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Hands-On Design Patterns with Swift

You're reading from   Hands-On Design Patterns with Swift Master Swift best practices to build modular applications for mobile, desktop, and server platforms

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Product type Paperback
Published in Dec 2018
Publisher Packt
ISBN-13 9781789135565
Length 414 pages
Edition 1st Edition
Languages
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Authors (3):
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Giordano Scalzo Giordano Scalzo
Author Profile Icon Giordano Scalzo
Giordano Scalzo
Florent Vilmart Florent Vilmart
Author Profile Icon Florent Vilmart
Florent Vilmart
Sergio De Simone Sergio De Simone
Author Profile Icon Sergio De Simone
Sergio De Simone
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Toc

Table of Contents (17) Chapters Close

Preface 1. Refreshing the Basics FREE CHAPTER 2. Understanding ARC and Memory Management 3. Diving into Foundation and the Standard Library 4. Working with Objective-C in a Mixed Code Base 5. Creational Patterns 6. Structural Patterns 7. Behavioral Patterns 8. Swift-Oriented Patterns 9. Using the Model-View-Controller Pattern 10. Model-View-ViewModel in Swift 11. Implementing Dependency Injection 12. Futures, Promises, and Reactive Programming 13. Modularize Your Apps with Swift Package Manager 14. Testing Your Code with Unit and UI Tests 15. Going Out in the Open (Source) 16. Other Books You May Enjoy

Classes and structs

Let's start with a quick refresher on classes and structures. Both of them help to encapsulate functionality by defining methods and properties. While they share the same semantics, they differ in many ways. In this section, we'll quickly refresh you on the differences between classes and structs, and we will show you a simple refactoring from classes to structs.

Classes

Let's start with an example of a simple class that represents a Point in an x, y coordinate system (Cartesian). Consider the following:

class Point {
var x: Double
var y: Double

init(x: Double, y: Double) {
self.x = x
self.y = y
}
}

Now, let's define a simple translate function that will mutate the x and y properties of the point objects by adding dx and dy to x and y, respectively:

func translate(point : Point, dx : Double, dy : Double) {
point.x += dx
point.y += dy
}

Now, we can create a point instance with, for example, an initial value of 0.0, and translate it to the position 1.0:

let point = Point(x: 0.0, y: 0.0)
translate(point: point, dx: 1.0, dy: 1.0)
point.x == 1.0
point.y == 1.0

Because classes follow reference semantics, only a reference to the point object is passed to the translate function; x and y are defined as var, and all of this code is valid.

Struct

Now, let's try to port our Point class into a struct. Consider the following:

struct Point {
var x: Double
var y: Double
}

We have defined a simple struct; as you should notice, there's no need to add a constructor, as the compiler will synthesize it for us:

let point = Point(x: 0.0, y: 0.0)
translate(point: point, dx: 1.0, dy: 1.0)

If we keep the original implementation, our program won't compile. Point is a value type now, and it's forbidden to mutate a value inside of a function! We need to add the inout keyword to indicate that this function will mutate the contents of the value that is passed. When the function returns, the value will be assigned back to the original variable.

With those changes complete, we also need to change our call to indicate that our point variable can be modified by our translate function with the & (ampersand) character. We also need to mark our point as var; otherwise, the inout function cannot modify its contents:

func translate(point: inout Point, dx : Double, dy : Double) {
point.x += dx
point.y += dy
}

var point = Point(x: 0.0, y: 0.0)
translate(&point, dx: 1.0, dy: 1.0)
point.x == 1.0 // true
point.y == 1.0 // true

We've successfully ported this function, but we can do better.

With structs, you will often see that this pattern is cumbersome. We may want the translate function to return a mutated copy of the value we passed in, as follows:

func translate(point: Point, dx : Double, dy : Double) -> Point {
var point = point
translate(point: &point, dx : dx, dy : dy)
return point
}

We'll be able to use the previously defined function with the following code:

let point = Point(x: 0.0, y: 0.0)
let translatedPoint = translate(point, dx: 1.0, dy: 1.0)
point.x == 0.0
point.y == 0.0
translatedPoint.x == 1.0
translatedPoint.y == 1.0

With this new implementation, we're not mutating the value anymore, but the translate function is always returning a new Point value. This has many benefits, including the ability to chain such calls together. Let's add a method to our Point struct:

extension Point {
func translating(dx: Double, dy: Double) -> Point {
return translate(point: self, dx: dx, dy: dy)
}
}
You don't need to declare this new method in your struct, but you can declare it anywhere in your program. 

Using our newly crafted extension, we can easily create new Point values and translate them:

let point = Point(x: 0.0, y: 0.0)
.translating(dx : 5.0, dy : 2.0)
.translating(dx : 2.0, dy : 3.0)
point.x == 7.0
point.y == 5.0
You have been reading a chapter from
Hands-On Design Patterns with Swift
Published in: Dec 2018
Publisher: Packt
ISBN-13: 9781789135565
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