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via Udemy |
Go to Course: https://www.udemy.com/course/ios-7-option-screens-for-uiview-or-sprite-kit-based-apps/
Certainly! Here's a detailed review and recommendation for the Coursera course titled "iOS 7 Option Screens for UIView or Sprite Kit Based Apps": --- **Course Title:** iOS 7 Option Screens for UIView or Sprite Kit Based Apps **Overview:** This course is a comprehensive guide to creating sophisticated options or preferences screens in iOS applications, specifically tailored for both UIView and Sprite Kit projects. The instructor takes you step-by-step through designing user-friendly interfaces that include UISwitches, UIButtons, UISliders, UISegmentedControls, and UIPickerViews. Notably, the course emphasizes building multi-column picker views dynamically populated from Property List files, mimicking complex real-world settings like those found in Apple's Clock app. One of the key strengths of this course is its focus on interactivity and data management. You will learn how to implement interconnected picker wheels that adapt based on user choices, which is essential for creating intuitive and responsive settings screens. Additionally, the course introduces the use of a singleton class, AppData, serving as a centralized data store to manage preferences and facilitate testing. **Content and Structure:** While the syllabus is not explicitly listed, the course is well-structured with incremental project uploads and supplemental materials. This allows learners to see progress and build upon previous versions. The inclusion of source code, images, and project breakdowns cloned for both UIView and Sprite Kit-based projects makes the learning process versatile and applicable to various types of iOS apps. **Who Is It For?** This course is ideal for intermediate iOS developers who already have a foundational understanding of Xcode, Swift, and basic UI components. It is particularly beneficial for those interested in enhancing their app's user interface to include customizable settings and preferences, a common feature in modern apps. **Pros:** - Practical, real-world scenario focusing on options/preferences screens - Covers both UIView and Sprite Kit projects, broadening applicability - Emphasizes data-driven UI with dynamic picker views - Provides source code and assets, facilitating hands-on learning - Demonstrates effective use of singleton pattern for data management **Cons:** - No formal syllabus or prerequisite details provided upfront - Primarily focused on iOS 7; some concepts might need adaptation for newer iOS versions **Recommendation:** I highly recommend this course for iOS developers looking to deepen their understanding of user interface design, especially for customizable settings screens. The hands-on approach, coupled with practical projects and comprehensive source materials, makes it an excellent resource for skill enhancement. While it targets slightly older iOS versions, the core concepts are still highly relevant and can be adapted to current development standards. --- **Final Verdict:** Whether you're aiming to craft more interactive and user-friendly apps or seeking a solid foundation in creating complex options screens, this course offers valuable insights and practical skills. Enroll if you want to elevate your app's user experience with sophisticated settings and preferences management. --- If you'd like, I can help craft a shorter summary or prepare some tips on how to get the most out of this course!
In this tutorial, we will focus entirely on creating an Options or Preferences screen, using a Single View Application (or UIView based project) or Sprite Kit based project. We'll create UISwitches, UIButtons, UISliders, UISegmentedControls (and groups of buttons that act like segmented controls), and finally, a UIPickerView. Picker views can be made up of single or multiple columns of "spin-able" data (for example, Apple's Clock app has a Timer function made up of a double column UIPickerView). In our hypothetical project we will create a 3-column picker view which populates itself using data from a Property List file. This data is split into a column for the level name ("Ocean, Bad Lands, etc"), a column for the mode of game play ("Kill X" number of enemies, "Collect X" number of coins, or "Beat the Clock") and third column for a number parameter to tweak the difficulty of each game mode (for example, you could add more time to the "Beat the Clock" mode or add more enemies to kill). We will make the wheels interconnected as well. So if you spin the first wheel to set the level, it will change the other two wheels to default to the settings defined in the Property List for the level. If you spin the middle wheel to change the game mode, it will automatically change the third wheel to use a different range of numbers (one mode of play might be best with a small range like 1-15, but another might work better in increments of ten, like 60-300). All of our data is stored in a singleton AppData class, which serves as a go-between to use (or test) our preference variables with any other class. You'll see how to test any changes made in the OptionScreen class with the main game / app class. The source projects are saved in increments throughout the tutorial series, and uploaded in the Supplemental Materials tab at notable breakpoints. You'll get both UIView and Sprite Kit based projects. The images to use are included as well.