Book Image

Swift 3 Object-Oriented Programming - Second Edition

By : Gaston C. Hillar
Book Image

Swift 3 Object-Oriented Programming - Second Edition

By: Gaston C. Hillar

Overview of this book

Swift has quickly become one of the most-liked languages and developers’ de-facto choice when building applications that target iOS and macOS. In the new version, the Swift team wants to take its adoption to the next level by making it available for new platforms and audiences. This book introduces the object-oriented paradigm and its implementation in the Swift 3 programming language to help you understand how real-world objects can become part of fundamental reusable elements in the code. This book is developed with XCode 8.x and covers all the enhancements included in Swift 3.0. In addition, we teach you to run most of the examples with the Swift REPL available on macOS and Linux, and with a Web-based Swift sandbox developed by IBM capable of running on any web browser, including Windows and mobile devices. You will organize data in blueprints that generate instances. You’ll work with examples so you understand how to encapsulate and hide data by working with properties and access control. Then, you’ll get to grips with complex scenarios where you use instances that belong to more than one blueprint. You’ll discover the power of contract programming and parametric polymorphism. You’ll combine generic code with inheritance and multiple inheritance. Later, you’ll see how to combine functional programming with object-oriented programming and find out how to refactor your existing code for easy maintenance.
Table of Contents (17 chapters)
Swift 3 ObjectOriented Programming - Second Edition
Credits
About the Author
Acknowledgement
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Understanding automatic reference counting


Automatic reference counting is very easy to understand. Imagine that we have to distribute the items that we store in a box. After we distribute all the items, we must throw the box in a recycle bin. We cannot throw the box in the recycle bin when we still have one or more items in it. Seriously, we don't want to lose the items we have to distribute because they are very expensive.

The problem has a very easy solution; we just need to count the number of items that remain in the box. When the number of items in the box reaches zero, we can get rid of the box.

Note

One or more variables can hold a reference to a single instance of a class. Thus, it is necessary to count the number of references to an instance before Swift can get rid of an instance. When the number of references to a specific instance reaches zero, Swift can automatically and safely remove the instance from memory because nobody needs this specific instance anymore.

For example, you...