Book Image

Swift 2 By Example

By : Giordano Scalzo
Book Image

Swift 2 By Example

By: Giordano Scalzo

Overview of this book

Swift is no longer the unripe language it was when launched by Apple at WWDC14, now it’s a powerful and ready-for-production programming language that has empowered most new released apps. Swift is a user-friendly language with a smooth learning curve; it is safe, robust, and really flexible. Swift 2 is more powerful than ever; it introduces new ways to solve old problems, more robust error handling, and a new programming paradigm that favours composition over inheritance. Swift 2 by Example is a fast-paced, practical guide to help you learn how to develop iOS apps using Swift. Through the development of seven different iOS apps and one server app, you’ll find out how to use either the right feature of the language or the right tool to solve a given problem. We begin by introducing you to the latest features of Swift 2, further kick-starting your app development journey by building a guessing game app, followed by a memory game. It doesn’t end there, with a few more apps in store for you: a to-do list, a beautiful weather app, two games: Flappy Swift and Cube Runner, and finally an ecommerce app to top everything off. By the end of the book, you’ll be able to build well-designed apps, effectively use AutoLayout, develop videogames, and build server apps.
Table of Contents (18 chapters)
Swift 2 By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Free Chapter
1
Welcome to the World of Swift
2
Building a Guess the Number App
Index

The app is…


Mobile e-commerce is a sector that's greatly expanding, and you will want to become the new Amazon of shoes and clothing delivery. By doing this, you will be ready to start a new company called ASAP.

In this frenzied age, we know that a customer doesn't have time to spend in several different screens, so our app aims to simplify things by having only three screens: a login and registration, which will appear only the first time, a grid to show the products, and a table to present the cart that's ready for checkout.

The first requirement: login and registration

Other e-commerce apps probably need a lot of data from their customers, such as their e-mail ID, address, phone number, and so on, but in ASAP, we strive for simplicity and an e-mail address is more than enough.

Therefore, the first screen should only present a text field with a Sign Up button, which is enabled only when a valid e-mail ID is inserted into the text field:

Also, because registration is needed only when we run...