At the 2014 WWDC conference Apple announced Swift as a new language to write iOS app. In February 2015 they released Swift 1.2, which fixed a lot of issues (especially with the compiler) and added new language features.
In June 2015 Apple announced at WWDC Swift 2, which will be made open source later this year. In this post I will cover the new features in Swift 2.
Continue reading New features in Swift 2
Update: I’ve created a new tutorial for Xcode 7 & Unity 5.
Last year I published a blog post about how to integrate Unity3D within a native iOS application.
Last week I found a better way to integrate Unity3D within a native iOS app, which also eliminates some issues with my previous version. Because it’s quite a long explanation to do and I noticed in my previous blog post that not everything was crystal clear, I’ve made a video tutorial how you can achieve this.
Continue reading A better way to integrate Unity3D within a native iOS app
Last year I published TNCheckboxGroup for Objective-C, but I had a few comments it didn’t work when using with Swift. So I just published a Swift version on Github. This versions leverages UICollectionView to handle big sets of checkboxes. TNSwiftyCheckboxGroup, create checkbox groups in Swift.
Continue reading TNSwiftyCheckboxGroup, create checkbox groups in Swift
Yesterday I stumbled upon a problem when I loaded a xib file within my development pod.
I checked StackOverflow and found a few threads with the same issue:
Continue reading Load assets from bundle resources in Cocoapods
For a project I needed to add a UIPickerView with custom cells using AutoLayout. UIKit allows this via the UIPickerViewDelegate method pickerView(_:viewForRow:forComponent:reusingView).
The cell just needed an UIImageView and UILabel, so I thought it would be pretty straightforward to do, but there are some caveats you need to know. Big thanks to Tom Adriaenssen for pointing them out and not ruining my Sunday afternoon 🙂
Continue reading Custom cells for UIPickerView with AutoLayout
Too many times a client has asked to add a sliding image gallery to an iOS app, so I wrapped it up in a little component. You can download it from GitHub.
Introducing an image slider gallery for Swift
I took some time to write this component, so it is easy to manage image slider galleries. First I looked around on the web, but there was nothing that really fitted my needs, so the best thing to do in such a case is write it yourself :-).
- Horizontal scrolling
- Vertical scrolling
- Page control to indicate how many photos are in the list
- Works in both orientations (landscape, portrait)
- Cell reuse (works on UICollectionVIew)
You can download the project on GitHub. If you have any questions, just ask it on Twitter, put a comment below or open an issue on GitHub.
The component is also available via CocoaPods.
En toen brak er nog eens een goede oude Twitter discussie uit.
Continue reading Struggle for mobile apps
For a few projects I have to use Mapbox’s Tilemill so I can generate mbtile files. I just booted my Tilemill application for the first time on Yosemite, but it gets stuck and I get a never-ending preloader thingie. It seems that the app broke with the update to OSX Yosemite 10.10.
Luckily the solution ain’t that hard. Just build it yourself!
Continue reading Run Mapbox Tilemill on OSX Yosemite 10.10
For an upcoming project, a client asked me if I could build a prototype which could load Collada files at runtime. The flow has to be like this
- User downloads Collada zip file while using the app (e.g. in-app purchase)
- Collada file gets unzipped
- Show the downloaded Collada file in the app
I started looking a possible 3D engines which I could use like Unity, but then I remembered Apple has released the SceneKit SDK which allows pretty high-level access, but with excellent performance.
Continue reading Dynamically load Collada files in SceneKit at runtime
Everytime when Apple releases new software, I can’t help it to format my computer. I just don’t seem to trust an update of a operating system. I like to create a bootable USB drive because it’s blazing fast to install an OS. For Yosemite, it took me +- 15 minutes with a USB3 stick.
Luckily it is fairly easy to create a bootable USB drive for OSX 10.10 Yosemite!
Continue reading Create a bootable USB drive for OSX 10.10 Yosemite