An introduction to writing iOS and OS X apps with Apple's new programming language, covering from basic syntax through such advanced features as closures and generics, with case studies for building complete apps from scratch.
Read More
Get started fast with Swift programming for iOS and OS XLearning 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 CCollect data with arrays and dictionaries, and store it with variables and constantsGroup commonly-used code into functions for easy reuseStructure your code with enums, structs, and classesUse generics to get more done with less codeWrite closures to share small blocks of functionalityUse optionals to write more robust, crash-resistant, and cleaner codeIntegrate existing Objective-C code into new Swift appsProgram on the bit and byte level with advanced operatorsImplement efficient design patterns with protocols and delegatesCreate animated 2D games with SpriteKit, and 3D games with SceneKitContents at a Glance 1 Getting Your Feet WetBuilding Blocks of SwiftOptionals: A Gift to UnwrapTuplesNumber Types and Converting Between ThemComing to Swift from Objective-C and C2 Collecting DataUsing ArraysModifying ArraysUsing Dictionaries3 Making Things Happen: FunctionsDefining FunctionsMore on Parameters4 Structuring Code: Enums, Structs, and ClassesEnumsStructs5 Making a GameBuilding a User Interface (UI)The Action-Packed View Controller6 Reusable Code: ClosuresWhat Are Closures?Closures in Other LanguagesHow Closures Work and Why They’re Awesome7 Subscripts and Advanced OperatorsWriting Your First SubscriptBits and Bytes with Advanced OperatorsCustomizing OperatorsMaking Your Own OperatorsBits and Bytes in Real Life8 ProtocolsWriting Your First ProtocolAnimizable and HumanizableDelegationProtocols as TypesProtocols in CollectionsOptional Chaining9 Becoming Flexible with GenericsThe Problem That Generics Solve10 Games with SpriteKitSetting Up the ProjectThe Start ScreenDangerous GroundA Hero to the RescueEnemies in MotionSpawned ObstaclesSmashing Physics11 Games with SceneKitCreating DAE FilesCreating a New SceneKit ProjectYour SceneKit FilesMaking the GameBridging the Gap to Objective-C12 Apps with UIKitApplication TypesLoading a Table ViewLoading Data from a URL
Read Less