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Learning Swift Programming

Learning Swift Programming

          
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About the Book

Get started fast with Swift programming for iOS and OS X   Learning Swift Programming is a fast-paced, hands-on introduction to writing production-quality iOS and OS X apps with Apple’s new programming language. Written for developers with previous experience in any other modern language, this book explains Swift simply and clearly, using relevant examples that solve realistic problems.   Author Jacob Schatz’s popular Skip Wilson video tutorials on YouTube 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. 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 level with advanced operators Implement efficient design patterns with protocols and delegates Create animated 2D games with SpriteKit, and 3D games with SceneKit Contents at a Glance 1 Getting Your Feet Wet Building Blocks of Swift Optionals: A Gift to Unwrap Tuples Number Types and Converting Between Them Coming to Swift from Objective-C and C 2 Collecting Data Using Arrays Modifying Arrays Using Dictionaries 3 Making Things Happen: Functions Defining Functions More on Parameters 4 Structuring Code: Enums, Structs, and Classes Enums Structs 5 Making a Game Building a User Interface (UI) The Action-Packed View Controller 6 Reusable Code: Closures What Are Closures? Closures in Other Languages How Closures Work and Why They’re Awesome 7 Subscripts and Advanced Operators Writing Your First Subscript Bits and Bytes with Advanced Operators Customizing Operators Making Your Own Operators Bits and Bytes in Real Life 8 Protocols Writing Your First Protocol Animizable and Humanizable Delegation Protocols as Types Protocols in Collections Optional Chaining 9 Becoming Flexible with Generics The Problem That Generics Solve 10 Games with SpriteKit      Setting Up the Project      The Start Screen      Dangerous Ground      A Hero to the Rescue      Enemies in Motion      Spawned Obstacles      Smashing Physics 11 Games with SceneKit   Creating DAE Files      Creating a New SceneKit Project      Your SceneKit Files      Making the Game   Bridging the Gap to Objective-C 12 Apps with UIKit   Application Types      Loading a Table View      Loading Data from a URL  

Table of Contents:
Introduction 1 Getting Your Feet Wet Building Blocks of Swift Optionals: A Gift to Unwrap Tuples Number Types and Converting Between Them Coming to Swift from Objective-C and C 2 Collecting Data Using Arrays Modifying Arrays Using Dictionaries 3 Making Things Happen: Functions Defining Functions More on Parameters 4 Structuring Code: Enums, Structs, and Classes Enums Structs 5 Making a Game Building a User Interface (UI) The Action-Packed View Controller 6 Reusable Code: Closures What Are Closures? Closures in Other Languages How Closures Work and Why They’re Awesome 7 Subscripts and Advanced Operators Writing Your First Subscript Bits and Bytes with Advanced Operators Customizing Operators Making Your Own Operators Bits and Bytes in Real Life 8 Protocols Writing Your First Protocol Animizable and Humanizable Delegation Protocols as Types Protocols in Collections Optional Chaining 9 Becoming Flexible with Generics The Problem That Generics Solve 10 Games with SpriteKit Setting Up the Project The Start Screen Dangerous Ground A Hero to the Rescue Enemies in Motion Spawned Obstacles Smashing Physics 11 Games with SceneKit Creating DAE Files Creating a New SceneKit Project Your SceneKit Files Making the Game Bridging the Gap to Objective-C 12 Apps with UIKit Application Types Loading a Table View Loading Data from a URL 


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Product Details
  • ISBN-13: 9780133950403
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison-Wesley Educational Publishers Inc
  • Depth: 19
  • Language: English
  • Returnable: Y
  • Spine Width: 14 mm
  • Width: 181 mm
  • ISBN-10: 0133950409
  • Publisher Date: 15 Jan 2015
  • Binding: Paperback
  • Height: 229 mm
  • No of Pages: 300
  • Series Title: Addison-Wesley Learning
  • Weight: 420 gr


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