Getting started with UIKit Dynamics in Swift


via Omar Fouad – Getting started with UIKit Dynamics in Swift.

As you may already know, Swift, the new programming language from Apple, has been out for quite a while and almost every iOS developer is today having the itch to make the most out of it.

The first thing you’ll notice in the language is its similarity to most of the dot-notation based languages out there, like JavaScript, ActionScript, Java and so on. This is a massive advantage for people who didn’t have the guts to approach iOS development because of the complexity of Objective-C. Now everyone with a bit of programming experience is ready.

I won’t get into details about the language itself. If you’re new to the language I suggest to read the Swift Cheat Sheet, or check out Design+Code by Meng To, which I strongly recommend, especially for beginners. If you want to dig deeper, you can download the official E-Book from Apple, free of charge.

In this post I’m going to talk about UIKit Dynamics, a framework used to create complex 2D animations. While we could use the Core Animation framework to perform basic transitions, the new Dynamics framework includes real-world physics behaviors out of the box, like gravity, collision, density and so on. The UIKit Dynamics framework is also very easy to implement, which means you don’t have to be a particle physicist to get started.

So let’s start with a simple idea looking at the real world around us. Imagine you’re standing up holding a box with both your hands perpendicularly to your body. The box has a specific weight and it is made of a specific material. Also there is gravity that is trying to pull it down on the floor, so you’re applying some kind of resistance or force to hold it. If you let the box go, it falls with a certain speed until it hits the floor which is also preventing it to keep falling forever. When the box hits the ground, chances are it won’t just hit and stop. It might bounce around for a while based on it’s velocity, density or bounciness, or just crash into a million pieces.

This makes sense, but how do we simulate this from within an application? The image below shows the final demo.

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