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醉染图书Swift2面向对象编程9787564170790
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Preface
Chapter 1: Objects from the Real World to Playground
Installing the required software
Capturing objects from the real world
Generating classes to create objects
Recognizing variables and constants to create properties
Recognizing actions to create methods
Organizing classes with UML diagrams
Working with API objects in the Xcode Playground
Exercises
Test your knowledge
Summary
Chapter 2: Structures, Classes, and Instances
Understanding structures, classes, and instances
Understanding initialization and its customization
Understanding deinitialization and its customization
Understanding automatic reference counting
Declaring classes
Customizing initialization
Customizing deinitialization
Creating the instances of classes
Exercises
Test your knowledge
Summary
Chapter 3: Encapsulation of Data with Properties
Understanding the elemensthtce a class
Declaring stored properties
Generating computed properties with setters and getters
Combining setters, getters, and a related property
Understanding property observers
Transforming values with setters and getters
Using type properties to create values shared by all the instances of a class
Creating mutable classes
Building immutable classes
Exercises
Test your knowledge
Summary
Chapter 4: Inheritance, Abstraction, and Speization
Creating class hierarchies to abstract and speize behavior
Understanding inheritance
Declaring classes that inherit from another class
Overriding and overloading methods
Overriding properties
Controlling whether subclasses can or cannot override members
Working with typecasting and polymorphism
Taking advantage of operator overloading
Declaring operator functions for specific subclasses
Exercises
Test your knowledge
Summary
Chapter 5: Contract Programming with Protocols
Understanding how protocols work in combination with classes
Declaring protocols
Declaring classes that adopt protocols
Taking advantage of the multiple inheritance of protocols
Combining inheritance and protocols
Working wit ehos that receive protocols as arguments
Downcasting with protocols and classes
Treating instances of a protocol type as a different subclass
Specifying requirements for properties
Specifying requirements for methods
Combining class inheritance with protocol inheritance
Exercises
Test your knowledge
Summary
Chapter 6: Maximization of Code Reuse with Generic Code
Understanding parametric polymorphism and generic code
Declaring a protocol to be used as a constraint
Declaring a class that conforms to multiple protocols
Declaring subclasses that inherit the conformance to protocols
Declaring a class that works with a constrained generic type
Using a generic class for multiple types
Combining initializer requirements in protocols with generic types
Declaring associated types in protocols
Creating shortcuts with subscripts
Declaring a class that works with two constrained generic types
Using a generic class with two generic type parameters
Inheriting and adding associated types in protocols
Generalizing existing classes with generics
Extending base types to conform to custom protocols
Test your knowledge
Exercises
Summary
Chapter 7: Object-Oriented Programming and Functional Programming
Refactorin oe to take advantage of object-oriented programming
Understanding functions as first-class citizens
Working with function types within classes
Creating a functional version of array filtering
Writing equivalent closures with simplified code
Creating a data repository with generics and protocols
Filtering arrays with complex conditions
Using map to transform values
Combining map with reduce
Chaining filter, map, and reduce
Solving algorithms with reduce
Exercises
Test your knowledge
Summary
Chapter 8: Extendin an Bidn Obect-Oriented Code
Putting together all the pieces of the object-oriented puzzle
Adding methods with extensions
Adding computed properties to a base type with extensions
Declaring new convenience initializers with extensions
Defining subscripts with extensions
Working with object-oriented code in apps
Adding an object-oriented data repository to a project
Interacting with an object-oriented data repository throu
Exercises
Test your knowledge
Summary
Appendix: Exercise Answers
Chapter 1, Objects from the Real World to Playground
Chapter 2, Structures, Classes, and Instances
Chapter 3, Encapsulation of Data with Properties
Chapter 4, Inheritance, Abstraction, and Speization
Chapter 5, Contract Programming with Protocols
Chapter 6, Maximization of Code Reuse with Generic Code
Chapter 7, Object-Oriented Programming and Functional
Programming
Chapter 8, Extending an Bidng Object-Oriented Code
Index
加斯顿·C.希勒,Gaston C. Hillar is an Italian and has been working with computers since he was 8 years old. In the early 80s, he began programming with the legendary Texas TI-99/4A and Commodore 64 home computers. Gaston has a bachelor's degree in computer science and graduated with honors. He also holds an MBA in which he graduated with an outstanding thesis. At present, Gaston is an independent IT consultant and a freelance author who is always looking for new adventures around the world.
He has been a senior contributing editor at Dr. Dobb's and has written more than a hundred articles on software development topics. Gatson was also a former Microsoft MVP in technical computing. He has received the prestigious Intel lc Blt Software Developer award seven times.
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