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

Refactoring code to take advantage of object-oriented programming


Sometimes, we are extremely lucky and have the possibility to follow best practices as we kick off a project. If we start writing object-oriented code from scratch, we can take advantage of all the features that we used in our examples throughout this book. As the requirements evolve, we might need to further generalize or specialize the blueprints. However, as we started our project with an object-oriented approach and by organizing our code, it is easier to make adjustments to the code.

Most of the time, we aren't extremely lucky and have to work on projects that don't follow best practices, and we, in the name of agility, generate pieces of code that perform similar tasks, but without decent organization. Instead of following the same bad practices that generate error-prone, repetitive, and difficult-to-maintain code, we can use the features provided by Xcode and additional helper tools to refactor existing code and generate...