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

Chapter 3. One Piece at a Time – Types, Scopes, and Projects

In Chapter 2, Building Blocks – Variables, Collections, and Flow Control, we developed a very simple program that helped organize a party. Even though we separated parts of the code in a logical way, everything was written in a single file and our functions were all lumped together. As projects grow in complexity, this way of organizing code is not sustainable. In the same way we use functions to separate out logical components in our code at scale, we also need to be able to separate out the logical components of our functions and data. To do this, we can define code in different files and we can also create our own types that contain custom data and functionality. These types are commonly referred to as objects, as a part of the programming technique called object-oriented programming. In this chapter we will cover the following:

  • Structs

  • Classes and inheritance

  • Enumerations

  • Projects

  • Extensions

  • Scope

  • Access control