Book Image

Swift 3 Object-Oriented Programming - Second Edition

By : Gaston C. Hillar
Book Image

Swift 3 Object-Oriented Programming - Second Edition

By: Gaston C. Hillar

Overview of this book

Swift has quickly become one of the most-liked languages and developers’ de-facto choice when building applications that target iOS and macOS. In the new version, the Swift team wants to take its adoption to the next level by making it available for new platforms and audiences. This book introduces the object-oriented paradigm and its implementation in the Swift 3 programming language to help you understand how real-world objects can become part of fundamental reusable elements in the code. This book is developed with XCode 8.x and covers all the enhancements included in Swift 3.0. In addition, we teach you to run most of the examples with the Swift REPL available on macOS and Linux, and with a Web-based Swift sandbox developed by IBM capable of running on any web browser, including Windows and mobile devices. You will organize data in blueprints that generate instances. You’ll work with examples so you understand how to encapsulate and hide data by working with properties and access control. Then, you’ll get to grips with complex scenarios where you use instances that belong to more than one blueprint. You’ll discover the power of contract programming and parametric polymorphism. You’ll combine generic code with inheritance and multiple inheritance. Later, you’ll see how to combine functional programming with object-oriented programming and find out how to refactor your existing code for easy maintenance.
Table of Contents (17 chapters)
Swift 3 ObjectOriented Programming - Second Edition
Credits
About the Author
Acknowledgement
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Understanding how protocols work in combination with classes


We have to work with two different types of characters: comic and game characters. A comic character has a nickname and must be able to draw speech balloons and thought balloons. The speech balloon might have another comic character as a destination.

A game character has a full name and must be able to perform the following tasks:

  • Draw itself at a specific 2D position indicated by the x and y coordinates

  • Move itself to a specific 2D position indicated by the x and y coordinates

  • Check whether it intersects with another game character

We will work with objects that can be both a comic character and a game character. However, we will also work with objects that will just be either a comic or game character. Neither the game character nor the comic character has a generic way of performing the previously described tasks. Thus, each object that declares itself as a comic character must define the tasks related to speech and thought balloons...