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  • Book Overview & Buying Swift 3 Object-Oriented Programming
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Swift 3 Object-Oriented Programming

Swift 3 Object-Oriented Programming - Second Edition

By : Gaston C. Hillar
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Swift 3 Object-Oriented Programming

Swift 3 Object-Oriented Programming

1 (1)
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 (10 chapters)
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Working with object-oriented code in iOS apps

So far, we have created and extended classes in the Playground. In fact, we could execute the same sample code in the Swift REPL and the web-based Swift sandbox. Now, we will create a simple iOS app based on the Single View Application template with Xcode. We will recognize the usage of object-oriented code included in the template, that is, before we add components and code to the app. Then, we will take advantage of the GameRepository class we created in the previous chapter and use it to populate a UI element.

Tip

You will need Xcode 8 or greater in order to work with this example.

Navigate to File | New | Project... in Xcode. Click on iOS at the top of the Choose a template for your new project dialog box. Select Single View Application and click on Next, as shown in the following screenshot:

Working with object-oriented code in iOS apps

Enter Chapter 8 in Product Name and select Swift in language and Universal in Devices, as shown in the next screenshot. This way, we will...

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