Book Image

Swift 4 Protocol-Oriented Programming - Third Edition

By : Jon Hoffman
Book Image

Swift 4 Protocol-Oriented Programming - Third Edition

By: Jon Hoffman

Overview of this book

Swift has become the number one language used in iOS and macOS development. The Swift standard library is developed using protocol-oriented programming techniques, generics, and first-class value semantics; therefore, every Swift developer should understand these powerful concepts and how to take advantage of them in their application design. This book will help you understand the differences between object-oriented programming and protocol-oriented programming. It will demonstrate how to work with protocol-oriented programming using real-world use cases. You will gain a solid knowledge of the various types that can be used in Swift and the differences between value and reference types. You will be taught how protocol-oriented programming techniques can be used to develop very flexible and easy-to-maintain code. By the end of the book, you will have a thorough understanding of protocol-oriented programming and how to utilize it to build powerful and practical applications.
Table of Contents (15 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Requirements for the sample code


When we develop applications, we usually have a set of requirements that we need to work towards. Our sample project in this chapter and the next are no different. The following is a list of requirements for the vehicle types that we will be creating:

  • We will have three categories of vehicle: sea, land, and air. A vehicle can be a member of multiple categories.
  • Vehicles may move or attack when they are on a tile that matches any of the categories they are in.
  • Vehicles will be unable to move to or attack on a tile that does not match any of the categories they are in.
  • When a vehicle's hit points reach zero, the vehicle will be considered incapacitated. We will need to keep all active vehicles in a single array that we can loop through.

For our design in this chapter, we will be demonstrating the design with only a few vehicles, but we know that the number of vehicle types will grow as we develop the game. In this chapter, we will not be implementing a lot of the...