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Learning Swift 2 Programming

Learning Swift 2 Programming

          
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About the Book

Get started fast with Swift 2 programming for iOS and OS X Learning Swift 2 Programming is a fast-paced, hands-on introduction to writing production-quality iOS and OS X apps with Apple’s programming language. Written for developers with experience in any modern language, this book explains Swift simply and clearly, using relevant examples that solve realistic problems. Author Jacob Schatz’s popular YouTube video tutorials have already helped thousands of Apple developers get started with Swift. Now, he helps you take full advantage of Swift’s advanced design, remarkable performance, and streamlined development techniques. Step by step, you’ll move from basic syntax through advanced features such as closures and generics—discovering helpful tips and tricks along the way. After you’ve mastered Swift’s building blocks and learned about its key innovations, a full section of case studies walks you through building complete apps from scratch. Learn how to: Compare Swift with Objective-C, JavaScript, Python, Ruby, and C Collect data with arrays and dictionaries, and store it with variables and constants Group commonly used code into functions for easy reuse Structure your code with enums, structs, and classes Use generics to get more done with less code Write closures to share small blocks of functionality Use optionals to write more robust, crash-resistant, and cleaner code Integrate existing Objective-C code into new Swift apps Program on the bit and byte levels with advanced operators Implement efficient design patterns with protocols and delegates Create animated 2D games with SpriteKit, and apps with UIKit

Table of Contents:
Introduction 1 1 Getting Your Feet Wet: Variables, Constants, and Loops 5 Building Blocks of Swift 6  Computed Properties (Getters and Setters) 6  Using Comments 8  Inference 8 Merging Variables into a String 10 Optionals: A Gift to Unwrap 11  Printing Your Results 14  Implicitly Unwrapped Optionals 14 Tuples 15 Number Types 16 From Objective-C to Swift 17  Control Flow: Making Choices 18  Switching It Up: switch Statements 25  Stop...Hammer Time 28 Summary 29 2 Collecting Your Data: Arrays and Dictionaries 31 Using Arrays 31  Your First Array the Long Way 31  A Quicker Array 32  Using AnyObject 32  Differences Between NSArrays and Swift Arrays 33 Modifying Arrays 33  Accessing Array Elements 33  Adding Elements to an Array 34  Removing Elements from Arrays 34  Iterating Over Arrays 35  Extra Bits of Arrays 35  Emptying an Array 36 Using Dictionaries 36  Adding, Removing, and Inserting with Dictionaries 37  Iterating Over Dictionaries 37  Extra Bits of Dictionaries 38  Emptying a Dictionary 38  Testing Dictionaries for the Presence of Values 38  Putting It All Together 39 Summary 41 3 Making Things Happen: Functions 43 Defining Functions 44  Return Types 45  Multiple Return Values 46 More on Parameters 47  External Parameter Names 47  Default Parameter Values 48  Variadic Parameters 49  In-Out Parameters 50  Functions as Types 51  Putting It All Together 52 Summary 55 4 Structuring Code: Enums, Structs, and Classes 57 Enums 58  Which Member Was Set? 59  Associated Values 59  Raw Values 60 Structs 61  Defining Methods in Structs 63  Structs Are Always Copied 64  Mutating Methods 65  Classes 66  Initialization 66  What Is a Reference Type? 68  Do I Use a Struct or a Class? 68  Forgot Your Pointer Syntax? 69  Property Observers 69  Methods in Classes 70 Summary 74 5 SpriteKit 75 Introducing SpriteKit 75  The SKNode and SKSpriteNode 75 Creating a Game 76  The New Project Screen 76  The Game 85 Summary 92 6 Reusable Code: Closures 93 What Are Closures? 93 Closures in Other Languages 94 How Closures Work and Why They’re Awesome 95  The Closure Syntax 96  Inferring Using Context 96  Arguments Have a Shorthand, Too 97  Sorting a Custom Car Class 97  Closures Are Reference Types 98  Automatic Reference Counting 99  Strong Reference Cycles 100  Trailing Closures 106 Summary 107 7 Creating Your Own Syntax: Subscripts and Advanced Operators 109 Writing Your First Subscript 110 Bits and Bytes with Advanced Operators 113  Bitwise NOT 114  Bitwise AND 115  Bitwise OR 116  Bitwise XOR 117  Shifting Bits 118  UInt8, UInt16, UInt32, Int8, Int16, Int32, and So On 119  Value Overflow and Underflow 119 Customizing Operators 120 Making Your Own Operators 122 Bits and Bytes in Real Life 123 Summary 127 8 Protocols 129 Writing Your First Protocol 129  Properties 131 Animizable and Humanizable 134  Methods 135 Delegation 136 Protocols as Types 138 Protocols in Collections 139  Protocol Inheritance 140  Protocol Composition 141  Protocol Conformity 143  Optional Protocol Prerequisites 145 Optional Chaining 146  Back to Optional Protocol Requisites 148  Useful Built-in Swift Protocols 149 Summary 151 9 Becoming Flexible with Generics 153 The Problem That Generics Solve 153  Other Uses for Generics 155  Generics for Protocols 157  The where Clause 158 Summary 162 10 Games with SpriteKit 163 The Game 163 The Setup 163 Tour the Code 164 The Game 164  Step 1: Create the World 165  Step 2: Making Things Move 176 Summary 185 11 Making Games with Physics 187 Making a Physics-Based Game 187  Creating the Project 188  Adding the Assets 189  Adding the Levels 189  Generating the Levels 190  Making a Playable Game 197  Creating the Cage 199 Summary 204 12 Making Apps with UIKit 205 Application Types 205  Single-View Applications 206  Creating the User Interface 208  Adding Constraints 209  Hooking Up the UI to Code 211  Writing the Code 212  The TableView 216 Summary 218 Index 219


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Product Details
  • ISBN-13: 9780134431598
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison-Wesley Educational Publishers Inc
  • Depth: 19
  • Height: 228 mm
  • No of Pages: 256
  • Series Title: Learning
  • Weight: 402 gr
  • ISBN-10: 0134431596
  • Publisher Date: 08 Jan 2016
  • Binding: Paperback
  • Edition: 2
  • Language: English
  • Returnable: Y
  • Spine Width: 14 mm
  • Width: 179 mm


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