Swift Protocol Oriented Programming - Programming Ebook


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Thursday, March 12, 2020

Swift Protocol Oriented Programming

Swift Protocol Oriented Programming
Swift Protocol Oriented Programming

Book Details 
             TitleSwift Protocol-Oriented Programming
         AuthorJon Hoffman
    Language: English
        SubjectSwift / Computers & Technology / Programming / Apple Programming
No. of pages: 224
         Format: PDF, EPUB, Source code

Swift Protocol-Oriented Programming: Increase productivity and build faster applications with Swift 5, 4th Edition


Apple announced Swift 2 at the World Wide Developers Conference (WWDC) in 2015. They also declared that Swift was the world's first protocol-oriented programming language. Judging by the name, someone might assume that protocol-oriented programming is all about the protocol or is simply object-oriented programming under a different name. These assumptions would be wrong. Protocol-oriented programming is about so much more than just the protocol; it is actually a new way of not only writing applications but thinking about the design of our application.

In the first five chapters of this book, we take an in-depth look at each of the components of the protocol-oriented programming paradigm. These chapters are designed to give you a solid understanding of the different components of protocol-oriented programming, so that you can understand how to use these components in your applications. One of the biggest misconceptions about protocol-oriented programming is that it is just another name for object-oriented programming. In Chapter 6, Object-Oriented Programming, and Chapter 7, Protocol-Oriented Programming, we take on this myth by comparing protocol-oriented programming to object-oriented programming to see what is similar and what is different. We also discuss the advantages and disadvantages of both programming paradigms.

The last two chapters are written to help you understand how you can design your application in a protocol-oriented programming way. Chapter 8, Adopting Design Patterns in Swift, looks at how we can implement several design patterns in a protocol-oriented way, and Chapter 9, Case Studies, looks at three real-world case studies to reinforce everything previously discussed in the book.

Who this book is for

This book is intended for the developer who has at least an introductory knowledge of the Swift programming language and wants to understand what protocol-oriented programming is. This book is written for the developer who not only wants to understand protocol-oriented programming but also wants to fully understand the different components of the programming paradigm. This book is written for the developer who learns best by looking at and working with code, because every concept covered in the book is backed by example code written to give you a solid understanding of the current topic and to demonstrate how to properly implement it.

What this book covers

Chapter 1, Starting with the Protocol, looks at what protocols are and how they are used in the Swift programming language. We will also examine how protocols can be used to write very flexible and reusable code.

Chapter 2, Our Type Choices, discusses the different types that Swift offers (structs, classes, enums, and tuples). We will look at several examples of when to use the various types and when not to.

Chapter 3, Extensions, looks at how extensions and protocol extensions are used with the Swift programming language. We will look at examples of how extensions can be used with protocol-oriented programming.

Chapter 4, Generics, shows how powerful generics are. Apple has stated that Generics are one of the most 
powerful features of Swift. We will look at how to use Generics to make very flexible types, and also how to implement the Copy-on-Write (COW) feature for our custom types.

Chapter 5, Memory Management, looks at how Swift manages memory with Automatic Reference Counting (ARC) and how strong reference cycles can cause ARC to fail. We also look at how to use weak and unowned 
Chapter 6, Object-Oriented Programming, examines how we would develop characters for a video game if we were taking an object-oriented approach. In order to really appreciate the ideas behind protocol-oriented programming, we need to understand the problems it is designed to solve. We will then look at the drawbacks with this design.

Chapter 7, Protocol-Oriented Programming, develops the same video game characters from Chapter 5, Memory Management, but this time we will take a protocol-oriented approach to the design. We will then compare the object-oriented approach and the protocol-oriented approach to see the advantages that the protocol-oriented approach offers.

Chapter 8, Adopting Design Patterns in Swift, looks at implementing several design patterns using protocol-oriented programming. For each of the design patterns, we will look at the problem they are designed to solve and how to implement the pattern.

Chapter 9, Case Studies, explores two case studies. This chapter is designed to pull everything from the first six chapters together to show you how to use protocol-oriented programming in real-world situations. 

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