Book Image

Mastering Swift 3

Book Image

Mastering Swift 3

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 (23 chapters)
Mastering Swift 3
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Free Chapter
1
Taking the First Steps with Swift
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.