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Online
₹ 199 995
Quick facts
particular | details | |
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Medium of instructions
English
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Mode of learning
Self study
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Mode of Delivery
Video and Text Based
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Course overview
The Ultimate iOS 11 Course Learn to Build Apps online certification is targeted at beginners and will teach them everything they need to know about developing iOS apps, Swift, and XCode. The course starts with the fundamental ideas, such as syntax, then progresses to developing applications for the Apple App Store. The course will teach you how to design and construct apps in Adobe Illustrator, as well as how to write efficient and clear code with justification.
The Ultimate iOS 11 Course Learn to Build Apps certification course is developed by John Bura - Game Developer & Instructor and offered by Eduonix, an online learning solution platform that helps individuals in developing skills to become more proficient and confident in their professions.
The Ultimate iOS 11 Course Learn to Build Apps online course includes 51 hours of pre-recorded lectures to help students easily understand all of the topics and make them efficient enough to write scripts and get started with development right away, as well as learn how to use Adobe Illustrator and Photoshop to design your app structure and produce stunning production images. To access all of the course content, interested students must enrol in the course.
The highlights
- Self-paced course
- English videos with subtitles
- 51.01 hours of pre-recorded video content
- 256 online lectures
- 30-day money-back guarantee
- Accessible on portable devices
Program offerings
- Self-paced course
- English videos with subtitles
- Pre-recorded video content
- 256 online lectures
- 30-day money-back guarantee
- Accessible on portable devices
Course and certificate fees
Fees information
certificate availability
What you will learn
After completing The Ultimate iOS 11 Course Learn to Build Apps online training, candidates will gain a thorough understanding of the iOS application development process as well as the tools required for application development. Candidates will be able to work in the latest Swift 4.0 programming languages and use its fundamental principles to construct attractive and functional apps in Adobe Photoshop and Illustrator, as well as generate spectacular promotional images and websites to market and advertise their apps. Candidates will also be able to develop interfaces for games and applications using SpritKit iOS and WatchKit.
Who it is for
The syllabus
Section 1 : Introduction
Section 2 : Swift 4 - Language Basics
- Language Basics Topics List
Section 3 : Swift 4 - Language Basics 01 Variables and Constants
- Learning Goals
- Intro to Variables and Constants
- Primitive types
- Strings Preview
- Nil Values
- Tuples
- Type Conversions
- Assignment Operators
- Conditional Operators
Section 4 : Swift 4 - Language Basics 02 Collection Types
- Topics List and Learning Objectives
- Intro to Collection Types
- Creating Arrays
- Multidimensional Arrays
- Ranges
Section 5 : Swift 4 - Language Basics 03 Control Flow
- Intro to If and Else Statements
- Else If Statements
- Multiple Simultaneous Tests
- Intro To Switch Statements
- Advanced Switch Statement Techniques
- Testing for Nil Values
- Intro to While Loops
- Intro to for...in Loops
- Intro to For...In Loops (Cont d)
- Complex Loops and Loop Control statements
Section 6 : Swift 4 - Language Basics 04) Functions
- Intro to Functions
- Function Parameters
- Return Statements
- A. Parameter Variations - Argument Labels
- B. Parameter Variations - Default Values
- C. Parameters Variations - InOut Parameters
- D. Parameter Variations - Variadic Parameters
- Returning Multiple Values Simultaneously
Section 7 : Swift 4 - Language Basics 05) Classes, Structs and Enums
- Topics List and Learning Objectives
- Intro to Classes
- A. Properties as fields - Add to Class Implementation
- B. Custom Getters and Setters
- C. Calculated Properties
- D. Variable Scope and Self
- E. Lazy and Static Variables Preview
- Behaviour as Instance Methods and Class type Methods
- Class Instances as Field Variables
- A. Inheritance, Subclassing and SuperClassing
- B. Overriding Initializers
- C. Overriding Properties Preview
- D. Overriding Methods
- Structs Overview
- Enumerations
- Comparisons between Classes Structs and Enums
Section 8 : Introduction to XCode
- Intro and Demo
- General Interface Intro
- File System Introduction
- ViewController Intro
- Storyboard File Intro
- Connecting Outlets and Actions
- Running an Application
- Debugging an Application
Section 9 : Swift 4 - Simple Calculator
- Intro and Demo
- Building the UI
- Connecting Outlets and Actions
- Implementation Planning
- Storing Input Values and Choosing Operation
- Implementing Calculate and Clear Function
- Error Checking and Handling
- Beautifying App and Finishing Touches
Section 10 : APP Swift 4 - RGB to Hex Code Color Converter
- Intro and Demo
- Building the UI
- Connecting Outlets and Actions
- Planning Implementation and Setting Bluerpint
- Implementing Conversion Selection
- Implementing Hex to RGB Conversion
- Implementing RGB to Hex Conversion
- Improving App Appearance
Section 11 : Hangman Game
- Demo and Intro
- Building the UI
- Connecting Outlets, Actions, and Textfield Protocol
- Planning our Implementation Process
- Implement Word and Hint Selection
- Implementing Remaining Set Up
- Implementing TextField Processing
- Implementing Correct Guess Processing
- Implementing Incorrect Guess Processing
- Implementing The Last Bit of Functionality
- Improving App Appearance
Section 12 : APP Tip Calculator
- Introduction to the Tip Calculator
- Adding The Functional Code
- Finishing the App
Section 13 : APP Average Calculator
- Introduction
- Making the App
Section 14 : APP Savings Calculator
- Introduction
- Making a Savings Calculator
Section 15 : Swift Intro to Design
- Designing an App in Xcode
- Using Illustrator to Design Apps
- Color in App Design
Section 16 : Swift Intro to Design with Photoshop
- Design a Welcome Screen and 3D Ad
- Design a Product App
- Design a Product App with Square Buttons
- Design Apps with Icons
- Design a Sales App with Backgrounds
- Design a Circle-Themed App
- Design a Color-Themed App
- Design an App Ad + Add a Background Image to an App
- Add App Image to Promo Image
- Design a Photos App + a Contacts App
- Design Presentation Ads
- Design an Ad + Cycling App
- Design a Store App + Promotional Images
- Design a List App
- Make a Flat Design App Promo + App Logo
- Design Abstract Corporate Images
- Design an Ad with an iPhone Promo
Section 17 : SpriteKit iOS 11 - 01) Introduction to SpriteKit
- Starting a New File
- Introduction to the GameScene.sks
- Looking at the GameScene.Swift
- Deleting the Extraneous Code
- Talking About Touches
- Changing The Player Position
- Refactoring our Code for Efficiency
- Adding Sprite Programmatically
- Closing Thoughts
Section 18 : SpriteKit iOS 11 - 02) Introduction to Sprites
- Introduction to Adding Sprites
- Adding in Images Programmatically
- Adding In the Color Blend Factor
- Changing Sprite Images
- Moving Sprites Around
- Pinning One Sprite to Another
- zPosition
- zRotation and the Update Function
- Adding a Sprite on a Touches began
Section 19 : SpriteKit iOS 11 - 03) SKActions
- Introduction to SKActions
- Adding in Multiple SKActions
- Naming Actions
- Sequences
- SKAction Moveby - Float
- SKAction Moveby - CGVector
- SKAction MoveTo
- SKAction Follow Path
- SKAction Rotation
- SKaction Scaling
- SKAction Fading
- SKAction Resize
- SKAction Hide and Unhide
Section 20 : SpriteKit iOS 11 - 04) ShapeNodes
- Introduction to ShapeNodes
- Making Different Kinds of ShapeNOdes
- Adding in Points to ShapeNodes
Section 21 : SpriteKit iOS 11 - 05) Introduction to Physics in SpriteKit
- Introduction to Physics
- Setting up the Physics floor
- Adding in Nodes and Physics
- Applying A Force
- Adding in Torque
- Talking About Physics Properties
- Adding Physics Action
- Adding A Torque Action
Section 22 : SpriteKit iOS 11 - 06) Setting up Actions
- Introduction to Actions.sks
- Calling Actions
- Setting Up Specific Actions
- Setting Up Sounds
- Conclusion
Section 23 : Introduction to ARKit
- Introduction to ARkit
- Talking About the View Controller and Scenes
- Talking about Scenes and Object Properties
- Moving Around the Scene
- Adding Primitives to your scene (full)
- Adding Nodes and Primitives Programmatically
- Adding other Primitives
Section 24 : WatchKit: Chapter 1 - Essentials
- Setting Up Project and UI Essentials
- Sizing and Scaling
- Hiding Objects
Section 25 : WatchKit: Chapter 2 - Label Interface
- Styling Multilining Code & Colour
- Incrementing a Counter
- Attributed String
Section 26 : WatchKit: Chapter 3 - Date Interface
- Intro and Formatting
- Setting Calendar and Timezones
- Slight Refactoring
Section 27 : WatchKit: Chapter 4 - Timer Interface
- Intro to Timers
- Starting and Stopping
- Setting Date
- Capturing Date for timer
- Slight Refactoring
- Adding Total Elapsed Timer
- Adding Loop Timer
- Final Touches
Section 28 : WatchKit: Chapter 5 - Button Interface
- Button Intro
- Set Content with Code
- Slight Refactor
- Making a Game
- Slight Refactoring
Section 29 : WatchKit: Chapter 6 - Switch Interface
- Introduction
- Setting code
- Enabling and Disabling Switches
- Another Example
- Refactoring
Section 30 : WatchKit: Chapter 7 - Slider Interface
- Introduction
- Images Colour Changing and Resizing with Sliders
- Keeping Track of Value
- Setting Value
Section 31 : WatchKit: Chapter 8 - Picker Interface
- Making the style picker
- Sequence Picker
- Setting Selected Item Index and Selecting Values
- Setting Coordinated Animation
Section 32 : WatchKit: Chapter 9 - Image Interface
- Introduction
- Template Images and Animating
- Loading Images
- Making Animations and Setting Duration
Section 33 : WatchKit: Chapter 10 - Video and Audio
- Intro to wkinterfacemovie
- Loading URL
- Inline Movie
Section 34 : WatchKit: Chapter 11 - Interface Table
- Intro to Tables
- Learning About Rows
- Optional Binding in For Loop
- Deleting and Scrolling to Rows
- Triggering Action on Row Selection
- Triggering Segues
- Vertical Detail Paging
Section 35 : WatchKit: Chapter 12 - Menu Interface
- Intro to Menu
- Using Own Images
- Programming Menus and Menu Items
Section 36 : WatchKit: Chapter 13 - Taps and Gestures
- Intro to Taps
- Intro to Swipes
- Altering Swipe Direction
- Long Press
- Pan Gesture recognizer
- Final Thoughts
Section 37 : WatchKit: Chapter 14 - Activity Ring Interface
- Intro to Activity Ring
- Animating Changes
- Setting Animation to False
- Final Thoughts
Section 38 : WatchKit: Chapter 15 - Text and Emoji Input
- Inputting Text
- Inputting Emoji and Animating Emoji
- Slight Refactor
Section 39 : Mapkit: Chapter 1
- Intro to Mapkit
- Adding Annotations
- Show Annotations
- Custom Annotations
- Setting up Segue
- Slight Code Cleanup
Section 40 : Mapkit: Chapter 2
- Showing User Location
- Drawing Circle Overlay
- Drawing Line Overlay
- Drawing Polygon Overlay
Section 41 : CoreImage Filter: Chapter 1
- Intro to Filter
- More Colour Filters
- Chaining Filters
Section 42 : CoreImage Filter: Chapter 2
- More Graphical Filters
- Hole distortion and Centering Distortion
- Tapping to distort
- Tapping to Distort - Scale and Refactor
- Cropping with Filter
Section 43 : CoreImage: Chapter 3
- Generating QR Code
- Generating Barcode
- Generating with User-Inputted Text
Instructors
Mr John Bura
Instructor
Udemy