With the beginning of the iPhone 6s, Apple has introduced a 3D Touch mechanism which is very cool thing. The 3D Touch is also available on
the newest iPhones 7. Nothing indicates that in the future Apple devices will run out of that feature so, here is a quick tutorial on how
to improve your app using the one of the three main features of 3D Touch.
Last week I’ve made basic comparison between two libraries that will help you layout your interfaces - PureLayout and SnapKit. You can find this comparison here. Today I’d lake to take the same examples and see how they work with NSLayoutAnchor. NSLayoutAnchor is available to us since iOS 9 and provides us with a new way of creating your constraints. If you do not like creating NSLayoutConstraints using it’s initializers or visual format, and do not want any external dependencies for your layout, then NSLayoutAnchor is for you!
At first, let me clear something out. I’m heavy PureLayout user. I’ve been creating my UIs in code for some time now and it’s not looking like I’m going back to Interface Builder any time soon. I’m not saying IB is bad, but it’s just not the way that I do things. I started working with PureLayout back in Objective-C days and I kept on using it in Swift as well. However, recently I’ve been interested in a framework called SnapKit, that offers a nice “swifty” way of building views in your application. This post is my way of getting into SnapKit. Below, you can find some UI examples, that I’ve written using both PureLayout and SnapKit.
Memory management is a pretty important issue when talking about any kind of system. You can’t pretend that your resources are unlimited, and give them out no matter what. When working with ReactiveSwift it’s really easy to fall into the pit of wasted resources if you don’t follow simple rules.