Book Image

Mastering Swift 3

Book Image

Mastering Swift 3

Overview of this book

Swift is the definitive language of Apple development today. It’s a vital part of any iOS and OS X developer’s skillset, helping them to build the most impressive and popular apps on the App Store—the sort of apps that are essential to iPhone and iPad users every day. With version 3.0, the Swift team have added new features to improve the development experience—making it easier to get the results you want and customers expect. Inside, you’ll find the key features of Swift 3.0 and quickly learn how to use the newest updates to your development advantage. From Objective-C interoperability to ARC, to closures and concurrency, this advanced Swift guide will develop your expertise and make you more fluent in this vital programming language. We give you in-depth knowledge of some of the most sophisticated elements of Swift development including protocol extensions, error-handling, design patterns, and concurrency, and guide you on how to use and apply them in your own projects. You'll see how even the most challenging design patterns and programming techniques can be used to write cleaner code and to build more performant iOS and OS X applications. By the end of this book, you’ll have a handle on effective design patterns and techniques, which means you’ll soon be writing better iOS and OS X applications with a new level of sophistication and control.
Table of Contents (23 chapters)
Mastering Swift 3
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Free Chapter
1
Taking the First Steps with Swift
2
Learning About Variables, Constants, Strings, and Operators

Object-Oriented design


Before we start writing code, let's create a very basic class diagram that shows how we would design the Animal class hierarchy. I usually start off by making a very basic diagram that simply shows the classes themselves without much detail. This helps me picture the class hierarchy in my mind. The following diagram shows the class hierarchy for the Object-Oriented design:

This diagram shows that we have one superclass named Animal and two subclasses named Alligator and Lion. We may think that with the three categories (land, air, and sea) that we would want to create, a larger class hierarchy where the middle layer would contain the classes for the land, air, and sea animals. This would allow us to separate the code for each category however that is not possible with our requirements. The reason this is not possible is that any of the animal types can be members of multiple categories, and with a class hierarchy, each class can have one and only one superclass....