- Object–Oriented Programming with Swift 2
- Gastón C. Hillar
- 146字
- 2021-07-23 14:29:40
Summary
In this chapter, you learned how to recognize real-world elements and translate them into the different components of the object-oriented paradigm supported in Swift: classes, protocols, properties, methods, and instances. You understood that the classes represent blueprints or templates to generate the objects, also known as instances.
We designed a few classes with properties and methods that represent blueprints for real-life objects. Then, we improved the initial design by taking advantage of the power of abstraction and specialized different classes. We generated many versions of the initial UML diagram as we added superclasses and subclasses. Finally, we wrote some code in the Swift Playground to understand how we can interact with API objects.
Now that you have learned some of the basics of the object-oriented paradigm, we are ready to start creating classes and instances in Swift, which is the topic of the next chapter.
- 程序員面試白皮書
- 程序員考試案例梳理、真題透解與強化訓練
- Essential Angular
- Building Mapping Applications with QGIS
- 你不知道的JavaScript(中卷)
- Java程序設計:原理與范例
- Serverless架構
- Oracle Exadata專家手冊
- C語言程序設計教程
- C語言程序設計習題與實驗指導
- Python網絡爬蟲技術與應用
- Android Studio開發實戰:從零基礎到App上線 (移動開發叢書)
- Laravel Design Patterns and Best Practices
- 走近SDN/NFV
- Scratch超人漫游記:創意程序設計:STEAM創新教育指南