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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 instance properties, type properties, and methods, it is time to spend some time in the Playground, the Swift REPL, or the Sandbox, creating new classes and instances:

  • Exercise 1: Create mutable versions of the following three classes that we analyzed in Chapter 1, Objects from the Real-World to the Playground:

    • Equilateral triangle (The EquilateralTriangle class)

    • Square (The Square class)

    • Regular hexagon (The RegularHexagon class)

  • Exercise 2: Create immutable versions of the previously created classes

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