Book Image

Swift by Example

By : Giordano Scalzo
Book Image

Swift by Example

By: Giordano Scalzo

Overview of this book

Table of Contents (15 chapters)


The introduction of Swift during the WWDC 2014 surprised the entire community of iOS developers, who were waiting for the new API brought by iOS 8 and not to be transformed into beginners.

Besides the surprise, most of them understood that this would be a great opportunity to create a new world of libraries, patterns, best practices, and so on. On the other hand, communities of programmers in different languages who were intimidated by the first (and rough) impact of Objective-C started getting attracted by Swift, which was less intimidating given its friendly syntax.

Whether you are part of the first or second group, Swift by Example will introduce the world of app development to you. Through simple step-by-step chapters, this book will teach you how to build both utility and game apps and, while building them, you'll learn the basics of Swift and iOS.

What this book covers

Chapter 1, Welcome to the World of Swift, introduces the Swift syntax and the most important features brought forth by the language. To show you how to build a project with Xcode, a simple app is created.

Chapter 2, A Memory Game in Swift, shows the creation of a complete game, with images and animations, without using any game framework and using only the fundamental iOS libraries.

Chapter 3, A TodoList App in Swift, teaches you how to create a real-world utility app, handling library dependencies with Cocoapods.

Chapter 4, A Pretty Weather App, shows you how to create a nice-looking app that retrieves data from third-party servers.

Chapter 5, Flappy Swift, covers SpriteKit, the 2D iOS game engine, and the creation of a clone of the famous game Flappy Bird.

Chapter 6, Polishing Flappy Swift, completes the game by adding Game Center support and various "added value" touches.

Chapter 7, Cube Runner, covers SceneKit and 3D programming by implementing a 3D endless runner game with a space theme.

Chapter 8, Completing Cube Runner, demonstrates the addition of final touches and Game Center support to the game.

What you need for this book

In order to get the most out of this book, there are a few essentials you will need:

  • A Mac computer running OS X 10.10.3 or higher

  • Basic knowledge of programming is helpful

  • Xcode 6.3 or higher

  • An iPhone 5s or higher (the last app uses CoreMotion, which doesn't work in the simulator)

Who this book is for

If you are a seasoned Objective-C programmer who wants to learn Swift, or if you are an enthusiastic developer without any prior experience in developing iOS apps, this book is for you.


In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We can include other contexts through the use of the include directive."

A block of code is set as follows:

let mainWindow = UIWindow(frame: UIScreen.mainScreen().bounds)
 mainWindow.backgroundColor = UIColor.whiteColor()
 mainWindow.rootViewController = navigatorViewController
 window = mainWindow
 return true

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

let mainWindow = UIWindow(frame: UIScreen.mainScreen().bounds)
 mainWindow.backgroundColor = UIColor.whiteColor()
 mainWindow.rootViewController = navigatorViewController
 window = mainWindow
 return true

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Clicking on the Next button moves you to the next screen."


Warnings or important notes appear in a box like this.


Tips and tricks appear like this.

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