

CAEAGLLayer

AVPlayerLayer

Summary

II: Setting Things in Motion

7  Implicit Animations

Transactions

Completion Blocks

Layer Actions

Presentation Versus Model

Summary

8  Explicit Animations

Property Animations

Basic Animations

CAAnimationDelegate

Keyframe Animations

Virtual Properties

Animation Groups

Transitions

Implicit Transitions

Animating Layer Tree Changes

Custom Transitions

Canceling an Animation in Progress

Summary

9  Layer Time

The CAMediaTiming Protocol

Duration and Repetition

Relative Time

fillMode

Hierarchical Time

Global Versus Local Time

Pause, Rewind, and Fast-Forward

Manual Animation

Summary

10  Easing

Animation Velocity

CAMediaTimingFunction

UIView Animation Easing

Easing and Keyframe Animations

Custom Easing Functions

The Cubic Bézier Curve

More Complex Animation Curves

Keyframe-Based Easing

Automating the Process

Summary

11  Timer-Based Animation

Frame Timing

NSTimer

CADisplayLink

Measuring Frame Duration

Run Loop Modes

Physical Simulation

Chipmunk

Adding User Interaction

Simulation Time and Fixed Time Steps

Avoiding the Spiral of Death

Summary

III: The Performance of a Lifetime

12  Tuning for Speed

CPU Versus GPU

The Stages of an Animation

GPU-Bound Operations

CPU-Bound Operations

IO-Bound Operations

Measure, Don’t Guess

Test Reality, Not a Simulation

Maintaining a Consistent Frame Rate

Instruments

Time Profiler

Core Animation

OpenGL ES Driver

A Worked Example

Summary

13  Efficient Drawing

Software Drawing

Vector Graphics

Dirty Rectangles

Asynchronous Drawing

CATiledLayer

drawsAsynchronously

Summary

14  Image IO

Loading and Latency

Threaded Loading

GCD and NSOperationQueue

Deferred Decompression

CATiledLayer

Resolution Swapping

Caching

The +imageNamed: Method

Custom Caching

NSCache

File Format

Hybrid Images

JPEG 2000

PVRTC

Summary

15  Layer Performance

Inexplicit Drawing

Text

Rasterization

Offscreen Rendering

CAShapeLayer

Stretchable Images

shadowPath

Blending and Overdraw

Reducing Layer Count

Clipping

Object Recycling

Core Graphics Drawing

The  renderInContext: Method

Summary


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