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Swift 3 Object-Oriented Programming
Swift 3 Object-Oriented Programming

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 , Second Edition

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Paperback Feb 2017 370 pages 2nd Edition
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Swift 3 Object-Oriented Programming

Chapter 1. Objects from the Real World to the Playground

Whenever you have to solve a problem in the real world, you use elements and interact with them. For example, when you are thirsty, you take a glass, you fill it up with water, soda, or your favorite juice, and then you drink. Similarly, you can easily recognize elements, known as objects, from real-world actions and then translate them into object-oriented code. In this chapter, we will start learning the principles of object-oriented programming to use them in Swift 3 to develop apps and applications.

Installing the required software on Mac OS

In this book, you will learn to take advantage of all the object-oriented features included in Swift programming language version 3. Some of the examples might be compatible with previous Swift versions, such as 2.3, 2.2, 2.1, and 2.0, but it is essential to use Swift 3.0 or later because this version is not backward compatible. We won't write code that is backwards compatible with previous Swift versions because our main goal is to work with Swift 3.0 or later and to use its syntax.

We will use Xcode as our Integrated Development Environment (IDE). All the examples work with Xcode version 8 or higher. The latest versions of the IDE include Swift 3 as one of the supported programming languages to build iOS apps, watchOS apps, tvOS apps, and Mac OS applications. It is important to note that Xcode only runs on Mac OS, and all the instructions provided in this chapter consider that we are running this operating system on a Mac computer. However, after Apple launched Swift 2.2, it made the language open source and added a port to Linux, specifically to Ubuntu. Swift 3 is also available on Ubuntu. Thus, we can apply everything we learn about object-oriented programming with Swift when targeting other platforms to which the language is ported.

Tip

In case you want to work with the Swift open source release on Mac OS, you can download the latest release in the Downloads section at http://swift.org. You can run all the code examples included in this book in the Swift Read Evaluate Print Loop command-line environment instead of working with Xcode Playground. The Swift Read Evaluate Print Loop command-line environment is also known as Swift REPL.

It is also possible to use the Swift Playgrounds app on iOS 10.0 or later in the iPad models that are compatible with this app. You can work with this app to run the examples. However, our main IDE will be Xcode.

The following is the URL for the Swift Playgrounds app: https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=908519492

In order to install Xcode, you just need to launch the Mac App Store, enter Xcode in the search box, click on the Xcode application icon shown in the results, and make sure that it is the application developed by Apple and not an Xcode helper application. The following screenshot shows the details of the Xcode application in the Mac App Store:

Installing the required software on Mac OS

Then, click on Get and wait until the Mac App Store downloads Xcode. Note that it is necessary to download a few GBs and therefore it may take some time to finish the download process. Once the download is finished, click on Install and follow the necessary steps to complete the application's installation process. Finally, you will be able to launch the Xcode application as you would execute any other application in your Mac OS operating system. It is also possible to download and install Xcode from http://developer.apple.com/xcode/.

Apple usually launches Xcode beta versions before releasing the final stable versions. It is highly recommended to avoid working with beta versions to test the examples included in this book because beta versions are unstable and some examples might crash or generate unexpected outputs. The Mac App Store only offers the latest stable version of Xcode, and therefore, there is no risk of installing a beta version by mistake when following the previously explained steps.

In case we have any Xcode beta version installed on the same computer in which we will run the book samples, we have to make sure that the configuration for the stable Xcode version uses the appropriate command-line tools. We won't work with the command-line tools, but we will take advantage of Playground, and this feature uses the command-line tools under the hood.

Launch Xcode, navigate to Xcode | Preferences..., and click on Locations. Make sure that the Command Line Tools drop-down menu displays the stable Xcode version that you installed as the selected option. The following screenshot shows Xcode 8.0 (8A218a) as the selected version for Command Line Tools. However, you will definitely see a higher version number because Xcode is updated frequently:

Installing the required software on Mac OS

Tip

We don't need an iOS Developer Program membership to run the examples included in this book. However, in case we want to distribute the apps or applications coded in Swift to any App Store or activate certain capabilities in Xcode, we will require an active membership.

You don't need any previous experience with the Swift programming language to work with the examples in this book and learn how to model and create object-oriented code with Swift 3. If you have some experience with Objective-C, Java, C#, Python, Ruby, or JavaScript, you will be able to easily learn Swift's syntax and understand the examples. Swift borrows many features from these and other modern programming languages, and therefore, any knowledge of these languages will be extremely useful.

Installing the required software on Ubuntu Linux

In case we want to work with Swift 3 in Ubuntu Linux, we won't be able to run the examples that interact with any iOS API. However, we will be able to run a big percentage of the sample code included in this book, and we will be able to learn the most important object-oriented principles.

We can download the latest release for our Ubuntu version in the DOWNLOAD section at http://swift.org. This page includes all the instructions to install the required dependencies (clang and libicu-dev) and to execute the Swift REPL command-line environment.

Once we have completed the installation, we can execute the swift command to run the REPL in a Terminal. After we see a welcome message, we can enter Swift code and the REPL will display the results of executing each code block. We can also take advantage of a set of LLDB debugging commands. We just need to enter :help to list all the available debugger commands.

The following screenshot shows the Terminal application in Ubuntu running the swift command and displaying the results after entering two lines of Swift code:

Installing the required software on Ubuntu Linux

Working with Swift 3 on the web

In case we want to work with Swift 3 in Windows or in any other platform, we can work with a web-based Swift sandbox developed by IBM. We just need to open the following web page in a web browser: https://swiftlang.ng.bluemix.net/#/repl.

The IBM Swift Sandbox mimics the Playground with a text-based UI and it allows you to enter the code on the left-hand side and watch the results of the execution on the right-hand side. The sandbox is simple and not as powerful as the Xcode Playground. As it happens with Swift in Ubuntu Linux, we won't be able to run the examples that interact with any iOS API. However, we will be able to run a big percentage of the sample code included in this book, and we will be able to learn the most important object-oriented principles with any compatible web browser.

The following screenshot shows IBM Swift Sandbox displaying the results of executing two lines of Swift code in Chrome under Windows 10. We just need to enter the Swift code on the left-hand side and click on the Execute button (play icon) to see the results of compiling and executing the code on the right-hand side:

Working with Swift 3 on the web

Capturing objects from the real world

Now, let's forget about Xcode and Swift for a while. Imagine that we have to develop a new universal iOS app that targets the iPad, iPhone, and iPod touch devices. We will have different User Interfaces (UI) and User Experiences (UX) because these devices have diverse screen sizes and resolutions. However, no matter the device in which the app runs, it will have the same goal.

Imagine that Vanessa is a very popular YouTuber, painter, and craftswoman who usually uploads videos on a YouTube channel. She has more than a million followers, and one of her latest videos had a huge impact on social networking sites. In this video, she sketched basic shapes and then painted them with acrylic paint to build patterns. She worked with very attractive colors, and many famous Hollywood actresses uploaded pictures on Instagram sharing their creations with the technique demonstrated by Vanessa and with the revolutionary special colors developed by a specific acrylic paint manufacturer.

Obviously, the acrylic paint manufacturer wants to take full advantage of this situation, so he specifies the requirements for an app. The app must provide a set of predefined 2D shapes that the users can drag and drop in a document to build a pattern so that they can change both the 2D position and size. It is important to note that the shapes cannot intersect, and users cannot change the line widths because these are the basic requirements of the technique introduced by Vanessa. A user can select the desired line and fill colors for each shape. At any time, the user can tap a button, and the app must display a list of the acrylic paint tubes, bottles, or jars that the user must buy to paint the drawn pattern. Finally, the user can easily place an online order to request the suggested acrylic paint tubes, bottles, or jars. The app also generates a tutorial to explain to the user how to generate each of the final colors for the lines and fills by thinning the appropriate amount of acrylic paint with water, based on the colors that the user has specified.

The following figure shows an example of a pattern. Note that it is extremely simple to describe the objects that compose the pattern: four 2D shapes-specifically, two rectangles and two circles. If we measure the shapes, we would easily realize that they aren't two squares and two ellipses; they are two rectangles and two circles:

Capturing objects from the real world

We can easily recognize the objects; we understand that the pattern is composed of many 2D geometric shapes. Now, let's focus on the core requirement for the app, which is calculating the required amounts of acrylic paint. We have to take into account the following data for each shape included in the pattern in order to calculate the amount of acrylic paint:

  • The perimeter
  • The area
  • The line color
  • The fill color

The app allows users to use a specific color for the line that draws the borders of each shape. Thus, we have to calculate the perimeter in order to use it as one of the values that will allow us to estimate the amount of acrylic paint that the user must buy to paint each shape's border. Then, we have to calculate the area to use it as one of the values that will allow us to estimate the amount of acrylic paint that the user must buy to fill each shape's area.

We have to start working on the backend code that calculates areas and perimeters. The app will follow Vanessa's guidelines to create the patterns, and it will only support the following six shapes:

  • Squares
  • Equilateral triangles
  • Rectangles
  • Circles
  • Ellipses
  • Regular hexagons

We can start writing Swift code-specifically, six functions that calculate the areas of the previously enumerated shapes and another six to calculate their perimeters. Note that we are talking about functions, and we stopped thinking about objects; therefore, we will face some problems with this path, which we will solve with an object-oriented approach from scratch.

For example, if we start thinking about functions to solve the problem, one possible solution is to code the following twelve functions to do the job:

  • calculatedSquareArea
  • calculatedEquilateralTriangleArea
  • calculatedRectangleArea
  • calculatedCircleArea
  • calculatedEllipseArea
  • calculatedRegularHexagonArea
  • calculatedSquarePerimeter
  • calculatedEquilateralTrianglePerimeter
  • calculatedRectanglePerimeter
  • calculatedCirclePerimeter
  • calculatedEllipsePerimeter
  • calculatedRegularHexagonPerimeter

Each of the previously enumerated functions has to receive the necessary parameters of each shape and return either its calculated area or perimeter. These functions do not have side effects, that is, they do not make changes to the arguments they receive and they just return the results of the calculated perimeters. Therefore, we use calculated instead of calculate as the first word for their names. This way, it will be easier for us to generate the object-oriented version as we will continue to follow the API design guidelines that Apple has provided for Swift 3.

Now, let's forget about functions for a bit. Let's recognize the real-world objects from the application's requirements that we were assigned. We have to calculate the areas and perimeters of six elements, which are six nouns in the requirements that represent real-life objects-specifically 2D shapes. Our list of real-world objects is exactly the same that Vanessa's specification uses to determine the shapes allowed to be used to create patterns. Take a look at the list:

  • Squares
  • Equilateral triangles
  • Rectangles
  • Circles
  • Ellipses
  • Regular hexagons

After recognizing the real-life objects, we can start designing our application by following an object-oriented paradigm. Instead of creating a set of functions that perform the required tasks, we can create software objects that represent the state and behavior of a square, equilateral triangle, rectangle, circle, ellipse, and regular hexagon. This way, the different objects mimic the real-world 2D shapes. We can work with the objects to specify the different attributes required to calculate the area and perimeter. Then, we can extend these objects to include the additional data required to calculate other required values, such as the quantity of acrylic paint required to paint the borders.

Now, let's move to the real world and think about each of the previously enumerated six shapes. Imagine that we have to draw each of the shapes on paper and calculate their areas and perimeters. After we draw each shape, which values will we use to calculate their areas and perimeters? Which formulae will we use?

Tip

We started working on an object-oriented design before we started coding, and therefore, we will work as if we didn't know many concepts of geometry. For example, we can easily generalize the formulae that we use to calculate the perimeters and areas of regular polygons. However, we will analyze the requirements in most cases; we still aren't experts on the subject, and we need to dive deeper into the subject before we can group classes and generalize their behavior.

The following figure shows a drawn square and the formulae that we will use to calculate the perimeter and area. We just need the length of a side, usually identified as a:

Capturing objects from the real world

The following figure shows a drawn equilateral triangle and the formulae that we will use to calculate the perimeter and area. This type of triangle has equal sides, and the three internal angles are equal to 60 degrees. We just need the length of each side, usually identified as a:

Capturing objects from the real world

The following figure shows a drawn rectangle and the formulae that we will use to calculate the perimeter and area. We need the width and height values:

Capturing objects from the real world

The following figure shows a drawn circle and the formulae that we will use to calculate the perimeter and area. We just need the radius, usually identified as r:

Capturing objects from the real world

The following figure shows a drawn ellipse and the formulae that we will use to calculate the perimeter and area. We need the semimajor axis (usually labeled as a) and semiminor axis (usually labeled as b) values:

Capturing objects from the real world

The following figure shows a drawn regular hexagon and the formulae that we will use to calculate the perimeter and area. We just need the length of each side, usually labeled as a:

Capturing objects from the real world

The following table summarizes the data required for each shape:

Shape

Required data

Square

The length of a side

Equilateral triangle

The length of a side

Rectangle

The width and height

Circle

The radius

Ellipse

The semimajor and semiminor axes

Regular hexagon

The length of a side

Each object that represents a specific shape encapsulates the required data that we identified. For example, an object that represents an ellipse will encapsulate the ellipse's semimajor and semiminor axes.

Tip

Data encapsulation is one of the major pillars of object-oriented programming.

Generating classes to create objects

Imagine that you want to draw and calculate the areas of six different ellipses. You will end up with six ellipses drawn, their different semimajor axis and semiminor axis values, and their calculated areas. It would be great to have a blueprint to simplify the process of drawing each ellipse with their different semimajor axis and semiminor axis values.

In object-oriented programming, a class is a template definition or blueprint from which objects are created. Classes are models that define the state and behavior of an object. After declaring a class that defines the state and behavior of an ellipse, we can use it to generate objects that represent the state and behavior of each real-world ellipse:

Tip

Objects are also known as instances. For example, we can say each circle object is an instance of the Circle class.

The following figure shows two circle instances drawn with their radius values specified: Circle #1 and Circle #2. We can use a Circle class as a blueprint to generate the two different Circle instances. Note that Circle #1 has a radius value of 175, and Circle #2 has a radius value of 350. Each instance has a different radius value:

Generating classes to create objects

The following figure shows three ellipse instances drawn with their semimajor axis and semiminor axis values specified: Ellipse #1, Ellipse #2, and Ellipse #3. In this case, we can use an Ellipse class as a blueprint to generate the three different ellipse instances. It is very important to understand the difference between a class and the objects or instances generated through its usage. The object-oriented programming features supported in Swift allow us to discover which blueprint we used to generate a specific object. We will use these features in many examples in the upcoming chapters. Thus, we can know that each object is an instance of the Ellipse class. Each ellipse has its own specific values for the semimajor and semiminor axes:

Generating classes to create objects

We recognized six completely different real-world objects from the application's requirements, and therefore, we can generate the following six classes to create the necessary objects:

  • Square
  • EquilateralTriangle
  • Rectangle
  • Circle
  • Ellipse
  • RegularHexagon

Note the usage of Pascal case for class names; this means that the first letter of each word that composes the name is capitalized, while the other letters are in lowercase. This is a coding convention in Swift. For example, we use the RegularHexagon name for the class that will generate regular hexagons. Pascal case is also known as UpperCamelCase or Upper Camel Case.

Recognizing variables and constants to create properties

We know the information required for each of the shapes to achieve our goals. Now, we have to design the classes to include the necessary properties that provide the required data to each instance. We have to make sure that each class has the necessary variables that encapsulate all the data required by the objects to perform all the tasks based on our application domain.

Let's start with the RegularHexagon class. It is necessary to know the length of a side for each instance of this class, that is, for each regular hexagon object. Thus, we need an encapsulated variable that allows each instance of the RegularHexagon class to specify the value for the length of a side.

Tip

The variables defined in a class to encapsulate the data for each instance of the class in Swift are known as properties. Each instance has its own independent value for the properties defined in the class. The properties allow us to define the characteristics for an instance of the class. In other programming languages, the variables defined in a class are known as either attributes or fields.

The RegularHexagon class defines a floating point property named lengthOfSide, whose initial value is equal to 0 for any new instance of the class. After we create an instance of the RegularHexagon class, it is possible to change the value of the lengthOfSide attribute.

Note the usage of Camel case, which is using a lowercase first letter, for class property names. The first letter is lowercase, and then, the first letter for each word that composes the name is capitalized, while the other letters are in lowercase. It is a coding convention in Swift for both variables and properties. For example, we use the lengthOfSide name for the property that stores the value of the length of a side.

Imagine that we create two instances of the RegularHexagon class. One of the instances is named regularHexagon1 and the other, regularHexagon2. The instance names allow us to access the encapsulated data for each object, and therefore, we can use them to change the values of the exposed properties.

Swift uses a dot (.) to allow us to access the properties of instances. So, regularHexagon1.lengthOfSide provides access to the length of side of the RegularHexagon instance named regularHexagon1, and regularHexagon2.lengthOfSide does the same for the RegularHexagon instance named regularHexagon2.

Tip

Note that the naming convention makes it easy for us to differentiate an instance name, that is, a variable from a class name. Whenever we see the first letter in uppercase or capitalized, it means that we are talking about a class.

We can assign 20 to regularHexagon1.lengthOfSide and 50 to regularHexagon2.lengthOfSide. This way, each RegularHexagon instance will have a different value for the lengthOfSide attribute.

Now, let's move to the Ellipse class. We can define two floating point attributes for this class: semiMajorAxis and semiMinorAxis. Their initial values will also be 0. Then, we can create three instances of the Ellipse class named ellipse1, ellipse2, and ellipse3.

We can assign the values summarized in the following table to the three instances of the Ellipse class:

Instance name

semiMinorAxis value

semiMajorAxis value

ellipse1

210

400

ellipse2

180

300

ellipse3

180

356

This way, ellipse1.semiMinorAxis will be equal to 210, while ellipse3.semiMinorAxis will be equal to 180. The ellipse1 instance represents an ellipse with semiMinorAxis of 210 and semiMajorAxis of 400.

The following table summarizes the floating point properties defined for each of the six classes that we need for our application:

Class name

Properties list

Square

lengthOfSide

EquilateralTriangle

lengthOfSide

Rectangle

width and height

Circle

radius

Ellipse

semiMinorAxis and semiMajorAxis

RegularHexagon

lengthOfSide

Tip

The properties are members of their respective classes. However, properties aren't the only members that classes can have.

Note that three of these classes have the same property: lengthOfSide-specifically, the Square, EquilateralTriangle, and RegularHexagon classes. We will dive deep into what these three classes have in common later and take advantage of object-oriented features to reuse code and simplify our application's maintenance. However, we are just starting our journey, and we will make improvements as we cover additional object-oriented features included in Swift.

The following figure shows a Unified Modeling Language (UML) class diagram with the six classes and their properties. This diagram is very easy to understand. The class name appears on the top of the rectangle that identifies each class. A rectangle below the same shape that holds the class name displays all the property names exposed by the class with a plus sign (+) as a prefix. This prefix indicates that what follows it is an attribute name in UML and a property name in Swift:

Recognizing variables and constants to create properties

Recognizing actions to create methods

So far, we have designed six classes and identified the necessary properties for each of them. Now, it is time to add the necessary pieces of code that work with the previously defined properties to perform all the tasks. We have to make sure that each class has the necessary encapsulated functions that process the property values specified in the objects to perform all the tasks.

Let's forget a bit about the similarities between the different classes. We will work with them individually as if we didn't have the necessary knowledge of geometric formulae. We will start with the Square class. We need pieces of code that allow each instance of this class to use the value of the lengthOfSide property to calculate the area and perimeter.

Tip

The functions defined in a class to encapsulate the behavior of each instance of the class are known as methods. Each instance can access the set of methods exposed by the class. The code specified in a method can work with the properties specified in the class. When we execute a method, it will use the properties of the specific instance. Whenever we define methods, we must make sure that we define them in a logical place, that is, in the place where the required data is kept.

When a method doesn't require parameters, we can say that it is a parameterless method. In this case, all the methods we will initially define for the classes will be parameterless methods that just work with the values of the previously defined properties and use the formulae shown in the figures. Thus, we will be able to call them without arguments. We will start creating methods, but we will be able to explore additional options based on specific Swift features later.

The Square class defines the following two parameterless methods. We will declare the code for both methods within the definition of the Square class so that they can access the lengthofSide property value:

  • calculatedArea: This method returns a floating point value with the calculated area for the square. It returns the square of the lengthOfSide attribute value (lengthOfSide2 or lengthOfSide ^ 2).
  • calculatedPerimeter: This method returns a floating point value with the calculated perimeter for the square. It returns the lengthOfSide attribute value multiplied by 4 (4 * lengthOfSide).

Note the usage of Camel case, that is, using a lowercase first letter, for method names. The first letter is in lowercase, and then, the first letter for each word that composes the name is capitalized, while the other letters are in lowercase. As it happened with property names, it is a coding convention in Swift for methods.

These methods do not have side effects, that is, they do not make changes to the related instance. The methods just return the calculated values. Their operation is naturally described by the calculate verb. We use calculated instead of calculate as the first word for their names because the verb's imperative must be used for mutating methods. In this case, the methods are nonmutating, and we follow the API design guidelines that Apple provided for Swift 3.

Swift uses a dot (.) to allow us to execute the methods of the instances. Imagine that we have two instances of the Square class: square1 with the lengthOfSide property equal to 20 and square2 with the lengthOfSide property equal to 40. If we call square1.calculatedArea, it will return the result of 202, which is 400. If we call square2.calculatedArea, it will return the result of 402, which is 1600. Each instance has a diverse value for the lengthOfSide attribute, and therefore, the results of executing the calcualteArea method are different.

If we call square1.calculatedPerimeter, it will return the result of 4 * 20, which is 80. On the other hand, if we call square2.calculatePerimeter, it will return the result of 4 * 40, which is 160.

Now, let's move to the EquilateralTriangle class. We need exactly two methods with the same names specified for the Square class: calculatedArea and calculatedPerimeter. In addition, the methods return the same type and don't need parameters, so we can declare both of them as parameterless methods, as we did in the Square class. However, these methods have to calculate the results in a different way, that is, they have to use the appropriate formulae for an equilateral triangle. The other classes also need the same two methods. However, each of them will use the appropriate formulae for the related shape.

We have a specific problem with the calculatedPerimeter method that the Ellipse class generates. Perimeters are complex to calculate for ellipses, so there are many formulae that provide approximations. An exact formula requires an infinite series of calculations. We can use an initial formula that isn't very accurate, which we will have to improve later. The initial formula will allow us to return a floating point value with the calculated approximation of the perimeter for the ellipse.

The following figure shows an updated version of the UML diagram with the six classes, their attributes, and their methods:

Recognizing actions to create methods

Organizing classes with UML diagrams

So far, our object-oriented solution includes six classes with their properties and methods. However, if we take another look at these six classes, we will notice that all of them have the same two methods: calculatedArea and calculatedPerimeter. The code for the methods in each class is different because each shape uses a special formula to calculate either the area or the perimeter. However, the declarations, contracts, or protocols for the methods are the same. Both methods have the same name, are always parameterless, and return a floating point value. Thus, all of them return the same type.

When we talked about the six classes, we said we were talking about six different geometrical shapes or simply shapes. Thus, we can generalize the required behavior or protocol for the six shapes. These shapes must define the calculatedArea and calculatedPerimeter methods with the previously explained declarations. We can create a protocol to make sure that the six classes provide the required behavior.

The protocol is a special class named Shape, and it generalizes the requirements for the geometrical shapes in our application. In this case, we will work with a special class, but in the future, we will use protocols for the same goal. The Shape class declares two parameterless methods that return a floating point value: calculatedArea and calculatedPerimeter. Then, we will declare the six classes as subclasses of the Shape class, which will inherit these definitions, and provide the specific code for each of these methods.

The subclasses of Shape (Square, EquilateralTriangle, Rectangle, Circle, Ellipse, and RegularHexagon) implement the methods because they provide code while maintaining the same method declarations specified in the Shape superclass. Abstraction and hierarchy are two major pillars of object-oriented programming.

Object-oriented programming allows us to discover whether an object is an instance of a specific superclass. After we change the organization of the six classes and after they become subclasses of Shape, any instance of Square, EquilateralTriangle, Rectangle, Circle, Ellipse, or RegularHexagon is also a Shape class. In fact, it isn't difficult to explain the abstraction because we speak the truth about the object-oriented model when we say that it represents the real world. It makes sense to say that a regular hexagon is indeed a shape and therefore an instance of RegularHexagon is a Shape class. An instance of RegularHexagon is both a Shape (the superclass of RegularHexagon) class and a RegularHexagon (the class that we used to create the object) class.

The following figure shows an updated version of the UML diagram with the superclass or base class (Shape), its six subclasses, and their attributes and methods. Note that the diagram uses a line that ends in an arrow that connects each subclass to its superclass. You can read the line that ends in an arrow as the following: the class where the line begins is a subclass of the class that has the line ending with an arrow. For example, Square is a subclass of Shape and EquilateralTriangle is a subclass of Shape:

Organizing classes with UML diagrams

Tip

A single class can be the superclass of many subclasses.

Now, it is time to have a meeting with a domain expert, that is, someone who has an excellent knowledge of geometry. We can use the UML diagram to explain the object-oriented design for the solution. After we explain the different classes that we will use to abstract behavior, the domain expert explains to us that many of the shapes have something in common and that we can generalize behavior even further. The following three shapes are regular polygons:

  • An equilateral triangle (the EquilateralTriangle class)
  • A square (the Square class)
  • A regular hexagon (the RegularHexagon class)

Regular polygons are polygons that are both equiangular and equilateral. All the sides that compose a regular polygon have the same length and are placed around a common center. This way, all the angles between any two sides are equal. An equilateral triangle is a regular polygon with three sides, the square has four sides, and the regular hexagon has six sides. The following picture shows the three regular polygons and the generalized formulae that we can use to calculate their areas and perimeters. The generalized formula to calculate the area requires us to calculate a cotangent, which is abbreviated as cot:

Organizing classes with UML diagrams

As the three shapes use the same formula with just a different value for the number of sides (n) parameter, we can generalize the required protocol for the three regular polygons. The protocol is a special class named RegularPolygon that defines a new numberOfSides property that specifies the number of sides with an integer value. The RegularPolygon class is a subclass of the previously defined Shape class. It makes sense because a regular polygon is indeed a shape. The three classes that represent regular polygons become subclasses of RegularPolygon. However, both the calculateArea and calculatedPerimeter methods are coded in the RegularPolygon class using the generalized formulae. The subclasses just specify the right value for the inherited numberOfSides property, as follows:

  • EquilateralTriangle: 3
  • Square: 4
  • RegularHexagon: 6

The RegularPolygon class also defines the lengthOfSide property that was previously defined in the three classes that represent regular polygons. Now, the three classes become subclasses of RegularPolygon and inherit the lengthOfSide property. The following figure shows an updated version of the UML diagram with the new RegularPolygon class and the changes in the three classes that represent regular polygons. The three classes that represent regular polygons do not declare either the calculatedArea or calculatedPerimeter methods because these classes inherit them from the RegularPolygon superclass and don't need to make changes to these methods that apply a general formula:

Organizing classes with UML diagrams

Our domain expert also explains to us a specific issue with ellipses. There are many formulae that provide approximations of the perimeter value for this shape. Thus, it makes sense to add additional methods that calculate the perimeter using other formulae. He suggests us to make it possible to calculate the perimeters with the following formulae:

  • The second version of the formula developed by Srinivasa Aiyangar Ramanujan
  • The formula proposed by David W. Cantrell

We will define the following two additional parameterless methods to the Ellipse class. The new methods will return a floating point value and solve the specific problem of the ellipse shape:

  • CalculatedPerimeterWithRamanujanII
  • CalculatedPerimeterWithCantrell

This way, the Ellipse class will implement the methods specified in the Shape superclass and also add two specific methods that aren't included in any of the other subclasses of Shape. The following figure shows an updated version of the UML diagram with the new methods for the Ellipse class:

Organizing classes with UML diagrams

Working with API objects in the Xcode Playground

Now, let's forget a bit about geometry, shapes, polygons, perimeters, and areas. We will interact with API objects in the Xcode Playground. You still need to learn many things before we can start creating object-oriented code. However, we will write some code in the Playground to interact with an existing API before we move forward with our journey into the object-oriented programming world.

Tip

The following example interacts with an iOS API, and therefore, you cannot run it in Ubuntu or in the web-based IBM Swift Sandbox. However, you will be able to run most of the examples that don't interact with iOS APIs in the forthcoming chapters.

Object-oriented programming is extremely useful when you have to interact with API objects. When Apple launched iOS 8, it introduced a Health app that provided iPhone users access to a dashboard of health and fitness data. The HealthKit framework introduced in the iOS SDK 8 allows app developers to request permissions from the users themselves to read and write specific types of health and fitness data. The framework makes it possible to ask for, create, and save health and fitness data that the users will see summarized in the Health app. This app is still a very important app in iOS 10, and the Apple Watch device in its two versions can generate very useful data for this app.

When we store and query health and fitness data, we have to use the framework to work with the units in which the values are expressed, their conversions, and localizations. For example, let's imagine an app that stores body temperature data without considering the units and their conversions. A value of 39 degrees Celsius (which is equivalent to 102.2 degrees Fahrenheit) in an adult would means that the person's body temperature is higher than normal (that is, they may have a fever). However, a value of 39 degrees Fahrenheit (equivalent to 3.88 degrees Celsius) would mean that the person's body is close to its freezing point. If our app just stores values without considering the related units and user preferences, we can have huge mistakes. If the app just saves 39 degrees and thinks that the user will always display Celsius, it will still display 39 degrees to a user whose settings use Fahrenheit as the default temperature unit. Thus, the app will provide wrong information to the user.

The data in HealthKit is always represented by a double value with an associated simple or complex unit. The units are classified into types, and it is possible to check the compatibility between units before performing conversions. We can work with HealthKit quantities and units in the Swift interactive Playground and understand how simple it is to work with an object-oriented framework. It is important to note that the Playground doesn't allow us to interact with the HealthKit data store. However, we will just play with quantities and units in a few object-oriented snippets.

Start Xcode, navigate to File | New | Playground..., enter a name for Playground, select iOS as the desired platform, click on Next, select the desired location for the Playground file, and click on Create. Xcode will display a Playground window with a line that imports UIKit and creates a string variable. You just need to add the following line to be able to work with quantities and units from the HealthKit framework, as shown in the subsequent screenshot:

    import HealthKit 

Working with API objects in the Xcode Playground

Tip

Xcode allows us to create playgrounds for any of the following platforms: iOS, Mac OS, and tvOS.

All HealthKit types start with the HK prefix. HKUnit represents a particular unit that can be either simple or complex. Simple units for temperature are degrees Celsius and degrees Fahrenheit. A complex unit for mass/volume is ounces per liter (oz/L). HKUnit supports many standard SI units (Système Internationale d'Unités in French, International System of Units in English) and non-SI units.

Add the following two lines to the Swift Playground and check the results on the right-hand side of the window; you will notice that they generate instances of HKTemperatureUnit. Thus, you created two objects that represent temperature units, as follows. The code file for the sample is included in the swift_3_oop_chapter_01_01 folder:

    let degCUnit = HKUnit.degreeCelsius() 
    let degFUnit = HKUnit.degreeFahrenheit() 

Tip

In Swift 2.x, in order to work with the APIs, it was necessary to repeat information many times. Swift 3 reduced the need to repeat information that was obvious, and therefore, we have to write less code to achieve the same goal compared with Swift 2.x. For example, in Swift 2.x, it was necessary to write HKUnit.degreeCelsiusUnit() and HKUnit.degreeFahrenheitUnit(). The HKUnit prefix makes it clear that we are talking about a unit, and therefore, Swift 3 removed the Unit word as a suffix of both HKUnit.degreeCelsiusUnit() and HKUnit.degreeFahrenheitUnit(). As a result, we can write the previously shown code that uses HKUnit.degreeCelsius() and HKUnit.degreeFahrenheit().

However, there are other ways to create objects that represent temperature units. It is also possible to use the HKUnit initializer, which returns the appropriate unit instance from its string representation. For example, the following lines also generate instances of HKTemperatureUnit for degrees in Celsius and Fahrenheit. The code file for the sample is included in the swift_3_oop_chapter_01_01 folder:

    let degCUnitFromStr = HKUnit(from: "degC") 
    let degFUnitFromStr = HKUnit(from: "degF") 

Tip

In Swift 2.x, it was necessary to use fromString instead of from to achieve the same goal shown in the previous lines. Swift 3 reduced the code that it is necessary to write to make API calls.

The following lines generate two instances of HKEnergyUnit-one for kilocalories and the other for kilojoules. The code file for the sample is included in the swift_3_oop_chapter_01_01 folder:

    let kiloCaloriesUnit = HKUnit(from: "kcal") 
    let joulesUnit = HKUnit(from: "kJ") 

The next two lines generate two instances of HKMassUnit-one for kilograms and the other for pounds. The code file for the sample is included in the swift_3_oop_chapter_01_01 folder:

    let kiloGramsUnit = HKUnit.gramUnit(with: 
    HKMetricPrefix.kilo) 
    let poundsUnit = HKUnit.pound() 

The next line generates an instance of _HKCompoundUnit because the string specifies a complex unit for mass/volume: ounces per liter (oz/L). The code file for the sample is included in the swift_3_oop_chapter_01_01 folder. The subsequent screenshot shows the results displayed in the Playground:

    let ouncesPerLiter = HKUnit(from: "oz/L") 

Working with API objects in the Xcode Playground

HKQuantity encapsulates a quantity value (Double) and the unit of measurement (HKUnit). This class doesn't provide all the operations you might expect to work with quantities and their units of measure, but it allows you to perform some useful compatibility checks and conversions.

The following lines create two HKQuantity instances with temperature units; we name the instances bodyTemperature1 and bodyTemperature2. The former uses degrees Celsius (degCUnit) and the latter degrees Fahrenheit (degFUnit). Then, the code calls the is method with the compatibleWith argument to make sure that each HKQuantity instance can be converted to degrees Fahrenheit (degFUnit). If is returns true, it means that you can convert to HKUnit, which is specified as the compatibleWith argument. We always have to call this method before calling the doubleValue method. This way, we will avoid errors when the units aren't compatible.

The doubleValue method returns the quantity value converted to the unit specified as the for argument. In this case, the two calls make sure that the value is expressed in degrees Fahrenheit, no matter what the temperature unit specified in each HKQuantity instance is. The code file for the sample is included in the swift_3_oop_chapter_01_01 folder. The screenshot that follows the given code shows the results displayed in the Playground:

    let bodyTemperature1 = HKQuantity(unit: degCUnit, 
    doubleValue: 35.2) 
    let bodyTemperature2 = HKQuantity(unit: degFUnit, 
    doubleValue: 95) 
    print(bodyTemperature1.description) 
    print(bodyTemperature2.description) 
 
    if bodyTemperature1.is(compatibleWith: degFUnit) { 
      print("Temperature #1 in Fahrenheit degrees: \
      (bodyTemperature1.doubleValue(for: degFUnit))") 
    } 
 
    if bodyTemperature2.is(compatibleWith: degFUnit) { 
      print("Temperature #2 in Fahrenheit degrees: \
      (bodyTemperature2.doubleValue(for: degFUnit))") 
    } 

Working with API objects in the Xcode Playground

The following line shows an example of the code that creates a new HKQuantity instance with a quantity and temperature unit converted from degrees Fahrenheit to degrees Celsius. There is no convert method that acts as a shortcut, so we have to call doubleValue and use it in the HKQuantity initializer, as follows. The code file for the sample is included in the swift_3_oop_chapter_01_01 folder:

    let bodyTemperature2InDegC = HKQuantity(unit: 
      degCUnit, doubleValue: 
    bodyTemperature2.doubleValue(for: degCUnit)) 

The compare method returns a ComparisonResult value that indicates whether the receiver is greater than, equal to, or less than the compatible HKQuantity value specified as an argument. For example, the following lines compare bodyTemperature1 with bodyTemperature2 and print the results of the comparison. Note that it isn't necessary to convert both the HKQuantity instances to the same unit; they just need to be compatible, and the compare method will be able to perform the comparison by making the necessary conversions under the hood. In this case, one of the temperatures is in degrees Celsius and the other is in degrees Fahrenheit. The screenshot that follows the given code shows the results displayed in the Playground:

    let bodyTemperature2InDegC = HKQuantity(unit: 
      degCUnit, doubleValue: 
    bodyTemperature2.doubleValue(for: degCUnit)) 
 
    let comparisonResult = 
    bodyTemperature1.compare(bodyTemperature2) 
    switch comparisonResult { 
      case ComparisonResult.orderedDescending: 
      print("Temperature #1 is greater than #2") 
      case ComparisonResult.orderedAscending: 
      print("Temperature #2 is greater than #1") 
      case ComparisonResult.orderedSame: 
      print("Temperature #1 is equal to Temperature #2") 
    } 
 

Working with API objects in the Xcode Playground

Tip

In many cases, the APIs removed the NS prefix in Swift 3. In Swift 2.3, the compare method returned an NSComparisonResult value. In Swift 3, the compare method returns a ComparisonResult value. In addition, the APIs in Swift 3 use lowerCamelCase for enumeration values. Therefore, the NSComparisonResult.OrderedDescending value in Swift 2.3 is ComparisonResult.orderedDescending in Swift 3.

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.

Test your knowledge

  1. Objects are also known as:
    1. Classes
    2. Subclasses
    3. Instances

  2. The code specified in a method within a class:
    1. Cannot access the properties specified in the class
    2. Can access the properties specified in the class
    3. Cannot interact with other members of the class

  3. A subclass:
    1. Inherits all members from its superclass
    2. Inherits only methods from its superclass
    3. Inherits only properties from its superclass

  4. The variables defined in a class to encapsulate data for each instance of the class in Swift are known as:
    1. Subclasses
    2. Properties
    3. Methods

  5. The functions defined in a class to encapsulate behavior for each instance of the class are known as:
    1. Subclasses
    2. Properties
    3. Methods

  6. Which of the following conventions is appropriate for enumeration values in Swift 3:
    1. lowerCamelCase
    2. UpperCamelCase
    3. ALL UPPERCASE

  7. Which of the following class names follow the PascalCase convention, also known as the UpperCamelCase convention, and would be an appropriate name for a class in Swift 3:
    1. regularHexagon
    2. RegularHexagon
    3. Regularhexagon

  8. Which of the following method names would be appropriate for a non-mutating method that returns the calculated perimeter for a square in Swift 3, considering the API design guidelines:
    1. calculatedPerimeter
    2. calculatePerimeter
    3. calculateThePerimeter

  9. Which of the following method names would be appropriate for a mutating method that saves the calculated perimeter of an instance's property for a square in Swift 3, considering the API design guidelines:
    1. calculatedPerimeter
    2. calculatePerimeter
    3. calculatingPerimeter

Summary

In this chapter, you learned how to recognize real-world elements and translate them into the different components of the object-oriented paradigm supported in Swift 3: classes, protocols, properties, methods, and instances. You understood that the classes represent blueprints or templates to generate the objects, 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. We generated many versions of the initial UML diagram as we added superclasses and subclasses. Finally, we wrote some code in the Swift Playground to understand how we can interact with API objects. We recognized many differences between Swift 3 and the previous versions of the programming language when interacting with APIs.

Now that you have learned some of the basics of the object-oriented paradigm, we are ready to start creating classes and instances in Swift 3, which is the topic of the next chapter.

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Key benefits

  • Leverage the most efficient object-oriented design patterns in your Swift applications
  • Write robust, safer, and better code using the blueprints that generate objects
  • Build a platform with object-oriented code using real-world elements and represent them in your apps

Description

Swift has quickly become one of the most-liked languages and developers’ de-facto choice when building applications that target iOS and macOS. In the new version, the Swift team wants to take its adoption to the next level by making it available for new platforms and audiences. This book introduces the object-oriented paradigm and its implementation in the Swift 3 programming language to help you understand how real-world objects can become part of fundamental reusable elements in the code. This book is developed with XCode 8.x and covers all the enhancements included in Swift 3.0. In addition, we teach you to run most of the examples with the Swift REPL available on macOS and Linux, and with a Web-based Swift sandbox developed by IBM capable of running on any web browser, including Windows and mobile devices. You will organize data in blueprints that generate instances. You’ll work with examples so you understand how to encapsulate and hide data by working with properties and access control. Then, you’ll get to grips with complex scenarios where you use instances that belong to more than one blueprint. You’ll discover the power of contract programming and parametric polymorphism. You’ll combine generic code with inheritance and multiple inheritance. Later, you’ll see how to combine functional programming with object-oriented programming and find out how to refactor your existing code for easy maintenance.

Who is this book for?

This book is for iOS and macOS developers who want to get a detailed practical understanding of object-oriented programming with the latest version of Swift: 3.0.

What you will learn

  • Write high-quality and easy-to-maintain reusable object-oriented code to build applications for iOS, macOS, and Linux
  • Work with encapsulation, abstraction, and polymorphism using Swift 3.0
  • Work with classes, instances, properties, and methods in Swift 3.0
  • Take advantage of inheritance, specialization, and the possibility to overload or override members
  • Implement encapsulation, abstraction, and polymorphism
  • Explore functional programming techniques mixed with object-oriented code in Swift 3.0
  • Understand the differences between Swift 3.0, previous Swift versions, and Objective-C code

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Publication date : Feb 27, 2017
Length: 370 pages
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Table of Contents

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

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