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Re:Animations in Swift by monkey_slap on Monday August 11, 2014 @11:10AM (#8163575)
Really cool! I'd argue that Swift doesn't really have much to do with this, more "Animations in iOS".

You brought up a couple of neat concepts that I wasn't aware of, especially "UISystemAnimation.Delete".

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...

https://gist.github.com/mathewsanders/82311409978066b02932

Re:Animations in Swift by LinaLauneBaer on Monday August 11, 2014 @11:40AM (#8163695)
arc4random_uniform
Re:Animations in Swift by mathewsanders on Monday August 11, 2014 @11:57AM (#8163781)
you're right, in my example arc4random_uniform works perfectly and unlike rand() you don't have to seed.

delay = NSTimeInterval(arc4random_uniform(900)+100) / 1000

Not sure why I didn't do that in the first place...

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.