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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

Putting together all the pieces of the object-oriented puzzle

In Chapter 1, Objects from the Real-World to the Playground, you learned how to recognize objects from real-life situations. We understood that working with objects makes it easier to write code that is easier to understand and reuse. You learned how to recognize real-world elements and translate them into the different components of the object-oriented paradigm supported in Swift: classes, protocols, properties, methods, and instances.

We discussed that classes represent blueprints or templates to generate the objects, which are also known as instances. We designed a few classes with properties and methods that represent blueprints for real-life objects. Then, we improved the initial design by taking advantage of the power of abstraction and specialized different classes. In Chapter 2, Structures, Classes, and Instances, you learned about an object's life cycle. We worked with many examples to understand how object initializers...

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