Swift 3 Object-Oriented Programming 

Swift 3 Object-Oriented Programming

Book Description:

Cover — Credits — About the Author — Acknowledgement — About the Reviewer — www.PacktPub.com — Customer Feedback — Table of Contents — Preface — Chapter 1: Objects from the Real World to the Playground — Installing the required software on Mac OS — Installing the required software on Ubuntu Linux — Working with Swift 3 on the web — Capturing objects from the real world — Generating classes to create objects — Recognizing variables and constants to create properties — Recognizing actions to create methods — Organizing classes with UML diagrams — Working with API objects in the Xcode Playground — Exercises — Test your knowledge — Summary — Chapter 2: Structures, Classes, and Instances — Understanding structures, classes, and instances — Understanding initialization and its customization — Understanding deinitialization and its customization — Understanding automatic reference counting — Declaring classes — Customizing initialization — Customizing deinitialization — Creating the instances of classes — Exercises — Test your knowledge — Summary — Chapter 3: Encapsulation of Data with Properties — Understanding elements that compose a class — Declaring stored properties — Generating computed properties with setters and getters — Combining setters, getters, and a related property — Understanding property observers — Transforming values with setters and getters — Creating values shared by all the instances of a class with type properties — Creating mutable classes — Building immutable classes — Exercises — Test your knowledge — Summary — Chapter 4: Inheritance, Abstraction, and Specialization — Creating class hierarchies to abstract and specialize behavior — Understanding inheritance — Declaring classes that inherit from another class — Overriding and overloading methods — Overriding properties.;Annotation

 

Table of contents :

Cover —
Credits —
About the Author —
Acknowledgment —
About the Reviewer —
www.PacktPub.com —
Customer Feedback —
Table of Contents —
Preface —
Chapter 1: Objects from the Real World to the Playground —
Installing the required software on Mac OS —
Installing the required software on Ubuntu Linux —
Working with Swift 3 on the web —
Capturing objects from the real world —
Generating classes to create objects —
Recognizing variables and constants to create properties —
Recognizing actions to create methods —
Organizing classes with UML diagrams —
Working with API objects in the Xcode Playground —
Exercises —
Test your knowledge —
Summary —
Chapter 2: Structures, Classes, and Instances —
Understanding structures, classes, and instances —
Understanding initialization and its customization —
Understanding deinitialization and its customization —
Understanding automatic reference counting —
Declaring classes —
Customizing initialization —
Customizing deinitialization —
Creating the instances of classes —
Exercises —
Test your knowledge —
Summary —
Chapter 3: Encapsulation of Data with Properties —
Understanding elements that compose a class —
Declaring stored properties —
Generating computed properties with setters and getters —
Combining setters, getters, and a related property —
Understanding property observers —
Transforming values with setters and getters —
Creating values shared by all the instances of a class with type properties —
Creating mutable classes —
Building immutable classes —
Exercises —
Test your knowledge —
Summary —
Chapter 4: Inheritance, Abstraction, and Specialization —
Creating class hierarchies to abstract and specialize behavior —
Understanding inheritance —
Declaring classes that inherit from another class —
Overriding and overloading methods —
Overriding properties. Controlling whether subclasses can or cannot override members —
Working with typecasting and polymorphism —
Taking advantage of operator overloading —
Declaring compound assignment operator functions —
Declaring unary operator functions —
Declaring operator functions for specific subclasses —
Exercises —
Test your knowledge —
Summary —
Chapter 5: Contract Programming with Protocols —
Understanding how protocols work in combination with classes —
Declaring protocols —
Declaring classes that adopt protocols —
Taking advantage of the multiple inheritance of protocols —
Combining inheritance and protocols —
Working with methods that receive protocols as arguments —
Downcasting with protocols and classes —
Treating instances of a protocol type as a different subclass —
Specifying requirements for properties —
Specifying requirements for methods —
Combining class inheritance with protocol inheritance —
Exercises —
Test your knowledge —
Summary —
Chapter 6: Maximization of Code Reuse with Generic Code —
Understanding parametric polymorphism and generic code —
Declaring a protocol to be used as a constraint —
Declaring a class that conforms to multiple protocols —
Declaring subclasses that inherit the conformance to protocols —
Declaring a class that works with a constrained generic type —
Using a generic class for multiple types —
Combining initializer requirements in protocols with generic types —
Declaring associated types in protocols —
Creating shortcuts with subscripts —
Declaring a class that works with two constrained generic types —
Using a generic class with two generic type parameters —
Inheriting and adding associated types in protocols —
Generalizing existing classes with generics —
Extending base types to conform to custom protocols —
Test your knowledge —
Exercises —
Summary. Chapter 7: Object-Oriented and Functional Programming —
Refactoring code to take advantage of object-oriented programming —
Understanding functions as first-class citizens —
Working with function types within classes —
Creating a functional version of array filtering —
Writing equivalent closures with simplified code —
Creating a data repository with generics and protocols —
Filtering arrays with complex conditions —
Using map to transform values —
Combining map with reduce —
Chaining filter, map, and reduce —
Solving algorithms with reduce —
Exercises —
Test your knowledge —
Summary —
Chapter 8: Extending and Building Object-Oriented Code —
Putting together all the pieces of the object-oriented puzzle —
Adding methods with extensions —
Adding computed properties to a base type with extensions —
Declaring new convenience initializers with extensions —
Defining subscripts with extensions —
Working with object-oriented code in iOS apps —
Adding an object-oriented data repository to a project —
Interacting with an object-oriented data repository through Picker View —
Exercises —
Test your knowledge —
Summary —
Appendix: Exercise Answers —
Chapter 1, Objects from the Real World to the Playground —
Chapter 2, Structures, Classes, and Instances —
Chapter 3, Encapsulation of Data with Properties —
Chapter 4, Inheritance, Abstraction, and Specialization —
Chapter 5, Contract Programming with Protocols —
Chapter 6, Maximization of Code Reuse with Generic Code —
Chapter 7, Object-Oriented and Functional Programming —
Chapter 8, Extending and Building Object-Oriented Code —
Index.

 

Swift 3 Object-Oriented Programming

Author(s): Hillar, Gaston C

Publisher: Packt Publishing, Year: 2017

ISBN: 9781787120396,1787120392,9781787120990,1787120996


Download


Buy From Amazon

Thanks For Visiting Our Website http://www.freepdfbook.com To Support Us, Keep Share On Social Media.