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Swift 2 Design Patterns (Paperback)
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Swift 2 Design Patterns (Paperback)
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Build robust and scalable iOS and Mac OS X game applications About
This Book * Learn to use and implement the 23 Gang of Four design
patterns using Swift 2 * Design and architect your code for Swift
application development * Understand the role, generic UML design,
and participants in the class diagram of the pattern by
implementing them in a step-by-step approach Who This Book Is For
This book is intended for competent Swift developers who want to
apply enduring design patterns with Swift to structure and scale
their application code. What You Will Learn * Choose the
appropriate pattern depending on the problem to be solved *
Understand the generic class diagram of each of the 23 GoF patterns
and how each object participates in the pattern * Use Swift to
implement these patterns even though the language doesn't provide
all of the object-oriented programming concepts such as abstract
class, interface, and so on * Architect your software to avoid the
overuse of memory, time spent on calculations, or high network
traffic * Find the best way to organize your code to make it more
secure from the outside world * Prepare your code to make it more
flexible when the consumer changes or the third-party component
hidden code changes * Structure your code to change the algorithm
to apply at runtime * Deliver Flyweight responsibility to your
objects In Detail Swift is a multi-paradigm language. It has
expressive features familiar to those used to work with modern
functional languages, while also keeping the object-oriented
features of Objective-C. It remains compatible with Apple's legacy
codes and frameworks. A design pattern systematically names,
motivates, and explains a general design that addresses a recurring
design problem in object-oriented systems. It describes the
problem, the solution, when to apply the solution, and its
consequences. It also gives implementation hints and examples.
Knowledge about design patterns is also one of the best ways to
make you different compared to other low-level developers. This
book shows you how to use Swift 2 to learn about 23 Gang of Four
(GoF) design patterns, and is organized into three categories. The
book will present you the five creational patterns, followed by the
seven structural patterns, and finishing with the 11 behavioral
patterns as defined by the GoF. Each chapter will introduce the
pattern by defining its role, which common problems the pattern
should be used for, its generic UML representation, how each
objects presented in the class diagram participate in the pattern,
and what the role of each of these objects is. The book then
presents you with a concrete case as an illustration that will be
used to implement the pattern using Swift. Style and approach A
step-by-step tutorial completed with screenshots and code
highlights wherever necessary. Each chapter discusses one or more
patterns with its definitions and a simple-to-follow illustration
case using a playground or XCText project to implement it with
Swift.
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