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Mastering iOS 12 Programming

You're reading from   Mastering iOS 12 Programming Build professional-grade iOS applications with Swift and Xcode 10

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781789133202
Length 750 pages
Edition 3rd Edition
Languages
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Author (1):
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Donny Wals Donny Wals
Author Profile Icon Donny Wals
Donny Wals
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Table of Contents (29) Chapters Close

Preface 1. UITableView Touch-up FREE CHAPTER 2. A Better Layout with UICollectionView 3. Creating a Detail Page 4. Immersing Your Users with Animation 5. Understanding the Swift Type System 6. Writing Flexible Code with Protocols and Generics 7. Improving the Application Structure 8. Adding Core Data to Your App 9. Fetching and Displaying Data from the Network 10. Being Proactive with Background Fetch 11. Syncing Data with CloudKit 12. Using Augmented Reality 13. Improving Apps With Location Services 14. Making Smarter Apps with CoreML 15. Tracking Activity Using HealthKit 16. Streamlining Experiences with Siri 17. Using Media in Your App 18. Implementing Rich Notifications 19. Instant Information with a Today Extension 20. Exchanging Data With Drag And Drop 21. Improved Discoverability with Spotlight and Universal Links 22. Extending iMessage 23. Ensuring App Quality with Tests 24. Discovering Bottlenecks with Instruments 25. Offloading Tasks with Operations and GCD 26. Submitting Your App to the App Store 27. Answers 28. Other Books You May Enjoy

Summary


In this chapter, you learned a lot. You gained some insight into what AR is, the basic workings of AR, and what you can do with it. Then you learned about the components that make up an excellent AR experience, and you implemented your first small AR experience by adopting Quicklook in an app to preview AR content in a real AR session.

Then you explored different ways to render content in an AR scene. You took a quick look at SpriteKit and SceneKit, and learned that SpriteKit is Apple's 2D game-development framework. You also learned that SceneKit is Apple's 3D game framework, which makes it extremely suited for usage in an AR app.

Then you implemented an AR gallery that uses image tracking, plane detection, and allows users to add their own contents to their gallery. In the process of doing this, you saw that it's not always easy to get ARKit to work well. Bad lighting and other factors can make AR experiences less than ideal.

In the next chapter, you will learn about location services...

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