Mastering Swift 4 - Fourth Edition - Jon Hoffman - E-Book

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Jon Hoffman

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Beschreibung

Dive into the latest release of the Swift programming language with this advanced development book for building highly performant applications.

About This Book

  • Harness the latest and most advanced features of Swift 4 to develop quality iOS and macOS applications
  • Comprehensive coverage of all the advanced features of Swift and guidance on advanced design techniques
  • Dive deep into protocol extensions, learn new error handling model, and use featured Swift design patterns to write more efficient code
  • Get to grips with advanced design techniques to write smarter, cleaner Swift code

Who This Book Is For

This book is for developers who want to delve into the newest version of Swift. If you are a developer who learns best by looking at and working with code, then this book is for you. A basic understanding of Apple's tools is beneficial but not mandatory.

What You Will Learn

  • Delve into the core components of Swift 4.0, including operators, collections, control flows, and functions
  • Create and use classes, structures, and enumerations
  • Understand protocol-oriented design and see how it can help you write better code
  • Develop a practical understanding of subscripts and extensions
  • Add concurrency to your applications using Grand Central Dispatch and Operation Queues
  • Implement generics and closures to write very flexible and reusable code
  • Make use of Swift's error handling and availability features to write safer code

In Detail

Swift is the definitive language for Apple development today. It's a vital part of any iOS and macOS developer's skillset, helping them to build the most impressive and popular apps on the App Store—the sort of apps that are essential to iPhone and iPad users every day. With version 4.0, the Swift team has added new features to improve the development experience, making it easier to get the results you want and customers expect.

Inside, you'll find the key features of Swift 4.0 and quickly learn how to use the newest updates to your development advantage. From Objective-C interoperability and ARC to closures and concurrency, this advanced Swift guide will develop your expertise and help you become fluent in this vital programming language.

We'll give you an in-depth knowledge of some of the most sophisticated elements of Swift development, including protocol extensions, error-handling, design patterns, and concurrency. We'll guide you on how to use and apply them in your own projects. You'll see how to leverage the power of protocol-oriented programming to write flexible and easier-to-manage code.

Style and Approach

A Step-by-step advanced guide

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Mastering Swift 4

Fourth Edition

 

 

 

 

 

 

 

 

 

An in-depth and comprehensive guide on modern programming techniques with Swift

 

 

 

 

 

 

 

 

Jon Hoffman

 

 

 

BIRMINGHAM - MUMBAI

Mastering Swift 4

Fourth Edition

 

Copyright © 2017 Packt Publishing

 

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

 

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

 

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

 

First published: June 2015

Second edition: November 2015

Third edition: October 2016

Fourth edition: September 2017

 

Production reference: 1250917

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78847-780-2

 

www.packtpub.com

Credits

Author

Jon Hoffman

Copy Editor

Safis Editing

Reviewer

Arthur Ariel Sabintsev

Project Coordinator

Ulhas Kambali

Commissioning Editor

Ashwin Nair

Proofreader

Safis Editing

Acquisition Editor

Reshma Raman

Indexer

Rekha Nair

ContentDevelopmentEditor

Vikas Tiwari

Graphics

Abhinash Sahu

Technical Editor

Subhalaxmi Nadar

Production Coordinator

Melwyn D'sa

About the Author

Jon Hoffman has over 25 years of experience in the field of information technology. Over these years, Jon has worked in the areas of system administration, network administration, network security, application development, and architecture. Currently, Jon works as a senior software engineer for Syn-Tech Systems. Jon has developed extensively for the iOS platform since 2008. This includes several apps that he has published in the App Store, apps that he has written for third parties, and numerous enterprise applications. He has also developed mobile applications for the Android and Windows platforms. What really drives Jon is the challenges that the field of information technology provides, and there is nothing more exhilarating to him than overcoming a challenge. Some of Jon's other interests are spending time with his family, robotic projects, and 3D printing. Jon also really enjoys Tae Kwon Do, where he and his oldest daughter, Kailey, earned their black belts together early in 2014, Kim (his wife), earned her black belt in December 2014, and his youngest daughter, Kara, is currently working toward her black belt.

About the Reviewer

Arthur Ariel Sabintsev is one of the lead iOS engineers at The Washington Post. His mobile engineering career includes working for a U.S. government-funded digital identity startup (ID.me), a Techstars-funded video startup (Shelby.tv), and an award winning mobile development agency (Fueled). He's spent the last 4 years teaching Swift and Objective-C for General Assembly and Betamore. He also maintains over a dozen open source iOS libraries and has made contributions to the Swift language and to the Swift Source Compatibility Suite. Before leaving his PhD program, he was an experimental nuclear physicist who worked underground colliding subatomic and subnuclear particles.

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Table of Contents

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

Taking the First Steps with Swift

What is Swift?

Swift features

Playgrounds

Getting started with Playgrounds

iOS, tvOS, and macOS Playgrounds

Showing images in a Playground

Creating and displaying graphs in Playgrounds

What Playgrounds are not

Swift language syntax

Comments

Semicolons

Parentheses

Curly brackets

An assignment operator does not return a value

Spaces are optional in conditional and assignment statements

Hello World

Summary

Learning about Variables, Constants, Strings, and Operators

Constants and variables

Defining constants and variables

Type safety

Type inference

Explicit types

Numeric types

Integer types

Floating-point and Double values

The Boolean type

The string type

Optional variables

Optional binding

Optional chaining

Enumerations

Operators

The assignment operator

Comparison operators

Arithmetic operators

The remainder operator

Compound assignment operators

The ternary conditional operator

The logical NOT operator

The logical AND operator

The logical OR operator

Summary

Using Swift Collections and the Tuple Type

Swift collection types

Mutability

Arrays

Creating and initializing arrays

Accessing the array elements

Counting the elements of an array

Is the array empty?

Appending to an array

Inserting a value into an array

Replacing elements in an array

Removing elements from an array

Merging two arrays

Retrieving a subarray from an array

Making bulk changes to an array

Algorithms for arrays

Sort

Sorted

Filter

Map

forEach

Iterating over an array

Dictionaries

Creating and initializing dictionaries

Accessing dictionary values

Counting the key or values in a dictionary

Is the dictionary empty?

Updating the value of a key

Adding a key-value pair

Removing a key-value pair

Set

Initializing a set

Inserting items into a set

Determining the number of items in a set

Checking whether a set contains an item

Iterating over a set

Removing items in a set

Set operations

Tuples

Summary

Control Flow and Functions

What have we learned so far?

Curly brackets

Parentheses

Control flow

Conditional statements

The if statement

Conditional code execution with the if...else statement

The guard statement

The for-in loop

Using the for...in loop

The while loop

Using the while loop

Using the repeat-while loop

The switch statement

Using case and where statements with conditional statements

Filtering with the where statement

Filtering with the for-case statement

Using the if-case statement

Control transfer statements

The continue statement

The break statement

The fallthrough statement

Functions

Using a single parameter function

Using a multi-parameter function

Defining a parameter's default values

Returning multiple values from a function

Returning optional values

Adding external parameter names

Using variadic parameters

Inout parameters

Putting it all together

Summary

Classes and Structures

What are classes and structures?

Similarities between classes and structures

Differences between classes and structures

Value versus reference types

Creating a class or structure

Properties

Stored properties

Computed properties

Property observers

Methods

Custom initializers

Internal and external parameter names

Failable initializers

Access controls

Inheritance

Overriding methods and properties

Overriding methods

Overriding properties

Preventing overrides

Protocols

Protocol syntax

Property requirements

Method requirements

Extensions

Memory management

How ARC works

Strong reference cycles

Summary

Using Protocols and Protocol Extensions

Protocols as types

Polymorphism with protocols

Type casting with protocols

Protocol extensions

Do I need to use protocols?

Swift's standard library

Summary

Protocol-Oriented Design

Requirements

Object-oriented design

Protocol-oriented design

Protocol inheritance

Protocol composition

Protocol-oriented design

Using the where statement with protocols

Structures versus classes

The array structure

Summary

Writing Safer Code with Availability and Error Handling

Native error handling

Representing errors

Throwing errors

Catching errors

The availability attribute

Summary

Custom Subscripting

Introducing subscripts

Subscripts with Swift arrays

Creating and using custom subscripts

Read-only custom subscripts

Calculated subscripts

Subscript values

External names for subscripts

Multidimensional subscripts

When not to use a custom subscript

Summary

Using Optional Types

Introducing optionals

The need for optional types in Swift

Defining an optional

Using optionals

Forced unwrapping of an optional

Optional binding

Returning optionals from functions and methods

Using an optional as a parameter in a function or method

Optional binding with the guard statement

Optional types with tuples

Optional chaining

The nil coalescing operator

Summary

Working with Generics

An introduction to generics

Generic functions

Generic types

Generic subscripts

Associated types

Summary

Working with Closures

An introduction to closures

Simple closures

Shorthand syntax for closures

Using closures with Swift's array algorithms

Standalone closures and good style guidelines

Changing functionality

Selecting a closure based on results

Creating strong reference cycles with closures

Summary

Using Mix and Match

What is mix and match?

When to use mix and match

Using Swift and Objective-C together in the same project

Creating the project

Adding Swift files to the Objective-C project

The Objective-C bridging header file - part 1

Adding the Objective-C file to the project

The Messages Objective-C class

The Objective-C bridging header file - part 2

The MessageBuilder Swift class - accessing Objective-C code from Swift

The Objective-C class - accessing Swift code from Objective-C

Summary

Concurrency and Parallelism in Swift

Concurrency and parallelism

Grand Central Dispatch

Calculation type

Creating queues

Creating and using a concurrent queue

Creating and using a serial queue

async versus sync

Executing code on the main queue function

Using asyncAfter

Using the Operation and OperationQueue types

Using BlockOperation

Using the addOperation() method of the operation queue

Subclassing the Operation class

Summary

Swift Formatting and Style Guide

What is a programming style guide?

Your style guide

Do not use semicolons at the end of statements

Do not use parentheses for conditional statements

Naming

Custom types

Functions and methods

Constants and variables

Indenting

Comments

Using the self keyword

Constants and variables

Optional types

Using optional binding

Using optional chaining instead of optional binding for multiple unwrapping

Using type inference

Using shorthand declaration for collections

Using switch rather than multiple if statements

Don't leave commented-out code in your application

Summary

Swift Core Libraries

Apple's URL loading system

URLSession

URLSessionConfiguration

URLSessionTask

URL

URLRequest

HTTPURLResponse

REST web services

Making an HTTP GET Request

Making an HTTP POST request

Formatter

DateFormatter

NumberFormatter

FileManager

Encoding and Decoding JSON Data

Using JSONEncoder

Using JSONDecoder

Summary

Adopting Design Patterns in Swift

What are design patterns?

Creational patterns

The singleton design pattern

Understanding the problem

Understanding the solution

Implementing the singleton pattern

The builder design pattern

Understanding the problem

Understanding the solution

Implementing the builder pattern

Structural design patterns

The bridge pattern

Understanding the problem

Understanding the solution

Implementing the bridge pattern

The façade pattern

Understanding the problem

Understanding the solution

Implementing the façade pattern

The proxy design pattern

Understanding the problem

Understanding the solution

Implementing the proxy pattern

Behavioral design patterns

The command design pattern

Understanding the problem

Understanding the solution

Implementing the command pattern

The strategy pattern

Understanding the problem

Understanding the solution

Implementing the strategy pattern

Summary

Preface

Swift is a programming language that was first introduced by Apple at the World Wide Developers Conference (WWDC) in 2014. Each year since that initial announcement, Apple has announced a new version of Swift. At the WWDC in 2017, Apple announced Swift 4.

Swift 4 offers some exciting changes, such as Strings, which are once again a collection of Generic subscripts and one-side range operators. In this book, we will look at these and other changes in Swift.

What this book covers

Chapter 1, Taking the First Steps with Swift, introduces you to the the Swift programming language and discusses what inspired Apple to create Swift. We'll also go over the basic syntax of Swift and how to use Playgrounds to experiment and test the Swift code.

Chapter 2, Learning about Variables, Constants, Strings, and Operators, introduces you to variables and constants in Swift and when to use them. We will also look at the most common operators in the Swift language.

Chapter 3, Using Swift Collections and the Tuple Type, explains Swift's array, set, and dictionary collection types and shows examples of how to use them. We'll also show how to use the Tuple type in Swift.

Chapter 4, Control Flow and Functions, shows you how to use Swift's control flow statements. These include loops, conditional, and control transfer statements. The second half of the chapter is all about functions.

Chapter 5, Classes and Structures, dedicates itself to Swift's classes and structures. We'll look at what makes them similar and what makes them different. We'll also look at access controls. We will conclude this chapter by looking at memory management in Swift, so you will understand how ARC works and how to avoid strong reference cycles.

Chapter 6, Using Protocols and Protocol Extensions, covers both protocols and protocol extensions in detail because protocols are very important to the Swift language, and having a solid understanding of them will help us write flexible and reusable code.

Chapter 7, Protocol-Oriented Design, covers the best practices of protocol-oriented design with Swift. This will be a brief overview of what is covered in the protocol-oriented programming book.

Chapter 8, Writing Safer Code with Availability and Error Handling, covers error handling in depth as well as the new availability feature. This feature is really important for writing safe code.

Chapter 9, Custom Subscripting, discusses how we can use custom subscripts in our classes, structures, and enumerations.

Chapter 10, Using Optional Types, explains what optional types really are and what are the various ways to unwrap them. For a developer who is just learning Swift, optional types can be one of the most confusing items to learn.

Chapter 11, Working with Generics, explains how Swift implements generics. Generics are a very important part of the Swift language and it is essential to understand them.

Chapter 12, Working with Closures, teaches you how to define and use closures in our code. Closures in Swift are similar to blocks in Objective-C except that they have a much cleaner and easier way of using syntax.

Chapter 13, Using Mix and Match, explains mix and match and demonstrates how you can include Swift code in your Objective-C projects and Objective-C code in your Swift projects.

Chapter 14, Concurrency and Parallelism in Swift, shows you how to use both grand central dispatch and operation queues to add concurrency and parallelism to your applications. Understanding and knowing how to add concurrency and parallelism to your apps can significantly enhance the user experience.

Chapter 15, Swift Formatting and Style Guide, defines a style guide for the Swift language that can be used as a template for enterprise developers who need to create a style guide.

Chapter 16, Swift Core Libraries, explores some of the functionality in the Swift core library. This will include accessing REST services working with JSON data and the formatting framework.

Chapter 17, Adopting Design Patterns in Swift, shows you how to implement some of the more common design patterns in Swift. A design pattern identifies a common software development problem and provides a strategy for dealing with it.

What you need for this book

To follow along with the examples in this book, you'll need to have an Apple computer with OS X 10.13 or higher installed. You'll also need to install Xcode version 9.0 or higher with Swift version 4 or higher.

Who this book is for

This book is for developers who want to dive into the newest version of Swift. If you are a developer who learns best by looking at and working with code, then this book is for you. A basic understanding of Apple's tools is beneficial, but not mandatory.

Reader feedback

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Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the example code

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Downloading the color images of this book

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Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books-maybe a mistake in the text or the code-we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title. To view the previously submitted errata, go to https://www.packtpub.com/books/content/support and enter the name of the book in the search field. The required information will appear under the Errata section.

Piracy

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Questions

If you have a problem with any aspect of this book, you can contact us at [email protected], and we will do our best to address the problem.

Taking the First Steps with Swift

Ever since I was 12 years old and wrote my first program in the BASIC programming language, programming has been a passion for me. Even as I became a professional programmer, programming remained more of a passion than a job, but in the years preceding the first release of Swift, that passion had waned. I was unsure why I was losing that passion. I attempted to recapture that passion with some of my side projects, but nothing really brought back the excitement that I used to have. Then Apple announced Swift in 2014. Swift is such an exciting and progressive language that it has brought a lot of that passion back and made programming fun again. Now that official versions of Swift are available for the Linux platform, and un-official versions for Windows and the ARM platform, learning and using Swift is becoming available to people outside the Apple ecosystem. This is really an exciting time to be learning the Swift language.

In this chapter, you will learn:

What is Swift?

What are some of the features of Swift?

What are Playgrounds?

How to use Playgrounds?

What the basic syntaxes of the Swift language are?

What is Swift?

Swift is a programming language that was introduced, by Apple, at the World Wide Developers Conference (WWDC) in 2014. Swift was arguably the most significant announcement at WWDC 2014 and very few people, including Apple insiders, were aware of the project's existence prior to it being announced.

It was amazing, even by Apple's standards, that they could keep Swift a secret for as long as they did and that no one suspected they were going to announce a new development language. At WWDC 2015, Apple made another big splash when they announced Swift 2. Swift 2 was a major enhancement to the Swift language. During that conference, Chris Lattner said that a lot of the enhancements were based on direct feedback that Apple received from the development community. It was also announced that Swift would become an open source project. In my opinion, this was the most exciting announcement of the WWDC 2015.

In December of 2015, Apple officially released Swift as open source with the https://swift.org/ site dedicated to the open source Swift community. The Swift repository is located on Apple's GitHub page (http://github.com/apple). The Swift evolution repository (https://github.com/apple/swift-evolution) tracks the evolution of Swift by documenting the proposed changes. A list of which proposals were accepted and which were rejected can be found in the evolution repository.

Swift 3, which was released in 2016, was a major enhancement to the Swift language that was not source-compatible with previous releases of the Swift language. It contained fundamental changes to the language itself and to the Swift standard library. One of the main goals of Swift 3 was to be source-compatible across all platforms so the code that was written for one platform would be compatible with all other platforms. This means that the code we develop for macOS should work on Linux.

Now, Apple has released Swift 4. One of the primary goals of the Swift 4 compiler is to be source-compatible with Swift 3. This will allow us to compile both Swift 3 and Swift 4 projects with the Swift 4 compiler. Apple has established a community-owned source compatibility test suite that will be used to regression-test changes to the compiler. Projects that are added to the test suite will be periodically built against the latest development version of Swift to help understand the impact of the changes being made to Swift. You can find the Swift source compatibility page here: https://swift.org/source-compatibility/.

One of the original goals of Swift 4 was to stabilize the Swift ABI (Application Binary Interface). The main benefit of a stable ABI is to allow us to distribute frameworks in a binary format across multiple versions of Swift. If a stable ABI were in place, we would be able to build a framework with the Swift 4 compiler and have it work with applications that were written in future versions of Swift. This feature ended up being deferred for now. Hopefully, Apple will be able to stabilize the ABI in future versions of Swift.

The development of Swift was started in 2010 by Chris Lattner. He implemented much of the basic language structure with only a few people being aware of its existence. It wasn't until late 2011 that other developers began to contribute to Swift. In July of 2013, it became a major focus of the Apple Developer Tools group.

Chris started working at Apple in the summer of 2005. He has held several positions in the Developer Tools group, and was the director and architect of that group when he left Apple in 2017. On his home page (http://www.nondot.org/sabre/), he notes that Xcode's Playground (read more on Playgrounds a little later in this chapter) became a personal passion of his because it makes programming more interactive and approachable. If you are using Swift on the Apple platform, you will be using Playgrounds a lot as a test and experimentation platform. You can also use Swift Playgrounds on the iPad.

There are a lot of similarities between Swift and Objective-C. Swift adopts the readability of Objective-C's named parameters and dynamic object model. When we refer to Swift as having a dynamic object model, we are referring to the ability for types to change at runtime. This includes adding new (custom) types and changing/extending the existing types.

While there are a lot of similarities between Swift and Objective-C, there are significant differences between them as well. Swift's syntax and formatting are a lot closer to Python than Objective-C, but Apple did keep the curly braces. I know Python people would disagree with me, and that is all right because we all have different opinions, but I like the curly braces. Swift actually makes the curly braces required for control statements, such as if and while, which eliminates bugs, such as the goto fail, in Apple's SSL library.

Swift features

When Apple first introduced Swift, it said that Swift is Objective-C without the C. This really only tells us half of the story. Objective-C is a superset of C and provides object-oriented capabilities and a dynamic runtime to the C language. This meant that with Objective-C, Apple needed to maintain compatibility with C, which limited the enhancements it could make to the Objective-C language. As an example, Apple could not change how the switch statement functioned and has still maintained compatibility with the C language.

Since Swift does not need to maintain the same C compatibility as Objective-C, Apple was free to add any feature/enhancement to the language. This allowed Apple to include the best features from many of today's most popular and modern languages, such as Objective-C, Python, Java, Ruby, C#, Haskell, and many others.

The following chart shows a list of some of the most exciting enhancements that Swift offers as compared to the Objective-C language:

Swift feature

Description

Type inference

Swift can automatically deduce the type of a variable or constant, based on the initial value.

Generics

Generics allow us to write code only once to perform identical tasks for different types of object.

Collection mutability

Swift does not have separate objects for mutable or non-mutable containers. Instead, you define mutability by defining the container as a constant or variable.

Closure syntax

Closures are self-contained blocks of functionality that can be passed around and used in our code.

Optionals

Optionals define a variable that might not have a value.

Switch statement

The Switch statement has been drastically improved. This is one of my favorite improvements.

Tuples

Functions can have multiple return types using tuples.

Operator overloading

Classes can provide their own implementation of existing operators.

Enumerations with associated values

In Swift, we can do a lot more than just define a group of related values with enumerations.

Protocols and Protocol-oriented Design

Apple introduced the Protocol-oriented Programming paradigm with Swift version 2. This is a new way of not only writing applications but also changes how we think about programming.

 

There is one feature that I did not mention in the preceding chart because it is technically not a feature of Swift; it is a feature of Xcode and the compiler. This is also a feature that is specific to the Apple platform with Xcode. This feature is Mix and Match, which allows us to create applications that contain both Objective-C and Swift files. This allows us to systematically update our existing Objective-C applications with Swift classes and use Objective-C libraries/frameworks in our Swift applications.

Before we begin our journey into the wonderful world of Swift development, let's take a detour and visit a place that I have loved ever since I was a kid: the Playground.

Playgrounds

When I was a kid, the best part of the school day was going to the playground. It really did not matter what we were playing as long as we were on the playground. When Apple introduced Playgrounds as part of Xcode 6, I was excited just by the name, but I wondered if Apple would be able to make its Playground as fun as the playgrounds of my youth. While Apple's Playgrounds might not be as fun as playing kickball when I was 9-years old, it definitely brings a lot of fun back to experimenting and playing with code.

Getting started with Playgrounds

Playgrounds are interactive work environments that let us write code and see the results immediately as changes are made to the code. This means that Playgrounds are a great way to learn and experiment with Swift. Now that we can use Swift Playgrounds on the iPad, we do not even need to have a computer in front of us to experiment with Swift.

If you are using Swift on the Linux platform you will not have Playgrounds available, but you can use the REPL (Read-Evaluate-Print-Loop) shell to experiment with Swift without compiling your code. If you are using Swift on something other than a macOS computer or an iPad, you can safely skip this section.

Playgrounds also make it incredibly easy to try out new APIs, prototype new algorithms, and demonstrate how code works. We will be using Playgrounds throughout this book to show how our sample code works. Therefore, before we really get into Swift development, let's spend some time learning about, and getting comfortable with, Playgrounds.

Do not worry if the Swift code does not make a lot of sense right now; as we proceed through the book, the code we use in the following examples will begin to make sense. We are simply trying to get a feel for Playgrounds right now.

A Playground can have several sections, but the three that we will be using extensively in this book are:

Coding Area

: This is where you enter your Swift code.

Results Sidebar

: This is where the results of your code are shown. Each time you type in a new line of code, the results are re-evaluated and the results sidebar is updated with the new results.

Debug Area

: This area displays the output of the code, and it can be very useful for debugging.

The following screenshot shows how the sections are arranged in a Playground:

Let's start a new Playground. The first thing we need to do is to start Xcode. Once Xcode has started, we can select the Get started with a playground option, as shown in the following screenshot:

Alternatively, we can navigate to the Playground by going to File | New from the top menu bar, as shown in the following screenshot:

Next, we should see a screen similar to the following screenshot. This screen lets us name our Playground and select whether the Playground is an iOS, tvOS, or macOS Playground. For most of the examples in this chapter, it is safe to assume that you can select any of the OS options unless it is otherwise noted. You can also select a template to use. For the examples in this book, we will be using the Blank template for all of our code:

Finally, we are asked for the location in which to save our Playground. After we select the location, the Playground will open and look similar to the following screenshot:

In the preceding screenshot, we can see that the coding area of the Playground looks similar to the coding area for an Xcode project. What is different here is the sidebar on the right-hand side. This sidebar is where the results of our code are shown. The code in the previous screenshot imports the Cocoa framework since it is a macOS playground. If it was an iOS playground it would import the UIKit framework instead.

If your new Playground does not open the debug area, you can open it manually by pressing the shift + command + Y keys together. You can also close the debug area by pressing shift + command + Y again. Later in the chapter, we will see why the debug area is so useful. Another way to open or close the debug area is to click on the button that looks like an upside-down triangle in a box that is in the border between the debug area and the coding area.

iOS, tvOS, and macOS Playgrounds

When you start a new iOS or tvOS Playground, the Playground imports the UIKit framework. This gives us access to the UIKit framework that provides the core infrastructure for iOS and tvOS applications. When we start a new macOS Playground, the Playground imports the Cocoa framework.

What the last paragraph means is that, if we want to experiment with specific features of either UIKit or Cocoa, we will need to open the correct Playground. As an example, if we have an iOS Playground open and we want to create an object that represents a color, we would use a UIColor object. If we had a macOS playground open, we would use an NSColor object to represent a color.

Showing images in a Playground

Playgrounds are great at showing the results of code as text in the results sidebar; however; they can also do a lot more than just work with text. We can display other items such as images and graphs. Let's look at how we would show an image in a Playground. The first thing we need to do is to load the image into the resource directory of our Playground.

The following steps show how to load an image into the resource directory:

Let's begin by showing the project navigator sidebar. To do this, in the top menu bar, navigate to

View

|

Navigators

|

Show Project Navigator

or use the

command

+

1

keyboard shortcut. The project navigator looks similar to this:

Once we have the

Project Navigator

open, we can drag the image into the

Resources

folder so that we can access it from our code. Once we drag the image file over it and drop it, it will appear in the

Resources

folder, as shown here:

Now, we can access the image that is in our

Resources

folder within our code. The following screenshot shows how we would do this. At this time, the code used to access the image is not as important as knowing how to access resources within a Playground:

To view the image, we need to hover our cursor in the results sidebar over the section that shows the width and height of the image. In our example, the width and height section shows

w 256 h 256

. Once we hover the mouse pointer over the width and height, we should see two symbols, as shown in the following screenshot:

We can press either of the symbols to show the image. The one that looks like a box within a box will display the image within the playground's code section, while the one that looks like an eye will pop the image up outside the playground. The following screenshot shows what it looks like if we display the image within the playground:

Having the ability to create and display graphs can be very useful when we want to see the progression of our code. Let's look at how we can create and display graphs in a playground.

Creating and displaying graphs in Playgrounds

Creating and displaying graphs is really useful when we are prototyping new algorithms because it allows us to see the value of a variable throughout the course of the calculations. To see how graphing works, look at the following Playground:

In this Playground, we set the variable j to 1. Next, we create a for loop that assigns numbers 1 through 5 to the variable i. At each step in the for loop, we set the value of the variable j to the current value of j multiplied by i. The graph shows the values of the variable j at each step of the for loop. We will be covering for loops in detail later in this book.

To bring up the graph, click on the symbol that is shaped like a circle with a dot in it. We can then move the timeline slider to see the values of variable j at each step of the for loop. The following Playground shows what the graph should look like:

What Playgrounds are not

There is a lot more that we can do with Playgrounds, and we have only scratched the surface in our quick introduction here. Before we leave this brief introduction, let's take a look at what Playgrounds are not so that we can better understand when not to use Playgrounds:

Playgrounds should not be used for performance testing: The performance you see from any code that is run in a Playground is not representative of how fast the code will run when it is in your project.

Playgrounds do not support on-device execution. You cannot run the code that is present in a Playground as an external application or on an external device.

Swift language syntax

If you are an Objective-C developer, and you are not familiar with modern languages such as Python or Ruby, the code in the previous screenshots may have looked pretty strange. The Swift language syntax is a huge departure from Objective-C, which was based largely on Smalltalk and C.

The Swift language uses modern concepts and syntax to create very concise and readable code. There is also a heavy emphasis on eliminating common programming mistakes. Before we get into the Swift language itself, let's look at some of the basic syntax of the Swift language.

Comments

Writing comments in Swift code is a little different from writing comments in Objective-C code. We can still use the double slash // for single-line comments and the /* and */ for multiline comments; however, if we want to use the comments to also document our code, we need to use the triple slash ///.

Xcode will also auto-generate a comment template based on your signature of the method/function by highlighting it and pushing command + option + / together.

To document our code we generally use fields that Xcode recognizes. These fields are:

Parameter

: When we start a line with

- parameter {param name}:

Xcode recognizes this as the description of a parameter

Return

: When we start a line with

- return:

Xcode recognizes this as the description of the return value

Throws

: When we start a line with

- throws:

Xcode recognizes this as the description of any errors that this method may throw

The following Playground shows examples of both single-line and multiline comments and how to use the comment fields:

To write good comments, I would recommend using single-line comments within a function to give quick one-line explanations of your code. We then use multiline comments outside functions and classes to explain what the function and class do. The preceding Playground shows a good way to use comments. By using proper documentation, as we did in the preceding screenshot, we can use the documentation feature within Xcode. If we hold down the option key and then click on the function name anywhere in our code, Xcode will display a pop-up with the description of the function.

This next screenshot shows what that pop-up would look like:

We can see that the documentation contains six fields. These fields are:

Declaration

: This is the function's declaration

Description

: This is the description of the function as it appears in the comments

Parameters

: The parameter descriptions are prefixed with the

Parameters:

tag in the comment section

Throws

: The throws description is prefixed with the

throws

: tag and describes what errors are thrown by the methods

Returns

: The return description is prefixed with the

returns:

tag in the comment section

Declared In

: This is the file that the function is declared in so that we can easily find it

There are significantly more fields that we can add to our comments. You can find the complete list on Apple's site here:

https://developer.apple.com/library/content/documentation/Xcode/Reference/xcode_markup_formatting_ref/MarkupFunctionality.html



If you are developing for the Linux platform, I would still recommend using Apple's documentation guidelines because as other Swift IDEs are developed, I believe they will support the same guidelines.

Semicolons

You may have noticed, from the code samples so far, that we are not using semicolons at the end of lines. The semicolons are optional in Swift; therefore, both lines in the following Playground are valid in Swift:

For style purposes, it is strongly recommended that you do not use semicolons in your Swift code. If you are really set on using semicolons, then be consistent and use them on every line of code; however, there is no warning if you forget them. I will stress again, that it is recommended that you do not use semicolons in Swift.

Parentheses

In Swift, parentheses around conditional statements are optional; for example, both if statements in the following Playground are valid:

For style purposes, it is recommended that you do not include parentheses in your code unless you have multiple conditional statements on the same line. For readability purposes, it is good practice to put parentheses around the individual conditional statements that are on the same line.

Curly brackets

In Swift, unlike most other languages, the curly bracket is required after conditional or loop statements. This is one of the safety features that are built into Swift. Arguably, there have been numerous security bugs that may have been prevented if the developer would have used curly braces. These bugs could also have been prevented by other means such as unit testing and code reviews, but requiring developers to use curly braces, in my opinion, is a good security standard.

The following Playground shows you the error you get if you forget to include curly braces:

Spaces are optional in conditional and assignment statements

For both conditional (if and while) and assignment () statements, the white spaces are optional. Therefore, in the following Playground, both the i block and the j block of code are valid:

For style purposes, I would recommend adding the white spaces as the j block shows (for readability purposes) but, as long as you pick one style and are consistent, either style should be acceptable.

Summary

We began this chapter with a discussion on the Swift language and gave a brief history about the language. We also mentioned some of the changes that will be present in Swift 4 and noted that ABI stabilization will be pushed out to a future version of Swift. We then showed how to start and use Playgrounds to experiment with Swift programming. We also covered the basic Swift language syntax and discussed proper language styles. The chapter concluded with two Hello World examples.

In the next chapter, we will see how to use variables and constants in Swift. We will also look at the various data types and how to use operators in Swift.

Learning about Variables, Constants, Strings, and Operators

The first program I ever wrote was written in the BASIC programming language and was the typical Hello World application. This application was exciting at first, but the excitement of printing static text wore off pretty quickly. For my second application, I used BASIC's input command to prompt the user for a name and then printed out a custom hello message to the user with their name in it. At the age of 12, it was pretty cool to display Hello Han Solo. This application led me to create numerous Mad Lib-style applications that prompted the user for various words and then put those words into a story that was displayed after the user had entered all the required words. These applications introduced me to, and taught me, the importance of variables. Every useful application I've created since then has used variables.

In this chapter, we will cover the following topics:

What are variables and constants?

What is the difference between explicit and inferred typing?

What are numeric, string, and Boolean types?

Defining what Optional types are?

Explaining how enumerations work in Swift?

Explaining how Swift's operators work?

Constants and variables

Constants and variables associate an identifier (such as myName or currentTemperature) with a value of a particular type (such as the String or Int type), where the identifier can be used to retrieve the value. The difference between a constant and a variable is that a variable can be updated or changed, while a constant cannot be changed once a value is assigned to it.

Constants are good for defining values that you know will never change, like the temperature that water freezes at or the speed of light. Constants are also good for defining a value that we use many times throughout our application, such as a standard font size or the maximum number of characters in a buffer. There will be numerous examples of constants throughout this book, and it is recommended that we use constants rather than variables whenever possible.

Variables tend to be more common in software development than constants. This is mainly because developers tend to prefer variables over constants. In Swift, we receive a warning if we declare a variable that is never changed. We can make useful applications without using constants (although it is a good practice to use them); however, it is almost impossible to create a useful application without variables.

The use of constants is encouraged in Swift. If we do not expect or want a value to change, we should declare it as a constant. This adds a very important safety constraint to our code that ensures that the value never changes.

You can use almost any character in the naming/identifier of a variable or constant (even Unicode characters); however, there are a few rules that you must follow:

An identifier must not contain any whitespace.

It must not contain any mathematical symbols or arrows.

An identifier must not contain private-use or invalid Unicode characters.

It must not contain line- or box-drawing characters.

It must not start with a number, but it can contain numbers.

If you use a Swift keyword as an identifier, surround it with back ticks; using a Swift keyword as an identifier is strongly discouraged.

Keywords are words that are used by the Swift programming language. Some examples of keywords that you will see in this chapter are var and let. You should avoid using Swift keywords as identifiers to avoid confusion when reading your code.

Type safety

Swift is a type-safe language, which means we are required to define the types of the values we are going to store in a variable. We will get an error if we attempt to assign a value to a variable that is of the wrong type. The following Playground shows what happens if we attempt to put a string value into a variable that expects integer values.

We will go over the most popular types a little later in the chapter.

Swift performs a type check when it compiles code, therefore, it will flag any mis-matched types with an error. The error message in this Playground explains quite clearly that we are trying to insert a string value into an integer variable.

How does Swift know that the constant integerVar is of the Int type? Swift uses type inference to figure out the appropriate type. Let's look at what type inference is.