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  • Book Overview & Buying Swift 2 Design Patterns
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Swift 2 Design Patterns

Swift 2 Design Patterns

By : Lange
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Swift 2 Design Patterns

Swift 2 Design Patterns

3 (2)
By: Lange

Overview of this book

Swift is a multi-paradigm language. It has expressive features familiar to those used to work with modern functional languages, while also keeping the object-oriented features of Objective-C. It remains compatible with Apple’s legacy codes and frameworks. A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. It describes the problem, the solution, when to apply the solution, and its consequences. It also gives implementation hints and examples. Knowledge about design patterns is also one of the best ways to make you different compared to other low-level developers. This book shows you how to use Swift 2 to learn about 23 Gang of Four (GoF) design patterns, and is organized into three categories. The book will present you the five creational patterns, followed by the seven structural patterns, and finishing with the 11 behavioral patterns as defined by the GoF. Each chapter will introduce the pattern by defining its role, which common problems the pattern should be used for, its generic UML representation, how each objects presented in the class diagram participate in the pattern, and what the role of each of these objects is. The book then presents you with a concrete case as an illustration that will be used to implement the pattern using Swift.
Table of Contents (10 chapters)
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9
Index

Summary

We discussed the three structural patterns in this chapter: the decorator pattern, the proxy pattern, and the bridge pattern. From a high-level perspective, all of them help you extend classes without using inheritance, but using a dynamic composition of its class hierarchy.

Extending our original class has some impact on our original object except for the proxy pattern where it remains completely unchanged. The decorator pattern that needs to be designed needs to have the original class already developed because every concrete decorator needs to implement an interface based on the original object structure. The bridge pattern is more closely coupled, and there is an understanding that the original object must incorporate considerable references to the rest of the system.

We also discussed all the patterns that rely on rerouting operations. We learned that the rerouting is always done from the new code back to the original.

It is important to note that in real-time applications, where...

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