Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Mastering Swift 3
  • Table Of Contents Toc
Mastering Swift 3

Mastering Swift 3

By : Jon Hoffman
4.3 (8)
close
close
Mastering Swift 3

Mastering Swift 3

4.3 (8)
By: Jon Hoffman

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 (18 chapters)
close
close
Lock Free Chapter
1
1. Taking the First Steps with Swift
2
2. Learning About Variables, Constants, Strings, and Operators

Requirements


When we develop applications, we usually have a set of requirements that we need to develop towards. With that in mind, let's define the requirements for the animal types that we will be creating in this chapter:

  • We will have three categories of animal: sea, land, and air.

  • Animals may be members of multiple categories. For example, an alligator can be a member of both the land and sea categories.

  • Animals may be able to attack and/or move when they are on a tile that matches the categories they are in.

  • Animals will start off with a certain amount of hit points, and if those hit points reach 0 or less, then they will be considered dead.

  • For our example here, we will define two animals (Lion and Alligator), but we know that the number of animal types will grow as we develop the game.

We will start off by looking at how we would design our animal types with an Object-Oriented approach.

CONTINUE READING
83
Tech Concepts
36
Programming languages
73
Tech Tools
Icon Unlimited access to the largest independent learning library in tech of over 8,000 expert-authored tech books and videos.
Icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Icon 50+ new titles added per month and exclusive early access to books as they are being written.
Mastering Swift 3
notes
bookmark Notes and Bookmarks search Search in title playlist Add to playlist download Download options font-size Font size

Change the font size

margin-width Margin width

Change margin width

day-mode Day/Sepia/Night Modes

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY

Submit Your Feedback

Modal Close icon
Modal Close icon
Modal Close icon