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Lockwood N. - iOS Core Animation

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Addison-Wesley, 2013. 355 p. ISBN-10: 0133440753, ISBN-13: 978-0133440751.
. .
Core Animation is the technology underlying Apples iOS user interface. By unleashing the full power of Core Animation, you can enhance your app with impressive 2D and 3D visual effects and create exciting and unique new interfaces.In this in-depth guide, iOS developer Nick Lockwood takes you step-by-step through the Core Animation framework, building up your understanding through sample code and diagrams together with comprehensive explanations and helpful tips. Lockwood demystifies the Core Animation APIs, and teaches you how to make use of:
Layers and views, software drawing and hardware compositing;
Layer geometry, hit testing and clipping;
Layer effects, transforms and 3D interfaces;
Video playback, text, tiled images, OpenGL, particles and reflections;
Implicit and explicit animations;
Property animations, keyframes and transitions;
Easing, frame-by-frame animation and physics;
Performance tuning and much, much more!Table of Contents:
The Layer Beneath.

The Layer Tree.
The Backing Image.
Layer Geometry.
Visual Effects.
Transforms.
Specialized Layers.
Setting Things in Motion.
Implicit Animations.
Explicit Animations.
Layer Time.
Easing.
Timer-Based Animation.
The Performance of a Lifetime.
Tuning for Speed.
Efficient Drawing.
Image IO.
Layer Performance. iPAD Amazon Kindle, PC , Cool Reader, Calibre, Adobe Digital Editions

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About This eBook

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iOS Core Animation

Advanced Techniques

Nick Lockwood

Upper Saddle River NJ Boston Indianapolis San Francisco New York Toronto - photo 1

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Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals.

The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein.

The publisher offers excellent discounts on this book when ordered in quantity for bulk purchases or special sales, which may include electronic versions and/or custom covers and content particular to your business, training goals, marketing focus, and branding interests. For more information, please contact:

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Copyright 2014 Pearson Education, Inc.

All rights reserved. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to (201) 236-3290.

ISBN-13: 978-0-13-344075-1
ISBN-10: 0-13-344075-3

Editor-in-Chief
Mark Taub

Acquisitions Editor
Trina MacDonald
Angie Doyle

Development Editor
Michael Thurston

Managing Editor
Kristy Hart

Project Editor
Sara Schumacher

Copy Editor
Keith Cline

Proofreader
Sarah Kearns

Technical Reviewer
Mugunth Kumar

Publishing Coordinator
Olivia Basegio

For Zoe About the Author Nick Lockwood is head of iOS development at the - photo 2

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For Zoe
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About the Author

Nick Lockwood is head of iOS development at the digital agency AKQA in London, and a prolific developer of applications and open source libraries. He has been working with the iOS platform for the past four years, after making the switch from HTML5 web-app development. Nick first picked up a programming book in 1993 at a middle school rummage sale and hasnt looked back since. He lives in Sidcup with his wife and daughter.

Acknowledgments

I would like to thank my wife, Angela, and daughter, Zoe, for putting up with seeing even less of me than normal while I wrote this. Thanks to David Deutsch and P.J. Cook for their valuable feedback on the early manuscript. Thanks to Mugunth Kumar for generously agreeing to be my technical editor, and to all the staff at Pearson, particularly Michael Thurston, Sara Schumacher, Angie Doyle, Trina MacDonald, and Olivia Basegio, who between them somehow managed to extract a book from me in the space of four months. Thanks to my parents, for buying me my first programming book at the tender age of 12, and so starting me on the path to my eventual career. Finally, thanks to Kate for all the cups of tea!

Editors Note: We Want to Hear from You!

As the reader of this book, you are our most important critic and commentator. We value your opinion and want to know what were doing right, what we could do better, what areas youd like to see us publish in, and any other words of wisdom youre willing to pass our way.

You can e-mail or write me directly to let me know what you did or didnt like about this bookas well as what we can do to make our books stronger.

Please note that I cannot help you with technical problems related to the topic of this book, and that due to the high volume of mail I receive, I might not be able to reply to every message.

When you write, please be sure to include this books title and author as well as your name and phone or e-mail address. I will carefully review your comments and share them with the author and editors who worked on the book.

E-mail:

Mail: Trina MacDonald
Senior Acquisitions Editor
Addison-Wesley/Pearson Education, Inc.
75 Arlington St., Ste. 300
Boston, MA 02116

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Preface

When Apple engineers created the iPhone, they faced a challenge: they needed to create a modern, fast, and fluid user interface, the likes of which had never been seen outside of a video game, and they needed to do it on mobile hardware that was a decade behind current desktops and laptops in terms of graphics performance.

They also had an opportunity: to rebuild AppKit (the Mac OS user interface framework) from the ground up using modern graphics technology without needing to maintain support for the legacy applications inherited from nearly 25 years of Macintosh and NeXTSTEP history.

Their solution was a private framework called Layer Kit, developed by the iPhone software team to provide a high-performance, hardware-accelerated animation and compositing library to replace the slower, Quartz-based software drawing used by AppKit. This framework actually debuted first on Mac OS 10.5 under the name Core Animation, shortly before the iPhone was announced.

Core Animation is not just a set of functions for performing animations; it lies at the very heart of iOS, powering everything you see on screen. Even if you never invoke it explicitly, you are using it

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