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  • Book Overview & Buying Mastering Swift 6
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Mastering Swift 6

Mastering Swift 6 - Seventh Edition

By : Jon Hoffman
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Mastering Swift 6

Mastering Swift 6

5 (1)
By: Jon Hoffman

Overview of this book

This seventh edition of Mastering Swift 6 is your ultimate guide to harnessing the full power of Swift. Whether you're aiming to optimize the performance of your applications or looking to explore the exciting new features in Swift 6.2, this book has you covered. The author distills his 28 years of experience in the Engineering and IT fields to help you dive deep into advanced concepts and techniques, such as concurrency, memory management, and Generics, all essential for creating high-performance applications. The chapters take you on a flexible journey, covering Swift 6.2’s newest features alongside advanced programming topics such as reflection, concurrency, and Generics. Packed with best practices, testing strategies, and modern programming techniques, this book equips you with the skills to develop scalable, high-performance applications with confidence. Whether you're looking to stay competitive or simply want to excel in Swift 6, this book provides the tools and knowledge you need to succeed.
Table of Contents (25 chapters)
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23
Other Books You May Enjoy
24
Index

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 is no different. The following is a list of requirements for the vehicle types that we are creating:

  • Our design will have three categories of vehicle: sea, land, and air. A vehicle may 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 also need to keep all active vehicles in a single array that we can loop through.

As in Chapter 18, Object-Oriented Programming, in this chapter, we will demonstrate our design using a limited number of vehicles, knowing that the number of vehicle types will expand as we continue developing the game...

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Mastering Swift 6
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