O'Reilly logo

Beginning iPhone Development with Swift 2: Exploring the iOS SDK by Jeff LaMarche, Frederik Olsson, Jack Nutting, Kim Topley, David Mark

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter    16

Drawing with Core Graphics

Every application we’ve built so far has been constructed from views and controls that are part of the UIKit framework. You can do a lot with UIKit, and a great many applications can be constructed using only its predefined objects. Some visual elements, however, can’t be fully realized without going beyond what the UIKit stock components offer.

For example, sometimes an application needs to be able to do custom drawing. Fortunately, iOS includes the Core Graphics framework, which allows us to do a wide array of drawing tasks. In this chapter, we’ll explore (or, more accurately, scratch the surface of) this powerful graphics environment. We’ll also build sample applications that demonstrate key features ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required