Book Image

Learning Swift Second Edition - Second Edition

By : Andrew J Wagner
Book Image

Learning Swift Second Edition - Second Edition

By: Andrew J Wagner

Overview of this book

Swift is Apple’s new programming language and the future of iOS and OS X app development. It is a high-performance language that feels like a modern scripting language. On the surface, Swift is easy to jump into, but it has complex underpinnings that are critical to becoming proficient at turning an idea into reality. This book is an approachable, step-by-step introduction into programming with Swift for everyone. It begins by giving you an overview of the key features through practical examples and progresses to more advanced topics that help differentiate the proficient developers from the mediocre ones. It covers important concepts such as Variables, Optionals, Closures, Generics, and Memory Management. Mixed in with those concepts, it also helps you learn the art of programming such as maintainability, useful design patterns, and resources to further your knowledge. This all culminates in writing a basic iOS app that will get you well on your way to turning your own app ideas into reality.
Table of Contents (19 chapters)
Learning Swift Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Summary


Memory management is often considered difficult to understand, but when you break it down, you can see that it is relatively straightforward. In this chapter, we have seen that all data in a computer is either stored in the file system that is a slow permanent storage, or in memory, which is a fast but temporary location. The file system is used as a backup to memory, slowing down the computer greatly, so we as programmers want to minimize the amount of memory we are ever using at one time.

We saw that in Swift there are value types and reference types. These concepts are critical to understanding how you can reduce memory usage and eliminate memory leaks. Memory leaks are created when an object has a strong reference to itself, maybe through a third party, which is called a strong reference cycle. We must also be careful that we keep at least one strong reference to every object we want to stay around or we may lose it prematurely.

With practice programming, you will get better with...