No matter how flaky, I love using playgrounds to prototype Core Graphics, SpriteKit, and many other see-as-you-go technologies. They’re fantastic for building out specific custom content with a bare minimum of coding investment. You get a lot of win for very little time.
I was helping someone out the other day, explaining the
strokeEnd keypath (versus the
path keypath) and building a playground showed it off to perfection.
Admittedly, it helps to have quick helper code on-hand for quick starts. I have playground-specific setup code, handing me a view controller (called
vc) and a centered
view, ready to start demo-ing in this one.
I also have a couple of pages of code (like the
layer(path:) constructor, the
animateStrokemethods, and the
schedule() utility off page, in the support module. They’re all highly reusable. It’s a pity in-playground debugging is so dreadful. It would be an ideal module-building tool if not for that: build and explore (and ideally build tests) in a single place, without having to be in a fixed workspace lacking the exploration feature. Adding “convert this exploration into a test” would be icing on top.
I’m disappointed that playground-specific visualizations built for teaching and demos don’t transfer to the debugger for real-world production support. I don’t see any reason why a
CGPoint instance should get a pretty graphic representation but a
CGAffineTransform, for which I have quite a full presentation, does not.
I can use custom mirroring to produce valuable output for
dump, and therefore for printing objects in the debugger but not for debug quicklooks. Plus as far as I can tell the custom NSObject-only quicklooks haven’t been updated in years and there’s no hint of extending this to structs and enums.
By the way, what’s the deal with all the API audits? How long are these going to go on? If you thought updating the app delegate was a minor nuisance, you haven’t seen what’s happened to all the constants and Core Graphics APIs. This update is huge and disruptive…