It's very likely that you asked yourself at least once in your iOS career what's the difference between a struct and a class. While realistically the choice between using one or another always boils down to value semantics versus reference semantics, the performance differences between the two are expressive and can heavily favor one or another depending on the contents of your object, specially when dealing with value types.
It's useful to setup an environment where we can rapidly prototype our animation without having to continuously build and run with every small change we make. Luckily, Apple gave us Swift Playgrounds, which is the perfect place to sketch out front-end code quickly without having to use a full application container.
Often when building apps, we find ourselves in situations when we need to set up a one-to-many relationship between objects. In such situations, it's very common to want to add some way for certain objects to be observed. We'll start by taking a look at two techniques this week, and then next week we'll continue with a couple of other ones.
It’s astounding to think that we lived in a pre Auto Layout world not that long ago. Auto resizing masks and CGRectMake() ruled the lands of user interface development for quite some time.
But as Apple’s devices started stacking up various point sizes, it was obvious that developers would either languish in the pit of misery that can result from too many frame calculations or embrace the power of describing relationships. The latter, obviously, won out.