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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

Summary

In this chapter, you learned about the different members of a class or blueprint. We worked with instance properties, type properties, instance methods, and type methods. We worked with stored properties, getters, setters, and property observers, and we took advantage of access modifiers to hide data.

We worked with superheroes and defined the shared properties of a specific type of lion superhero using type properties. We also worked with mutable and immutable versions of a 3D vector, following the recommendations included in the Swift API Design Guidelines. You also understood the difference between mutable and immutable classes.

Now that you have learned to encapsulate data with properties, you are ready to create class hierarchies to abstract and specialize behavior, which is the topic of the next chapter.

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