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Swift 3 Object-Oriented Programming

You're reading from   Swift 3 Object-Oriented Programming Implement object-oriented programming paradigms with Swift 3.0 and mix them with modern functional programming techniques to build powerful real-world applications

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787120396
Length 370 pages
Edition 2nd Edition
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Author (1):
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Gaston C. Hillar Gaston C. Hillar
Author Profile Icon Gaston C. Hillar
Gaston C. Hillar
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Table of Contents (10) Chapters Close

Preface 1. Objects from the Real World to the Playground FREE CHAPTER 2. Structures, Classes, and Instances 3. Encapsulation of Data with Properties 4. Inheritance, Abstraction, and Specialization 5. Contract Programming with Protocols 6. Maximization of Code Reuse with Generic Code 7. Object-Oriented and Functional Programming 8. Extending and Building Object-Oriented Code 9. Exercise Answers

Exercises

Now that you understand what an object is, it is time to recognize objects in different applications:

  • Exercise 1: Work with an iOS app and recognize its objects. Work with an app that has both an iPhone and iPad version. Execute the app in both versions and recognize the different objects that the developers might have used to code the app. Create a UML diagram with the classes that you would use to create the Think about the methods and properties that you would require for each class. If the app is extremely complex, just focus on a specific feature.
  • Exercise 2: Work with a Mac OS application and recognize its objects. Execute the app and work with a specific feature. Recognize the objects that interact to enable you to work with the feature. Write down the objects you recognized and their required behaviors.
You have been reading a chapter from
Swift 3 Object-Oriented Programming - Second Edition
Published in: Feb 2017
Publisher: Packt
ISBN-13: 9781787120396
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