Janie Clayton is an iOS developer living in Madison, WI. Janie also leads the Swift Tutorial Team for RayWenderlich.com. She gave up her previous life to pursue programming in 2012 and so far has not regretted this decision. She catalogues her journey on her blog, redqueencoder.com. When she isn't coding Janie is spending some quality time making music, cuddling with her pugs, and contemplating the nature of existence.
Core Audio has gotten a bad and somewhat well-deserved rap for being difficult to implement. It takes a hundred lines of code just to record something! There has to be a better way!
Now there is.
With AV Foundation Audio you can do anything that you would need to do with Core Audio without having to know math or C. You can record, play back, and loop audio all with a minimal amount of code. Learn how to harness the power of sound in your app.
You’ve just learned how to code in Objective-C and Xcode and you are all set to go out and create the next Flappy Bird, taking the world by storm. Wait, you write code that you know should work and it crashes the app. What do you do?!
This talk is an entry level talk on debugging techniques in Xcode. We will talk about breakpoints, stack traces, and common errors you get in Xcode and what they mean. Bring your questions and your bugs!
The single biggest announcement from the WWDC 2014 keynote (for approximately five minutes) was the announcement of Metal, Apple’s new framework to replace the aging dinosaur OpenGL ES. Game and graphics programmers hailed this as a game changing moment that would revolutionize graphics programming as we know it.
Does it really?
This talk will explore how revolutionary Metal actually is. I will compare one of the most optimized frameworks for OpenGL ES on iOS, GPUImage, with a similar project in Metal. I will also be giving a gentle introduction to GPU programming while showing exactly what Metal gives you and what it doesn’t.
Many of us took advanced math classes in high school in order to pass the Math SATs and promptly forgot everything we knew a week later. There was no context! Why are we learning this? This has no purpose in the real world! Little did we know that there was actually a reason to understand all those things.
If looking at a page of Greek letters set in an algorithm gives you a panic attack, or if you are curious about what all those functions in the Accelerate framework do, stop on by and we will catch up on all the math you learned but soon forgot.
User experience has always been the most important aspect of designing an application. This is becoming ever more true as our world and our devices become more and more interconnected. In this talk I will walk you through the design process of creating a HealthKit application that seamlessly integrates between your watch and your phone while playing to the strengths of both devices.
One of the new features of Swift 2.0 is the introduction of error handling. I know, as developers we tend to give error handling the short end of the stick because we tend to not think about it much. With this new feature, learning proper error handling goes from a nice implementation detail to a necessity.
I will go over how error handling used to be while also covering best practices for the current model of error handling. Don't fear the compiler. The compiler is your friend. Work with it and not against it.
Janie has spent the last nine months working on converting a legacy Objective-C project to Swift. In this talk, Janie will go over a lot of the lessons she learned on this project and how you can take some of these ideas and implement them into your own code. Topics covered include error handling, functional programming, and testing.
Metal was introduced in 2014, but there are not a lot of good resources for it that don't assume you already know OpenGL or posses some other prior 3D graphics programming experience. This session will take a beginning level approach to explaining all of the players necessary to render something to the screen. No previous experience or knowledge is necessary for this. Questions highly encouraged.
Many people, including myself, were really excited when Metal was announced in 2014. We thought about all the neat graphics programming we would be able to do. Then we watched the WWDC videos and ran into a wall of jargon. What the heck is a command encoder? What does that have to do with graphics programming??
In this session we will demystify some of these concepts and show how they contribute to the images you see on the screen. If you've had some trouble getting off the ground with Metal this will give you a nudge in the right direction.