iPad Music app like interface - ipad

I'm making internet radio app for iPad and I was wondering if there are standard or custom implementations of iPad Music app-like interface. I mean thumbnails of albums and when you tap on a thumbnail - cover animation and presenting another controller. Is there something for that? Thanks a lot

Nope. There are bits and pieces of code that don't really work (those are all separate links), but they're a good start for getting something like coverflow working.
Also, you might want to try showing examples of what you have already found in your searching, or any code/UI you've already implemented. Most people on SO are happy to help, but don't take well to 'I haven't put any effort into this yet, please show me all the code I need for my project'. Even if you have put effort in, if you post a 2 sentence question with no demonstrable work, people will assume the worst. Best of luck.

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ARSCNView as VRView

Long things short:
I want make my iOS application Mac friendly. In my case I want (I don‘t know how to do) to use my ARSCNViews as an view that presents me everything in VR.
I don‘t want to have any special room. I only want to show SCNNodes.
Short:
I have got an ARSCNView so I see things in AR,
*but I want to see the things(SCNNodes) in VR, so that the users don’t have to continue using camera.
I want to see make an VRView from my AR(SCN)View.
I couldn‘t find any information how to do that.
I tried hard for 4 days.
Does somebody know how to do that?
Thanks
PS:
I already tried:
create a new camera
Use some not helpful code from Stackoverflow and  Dev Documentation
Like Stereo
Tried to create to ARSCNViews to give one as the input for the other on (I gave the first non camera input
(Something really stupid) I wanted to use an SCN
The simplest solution for nonAR (a.k.a. VR) app is to use SCNView.

How are apps with typical menu-bar-style navigation coded?

I’m a relatively new app developer working on a couple of individual projects. I’ve dumped at least one hundred hours into coding using Swift in Xcode, and, as embarrassing as it may be to admit, it seems I can’t fully grasp or find information pertaining to how popular apps such as Facebook, Instagram, YouTube, or Tinder implement non-linear view navigation via a menu bar at the bottom of the screen.
I’ve seen one particular app tutorial series that exemplifies how to go about making this menu bar style possible using a collection view of horizontally-placed views each equivalent to the size of the screen. I understand this gets rid of the issue of loading new views on top of existing old ones that sit in the background (my primary worry, outside of unnecessarily reloading information), but is this the typical method of implementing non-linear menu navigation in an app? I suppose a more pressing question at this point is “How can I go about making something like this using SwiftUI?”
If anyone can offer information, explanations, and/or sources, they would all be much appreciated. Thank you for your time!
So, upon receiving TylerTheCompiler’s comment on my post, I started researching the UITabView. It appears that this is used for creating exactly what I was trying to explain in the initial post. I subsequently searched for a way to implement this in SwiftUI and found the “tabbed view.” The tabbed view seems very easy to implement and is exactly what I’ve been looking for. I still wonder if popular applications have been utilizing the UITabBar rather than something else more practical that I am still unaware of. If you happen to know, please comment on this post — I would love to know, myself. As always, thank you for your time, everyone!

In IOS is it possible for users of the app to be able to select in a table view which tab bar items they want

I am creating an app for people to be able to view ad get notifications from quotes the like. The quotes are separated into categories and the user can pick which categories of quotes they want to see. The changes they make will affect the bar button items. In Swift please
after reading your question, about the idea you have, I can tell you that it is very much possible. It's not to hard to do as long as you take your time and think about it. I won't give you any of the code and you don't seem to know what you are doing that well.
Don't worry though I am 100% sure that if you do some research about (Hint hint) the two parts that you want to come together I'm sure you will find the answer.
YES it is very do able!
Also don't ask for the code no one will give it to you! Try breaking it down and figuring it out yourself
Good luck have a good day!

Disable iOS "Perspective Compensation" programmatically?

Maybe I'm just searching for the wrong term, but I've been able to find very little information on this subject, and I think it could be a problem for my app.
A while back, there was an article on the accuracy of the touch screens on iOS devices, and it seemed quite poor compared to other phones. Here is a link a posting about it:
http://forums.macrumors.com/showthread.php?t=1660713
Anyway, many of the commenters referred to "perspective compensation" as a cause for the inaccuracy. Basically, they are saying that iOS intentionally registers touches above the actual point of contact to compensate for the typical viewing angle of the user or for the angle of their finger or something like that. I have found that there is some credibility to that claim myself by doing as one of the commenters suggested and trying to use my iPhone upside down. I did find that it was difficult to touch things in some cases, and I have also noticed this problem in one of the apps I'm developing.
So, in case you want to skip all that rambling above, here is why it's a problem for me:
I am developing an app that is intended to be used by two people at the same time. The iPhone or iPad is placed on a surface between two people who are sitting across from one another, and they are instructed to quickly and accurately touch items on their respective halves of the screen competitively. What the article's comments made me suspect might happen, and what I have also found in practice is that the person using the phone upside down will have trouble touching buttons and dots on their first try. I've also tested slowly with a stylus and found that the touchable area of a button does indeed extend below a button, or above the button for the person using the phone upside down, hence the discrepancy and problem/disadvantage for that person.
So finally, if you want to skip that also, here is my question: Can "perspective compensation"(if that's what it's called) be disabled programmatically, and can it be done for specific views of an app? Have any of you noticed this and dealt with it in an app of yours?
While I have found that "perspective compensation" does seem to be occurring, I have not found any official documentation of it, and therefore have no idea how or if it can be disabled. When I search for "perspective compensation," the only results I find are links to the same article and comments.
I can't help but expect that this may have been asked before or is solvable with a simple checkbox, but perhaps for lack of the correct term to use, I have been unable to find any leads.
Thanks in advance for any of your solutions or suggestions!
This can't be done with the current SDK. All we have access to is the touch location, which is at a single point. Other search terms you might try are "digitizer" or "raw touch data", but there is definitely no check box or simple option.
To implement this, you will have to compensate for the touch location yourself. You'll need to play around with a compensating offset value for the upside-down buttons. Hit testing on views is probably the best place to do this, then your buttons can just respond to events as normal.

Multiple UIWebViews out of memory warning

I am working with some developers who are creating an iOS 5 iPad app for us. I am familiar with coding but my no means an expert. The developers have hit a wall in their code and so I am turning to you guys to check, that there really isn't anything left to try to resolve this problem, before we give up. I've looked around and can't seem to find a straight forward resolution anywhere else, so here's the question to you guys:
The App always has to have four UIWebViews loaded. The UIWebViews need to be able to contain any website out there, be it YouTube, or whatever you can think of (i.e. something like tabbed browsing). We've tried having them on screen and off screen but either way we always run into memory problems.
I know looking to Safari isn't helpful as it's created by the mothership directly, but we're only talking about four UIWebViews here, surely this shouldn't be such a problem? Any ideas...?
Many thanks,
M
There is only one true solution: Create your own equivalent to UIWebView that has only the features that you need, and therefore has a much smaller footprint than Apple's class. I've written such a thing, but it is not public, sorry.

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