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Mastering Swift 3

You're reading from   Mastering Swift 3 Build incredible apps for iOS and OS X

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466129
Length 392 pages
Edition 1st Edition
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Author (1):
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Jon Hoffman Jon Hoffman
Author Profile Icon Jon Hoffman
Jon Hoffman
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Table of Contents (18) Chapters Close

Preface 1. Taking the First Steps with Swift FREE CHAPTER 2. Learning About Variables, Constants, Strings, and Operators 3. Using Swift Collections and the Tuple Type 4. Control Flow and Functions 5. Classes and Structures 6. Using Protocols and Protocol Extensions 7. Protocol-Oriented Design 8. Writing Safer Code with Availability and Error Handling 9. Custom Subscripting 10. Using Optional Types 11. Working with Generics 12. Working with Closures 13. Using Mix and Match 14. Concurrency and Parallelism in Swift 15. Swift Formatting and Style Guide 16. Swifts Core Libraries 17. Adopting Design Patterns in Swift

Object-Oriented design


Before we start writing code, let's create a very basic class diagram that shows how we would design the Animal class hierarchy. I usually start off by making a very basic diagram that simply shows the classes themselves without much detail. This helps me picture the class hierarchy in my mind. The following diagram shows the class hierarchy for the Object-Oriented design:

This diagram shows that we have one superclass named Animal and two subclasses named Alligator and Lion. We may think that with the three categories (land, air, and sea) that we would want to create, a larger class hierarchy where the middle layer would contain the classes for the land, air, and sea animals. This would allow us to separate the code for each category however that is not possible with our requirements. The reason this is not possible is that any of the animal types can be members of multiple categories, and with a class hierarchy, each class can have one and only one superclass....

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