Re:Animations in Swift
by mathewsanders on Monday August 11, 2014 @11:32AM
(#8163654)
Yeah, you're right.
The main goal was try and introduce these APIs to designers, since there seems to be a current of interest around designers getting excited about learning Swift.
Re:Animations in Swift
by mathewsanders on Monday August 11, 2014 @10:31AM
(#8163385)
Thanks for submission!
I've had some feedback that I've made a bit of a mess with casting when trying to calculate a random number - would appreciate any best practices or thoughts on that...
Re:Animations in Swift
by sdegutis on Monday August 11, 2014 @01:53PM
(#8164329)
This just feels like more proof that Swift will be nominally better than ObjC for the next 5 years, until Apple's APIs are (re?)written to make use of reasonable Swift idioms.
Also, this is the community's periodic reminder that not all ObjC (and soon Swift) is iOS; people still write (and use! imagine that!) OS X apps.
You brought up a couple of neat concepts that I wasn't aware of, especially "UISystemAnimation.Delete".
The main goal was try and introduce these APIs to designers, since there seems to be a current of interest around designers getting excited about learning Swift.
I've had some feedback that I've made a bit of a mess with casting when trying to calculate a random number - would appreciate any best practices or thoughts on that...
https://gist.github.com/mathewsanders/82311409978066b02932
delay = NSTimeInterval(arc4random_uniform(900)+100) / 1000
Not sure why I didn't do that in the first place...
Also, this is the community's periodic reminder that not all ObjC (and soon Swift) is iOS; people still write (and use! imagine that!) OS X apps.