What You Missed At 360iDev
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This year has been full of swings, turns and surprises, and I am sure 2023 will be no different. I love what we are building together, I love the iOS community, and I want to thank you all deeply from the bottom of my heart for supporting any of my work, whether attending SwiftLeeds or cloning OpenAISwift or simply sending me a DM during my redundancy. Thank you!
The book is set to release on December 4, 2017. I am working on the sample code that will accompany the book. My focus in writing the book was to provide more conceptual information about how Metal can be used rather than just cataloging the API. One of my frustrations in trying to learn OpenGL was the focus on the API with the assumption that everyone knows what a texture is and what Euler angles are. It is my intention that anyone buying the book use the sample code I am creating as canon since both Metal and Swift change so rapidly. I will maintain it and keep it up to date and I hope to add to it as new features become available.
The Metal rendering space is slightly different than what one expects coming from something like Core Graphics. I am used to the idea that the phone has a normalized coordinate space where the height is one unit and the width is one unit.
I had somewhat forgotten about this until I got an email yesterday telling me that Packt had charged me $12.99. I went to check on what the charge was for and guess what It was for a monthly subscription to their online library.
I explain how several shaders in GPUImage work and what the point of a vertex and a fragment shader are. But since this has come out, I have realized there is a lot more to this than I was able to go into in this article.
So, in this blog post, I would like to extend that post somewhat by talking specifically about GPUImage rather than shaders in the abstract. I want to talk about the internal workings of GPUImage to the point that you understand what components you need to connect your shader to the rest of the framework. I want to talk about some general conventions used by Brad. Lastly, I would like to talk about how to construct complex shaders by combining several more primitive shaders.
I have tried hard to find a good explanation of why dot product exists and what it does. This is the closest thing I can find. One of my goals with this series of blog posts is to take things like dot product where you can explain what it does, but not why you are using it and what functionality it fulfills. For now, hopefully this is enough.
Breaking down a shader that you want into an algorithm helps you to tease out what pieces of functionality you need to get the result you want. In a lot of cases, the smaller pieces of functionality are already out there in the world somewhere and you can reuse them to build more complex things.
Note: The code from this tutorial is based on this tutorial from Ray Wenderlich. This was written in 2014 and was not updated for Swift 2.0, so there are a few changes I have made to my template to make it up to date. I am also writing my own explanations about what each part of this process does. If you just want something that works, you can download to template. If you want something easier to skim, I suggest looking through the Ray Wenderlich tutorial.
Open Xcode and create a Single View Application. You can name it anything you want. If you are using this as a basis for a project, go ahead and name it whatever it will eventually be. Choose Swift as the language. I made mine Universal, but if you know it will only be on an iPhone, go ahead and just choose iPhone.
In order to set up your display link, you need to tell it what the target is and what code needs to be run every time the link is triggered. Since we are creating this for the view controller, the target is self. We just need the program to render, so I called this selector renderloop:
The camera class had to have functions for every action we needed it to have. It also had a property for each thing that we needed to either get or set. One example is resolution. Some of our cameras had variable resolution and others were fixed. We had to have a property to either retrieve what that resolution was or that would set the resolution on the ones that can be set.
My current side project is working on trying to write at least one graphics post each week. I noticed that people tend to be asked to speak about things they write about. I also noticed that the vast majority of my posts for the last few months have been about depression and cooking and cleaning my house. I would prefer not to be a lifestyle blogger, so I am going to make a better effort to write more about what I am interested in, namely graphics.
Over the next few months I would like to write about frameworks (like Metal and Scene Kit), 3D mathematics, and shader applications. I am going to try to write something about what I am doing. I might not be able to get a whole sample project up and running and it might take a few weeks to get something done. But I plan to try to write about what I have learned and to chart my progress through my various explorations.
In addition to speaking at the conference I will be giving **two** one day workshops on Core Data. The first workshop will be an introduction to Core Data. I hesitate to call this a beginner workshop because *you*, the attendees, will be directing the workshop. If everyone wants to start at step one then we will. However throughout the day you will be setting the pace of what we learn and discuss. This format has worked very well in the past and the last time we did a workshop like this the day ended with some pretty advanced discussions.
In my opinion, the decision is a no-brainer. Follow your passions and start a company. At this point in your career, it will not look bad on your resume if the business fails and you need to go work for someone else. If anything, the experience of starting and running your own company should count for much more experience than the equivalent time in a fresh-out-of-college job. This is generally the case unless the hiring manager is not very good at what they do, but that is an entirely different subject.
id like to add something that you missed. generally, students have a small professional network. blogs have changed that. we now have a degree of access to top people in each industry. when the smartest people in the room are talking and youre not learning anything youre either not paying attention or not trying very hard. its a lot easier to hang around the rim.
That step started when I re-read an excellent article by Steven Troughton-Smith called Beyond the Checkbox with Catalyst and AppKit. I had read the article over a year ago, and in hindsight it's incredible to me that Steven wrote this literally the first week that Catalyst was announced. Despite reading it a few days after he wrote it, I really needed to go through the process of getting my app ready for the Mac before I was able to really appreciate the additional power it contains. Here's what it let's you do.
The process of creating a plugin has a few hoops to jump through. The plugin is a bundle that is built and embedded in the target app at compile time. The bundle contains essentially whatever code you want it to. I called my bundle \"Catalyst Bundle\" and called its primary class \"Catalyst App\".
Trying to find documentation about how to define a Service action is virtually impossible. The most common search results all pertain to what we think of as \"services\" today, like iCloud or Apple Fitness+. The next most common search results are for user-facing ways to use Services, like Macworld and iMore articles for power users. The Apple tutorial for Services and this 2017 article by Kelvin Ng were the best documentation that I found but they still weren't enough to get everything working correctly for me. I'll try and fill in some of the missing pieces below.
NSSendTypes was the trickiest for me to figure out. For text based services you only need to put NSStringPboardType in here. But I had trouble finding the right send types for a service I wanted to make that operated on files. I tried a few things that didn't work, but in the end I ended up checking the Info.plist file for BBEdit to see how they defined their \"Open File in BBEdit\" Service. They provide both the public.file-url and public.utf8-plain-text send types, which is what I ended up using for my Service (and so far is working great).
Back in my Catalyst App plugin class, I have a function that gets called after the app starts up that registers itself as the NSApplication's servicesProvider. By registering as the services provider I'm telling the system what class to send messages to when a service is activated.
Since these have to be Objective-C compatible methods for the services system to send messages to them, I had a few hoops to jump through to implement them in Swift. Here's an example of what one of them looks like for the \"addToList\" Service that adds the selected text content to the grocery list.
The more I use enums in Swift, the more convinced I am that enums are so valuable that they're worth designing software around. We have terms like object oriented programming and protocol oriented programming for describing how we design software around types. How we design software around enums is just as important and useful. I think of designing software around enums as State Driven Development, and that's what I hope to describe here. 153554b96e
https://www.ainfgib.com/group/mysite-200-group/discussion/e541cec6-19fe-4724-986e-f763d191eae2