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

Putting together all the pieces of the object-oriented puzzle


In Chapter 1, Objects from the Real-World to the Playground, you learned how to recognize objects from real-life situations. We understood that working with objects makes it easier to write code that is easier to understand and reuse. You learned how to recognize real-world elements and translate them into the different components of the object-oriented paradigm supported in Swift: classes, protocols, properties, methods, and instances.

We discussed that classes represent blueprints or templates to generate the objects, which are also known as instances. We designed a few classes with properties and methods that represent blueprints for real-life objects. Then, we improved the initial design by taking advantage of the power of abstraction and specialized different classes. In Chapter 2, Structures, Classes, and Instances, you learned about an object's life cycle. We worked with many examples to understand how object initializers...