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  1. Prikvačeni tweet
    15. ruj 2019.

    I'm super excited to share a developer tool I've been working on for the last 6 weeks! 🎉 Fireworks generates Swift code on the fly for macOS and iOS as you build particle effects, letting you iterate without having to constantly rebuild your app

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  2. 30. sij

    When I started iOS development, one of the resources that really helped me out was 's iOS 11 & Swift 4 course Today, I was reading the resources list for the iOS 13 course, and was delighted to see a link to my post on [weak self] in Swift 😊

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  3. proslijedio/la je Tweet

    Concurrency in iOS is a massive topic. To make it more manageable, this article by focuses on a few major aspects like queues and sync vs async execution. So get ready to learn all about concurrency by building a multi-threaded iOS app.

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  4. 27. sij

    These changes are all based on user feedback. Thanks to everyone who reported bugs or feature requests :)

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  5. 27. sij

    Version 1.2 of Fireworks has just been released! - Added ability to save your configs on disk and reopen later - Improved app performance, especially on laptops - Fixed bug when loading external images/textures

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  6. 26. ruj 2019.

    This export option lets you package up the particle emitter and include it as an asset or file directly in your app bundle To learn more about Core Animation archives check out Rambo's excellent write-up here:

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  7. 26. ruj 2019.

    Version 1.1 of Fireworks is now available to download, adding the option to export your particle effects as Core Animation archives thanks to 's suggestion

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  8. proslijedio/la je Tweet
    24. ruj 2019.
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  9. 17. ruj 2019.

    Fireworks is now available on the Mac App Store! And you can also download it directly from the website for free:

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  10. 15. ruj 2019.

    Also, special thanks to for his Splash library, which powers all of the syntax highlighting in Fireworks 😀

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  11. 15. ruj 2019.

    I am thinking of open-sourcing the project if there's enough interest. Please let me know if you're interested! I can't wait for everyone to try it, and I look forward to hearing your feedback! You can download Fireworks here

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  12. 15. ruj 2019.

    SpriteKit's editor inspired me to build Fireworks. I wanted to create something similar, but for CAEmitterCells instead of SKEmitterNodes, so that people can use it in any iOS or macOS project without having to import SpriteKit I talked more about it here

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  13. 15. ruj 2019.

    Once you’re done with your design in Fireworks, implementing it in your project only takes 2 steps: - Add the texture to your assets catalog - Paste the code generated by Fireworks No third-party libraries or dependencies needed!

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  14. proslijedio/la je Tweet
    20. lip 2019.

    🧐 A deep dive into [weak self] inside of Swift closures by : — Automatic Reference Counting — Unowned, Weak, Strong-Weak Dance — Escaping vs Non-Escaping Closures — Delayed Deallocation — ‘guard let self=self’ vs Optional Chaining — and more

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  15. 16. lip 2019.

    Also created this flowchart to illustrate when [weak self] is needed Feedback is welcome!

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  16. 16. lip 2019.

    I recently found out that [weak self] is not always needed, so I dug a little deeper, and gathered all my findings in this blog post: I heavily referenced material from , so thanks to all of you!

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  17. 3. lip 2019.

    I am really looking forward to using SwiftUI after hearing this!

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  18. 26. ožu 2019.

    I just wrote a blog post about my first Swift project, which was a macOS app. Check it out :)

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  19. 19. sij 2019.
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  20. 16. sij 2019.

    I just published High performance drawing on iOS  — Part 1 In this article I compare the performance of different drawing methods on iOS, and describe what worked for me while building my recent game, Draw with Math I'll post Part 2 later this week!

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