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Wearvelop

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Installation

Wearvelop uses CocoaPods for dependency management. Dependencies are checked into the repository, so no extra work is required.

Dependencies can be INSTALLED using:

pod install

Dependencies can be UPDATED by executing

pod update

Application Structure

Wearvelop.xcworkspace
Wearvelop.xcproj
Wearvelop/
├── Resources/                       // Assets, Graphics, ML Models
├── Source/                          // Application Source
|   ├── AppDelegate.swift
|   ├── Application Context/         // Application Layer Code
|   ├── Display Context/             // Render Layer Code
|   ├── Node Context/                // Logic Layer Code
|   └── Utilities/                   // Various Extension and Helpers.
├── Supporting/                      // Auxiliary Files
|   └── Info.plist
└── Vendor/                          // Third Party Dependencies (Directly Included)

Extending Wearvelop

Adding New Nodes

Adding new Nodes is a simple process.

  1. Open Wearvelop.xcworkspace.
  2. Logic: Consult Sources/Node Context/Concrete Nodes/ScalarNode.swift to see how a simple multiplication node is implemented. All your nodes should inherit from Node.
  3. Rendering: OPTIONAL If you want to customize the look of your node, consult Sources/Display Context/Concrete DisplayNodes/PrintDisplayNode.swift to see how a simple customized node is implemented. All your display nodes should inherit from DisplayNode.
  4. Usage: In order to make the application aware of your extension, open Sources/Application Context/Models/NodeDescriptor.swift and extend the enum with a case for you node. When you attempt to compile the application now, Swift will statically inform you of three more switches where you will need to add a) a display name for your node b) a description for your node c) a way to initialize your node.
  5. OPTIONAL: In case your node has a more complex setup process and requires user decisions before it can be rendered, compare how ConstantDisplayNode.swift is built.

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IDE for Wearable Device Prototyping

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