Swift 3 Object-Oriented Programming - Gaston C. Hillar - E-Book

Swift 3 Object-Oriented Programming E-Book

Gastón C. Hillar

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Beschreibung

Swift has quickly become one of the most-liked languages and developers’ de-facto choice when building applications that target iOS and macOS. In the new version, the Swift team wants to take its adoption to the next level by making it available for new platforms and audiences.

This book introduces the object-oriented paradigm and its implementation in the Swift 3 programming language to help you understand how real-world objects can become part of fundamental reusable elements in the code. This book is developed with XCode 8.x and covers all the enhancements included in Swift 3.0. In addition, we teach you to run most of the examples with the Swift REPL available on macOS and Linux, and with a Web-based Swift sandbox developed by IBM capable of running on any web browser, including Windows and mobile devices.

You will organize data in blueprints that generate instances. You’ll work with examples so you understand how to encapsulate and hide data by working with properties and access control. Then, you’ll get to grips with complex scenarios where you use instances that belong to more than one blueprint. You’ll discover the power of contract programming and parametric polymorphism. You’ll combine generic code with inheritance and multiple inheritance. Later, you’ll see how to combine functional programming with object-oriented programming and find out how to refactor your existing code for easy maintenance.

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Veröffentlichungsjahr: 2017

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Table of Contents

Swift 3 ObjectOriented Programming - Second Edition
Credits
About the Author
Acknowledgement
About the Reviewer
www.PacktPub.com
Why subscribe?
Customer Feedback
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
Errata
Piracy
Questions
1. Objects from the Real World to the Playground
Installing the required software on Mac OS
Installing the required software on Ubuntu Linux
Working with Swift 3 on the web
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
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
3. Encapsulation of Data with Properties
Understanding elements that compose 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
Creating values shared by all the instances of a class with type properties
Creating mutable classes
Building immutable classes
Exercises
Test your knowledge
Summary
4. Inheritance, Abstraction, and Specialization
Creating class hierarchies to abstract and specialize 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 compound assignment operator functions
Declaring unary operator functions
Declaring operator functions for specific subclasses
Exercises
Test your knowledge
Summary
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 with methods 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
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
7. Object-Oriented and Functional Programming
Refactoring code 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
8. Extending and Building Object-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 iOS apps
Adding an object-oriented data repository to a project
Interacting with an object-oriented data repository through Picker View
Exercises
Test your knowledge
Summary
9. 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 Specialization
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, Protection and Organization of Code

Swift 3 ObjectOriented Programming - Second Edition

Swift 3 ObjectOriented Programming - Second 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: January 2016

Second edition: February 2017

Production reference: 1210217

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

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B3 2PB, UK.

ISBN 978-1-78712-039-6

www.packtpub.com

Credits

Author

Gastón C. Hillar

Copy Editor

Muktikant Garimella

Reviewer

Cecil Costa

Project Coordinator

Ulhas Kambali

Commissioning Editor

Ashwin Nair

Proofreader

Safis Editing

Acquisition Editor

Reshma Raman

Indexer

Pratik Shirodkar

Content Development Editors

Divij Kotian

Vikas Tiwari

Graphics

Jason Monteiro

Technical Editor

Jijo Maliyekal

Production Coordinator

Shraddha Falebhai

About the Author

Gastón C. Hillar is Italian and has been working with computers since he was eight. He began programming with the legendary Texas TI-99/4A and Commodore 64 home computers in the early 80s. He has a bachelor's degree in computer science (graduated with honors), and an MBA (graduated with an outstanding thesis). At present, Gastón 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. Gastón was also a former Microsoft MVP in technical computing. He has received the prestigious Intel® Black Belt Software Developer award eight times.

He is a guest blogger at Intel® Software Network (http://software.intel.com). You can reach him at [email protected] and follow him on Twitter at http://twitter.com/gastonhillar. Gastón’s blog is http://csharpmulticore.blogspot.com.

He lives with his wife, Vanesa, and his two sons, Kevin and Brandon.

Acknowledgement

At the time of writing this book, I was fortunate to work with an excellent team at Packt Publishing, whose contributions vastly improved the presentation of this book. Reshma Raman allowed me to provide her with ideas to write an updated edition of Object-Oriented Programming with Swift 2 to cover Swift 3, and I jumped into the exciting project of teaching Object-Oriented Programming in the most promising programming language developed by Apple: Swift 3.

Vikas Tiwari helped me realize my vision for this book and provided many sensible suggestions regarding the text, format, and flow. The reader will notice his great work. Vikas took the great work Divij Kotian had done in the previous edition and helped me in this new edition. It’s been great working with Reshma and Vikas in another project and I can’t wait to work with them again. I would like to thank my technical reviewers and proofreaders for their thorough reviews and insightful comments. I was able to incorporate some of the knowledge and wisdom they have gained in their many years in the software development industry. This book was possible because they gave valuable feedback. The entire process of writing a book requires a huge amount of lonely hours. I wouldn’t be able to write an entire book without dedicating some time to play soccer against my sons, Kevin and Brandon, and my nephew, Nicolas. Of course, I never won a match; however, I did score a few goals.

About the Reviewer

Cecil Costa, also know as Eduardo Campos in Latin countries, is a Euro-Brazilian freelance developer who has been learning about computers since getting his first 286 in 1990. From then on, he kept learning about programming languages, computer architecture, and computer science theory. Learning and teaching are his passions; this is the reason why he worked as a trainer and an author. He has been giving on-site courses for companies such as Ericsson, Roche, TVE (a Spanish television channel), and lots of others. He is also the author of Swift Cookbook First Edition and Swift 2 Blueprints, both by Packt Publishing. He will soon publish an iOS 10 programming video course. Nowadays, Cecil Costa teaches through online platforms, helping people from across the world. In 2008, he founded his own company, Conglomo Limited (http://www.conglomo.es), which offers development and training programs both on-site and online. Throughout his professional career, he has created projects by himself and also worked for different companies from small to big ones, such as IBM, Qualcomm, Spanish Lottery, and Dia%. He develops a variety of computer languages (such as Swift, C++, Java, Objective-C, JavaScript, Python, and so on) in different environments (iOS, Android, Web, Mac OS X, Linux, Unity, and so on), because he thinks that good developers needs to learn all kinds of programming languages to open their mind; only after this will they really understand what development is. Nowadays, Cecil is based in the UK, where he is progressing in his professional career as an iOS developer.

I’d like to thank Rahul Nair for being a such professional and good person.

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Preface

Object-oriented programming, also known as OOP, is a required skill in absolutely any modern software developer job. It makes a lot of sense because object-oriented programming allows you to maximize code reuse and minimize maintenance costs. However, learning object-oriented programming is challenging because it includes too many abstract concepts that require real-life examples to be easy to understand. In addition, object-oriented code that doesn’t follow best practices can easily become a maintenance nightmare.

Swift is a multiparadigm programming language and one of its most important paradigms is OOP. If you want to create great applications and apps for Mac, iPhone, iPad, Apple TV, and Apple Watch (Mac OS, iOS, tvOS, and watchOS operating systems) you need to master OOP in Swift 3. However, Swift 3 is not limited to Apple platforms and you can take advantage of your Swift 3 knowledge to develop applications that target other platforms and use it for server-side code. In addition, as Swift also grabs nice features found in functional programming languages, it is convenient to know how to mix OOP code with functional programming code.

This book will allow you to develop high-quality reusable object-oriented code in Swift 3. You will learn the OOP principles and how Swift implements them. You will learn how to capture objects from real-world elements and create object-oriented code that represents them. You will understand Swift’s approach towards object-oriented code. You will maximize code reuse and reduce maintenance costs. Your code will be easy to understand and it will work with representations of real-life elements.

What this book covers

Chapter 1, Objects from the Real World to the Playground , covers the principles of object-oriented paradigms. We will understand how real-world objects can become part of fundamental elements in the code. We will translate elements into the different components of the object-oriented paradigm supported in Swift 3--classes, protocols, properties, methods, and instances. We will run examples in Xcode 8, the Swift REPL and a web-based Swift 3 sandbox.

Chapter 2, Structures, Classes, and Instances, explains generating blueprints to create objects. You will learn about an object’s life cycle and work with many examples to understand how object initializers and deinitializers work.

Chapter 3 ,Encapsulation of Data with Properties , explains organizing data in the blueprints that generate objects. You will understand the different members of a class and how its different members are reflected in members of the instances generated from a class. We will learn the difference between mutable and immutable classes.

Chapter 4, Inheritance, Abstraction, and Specialization , helps you in creating a hierarchy of blueprints that generate objects. We will take advantage of inheritance and many related features to specialize behavior.

Chapter 5, Contract Programming with Protocols , delves into how Swift works with protocols in combination with classes. We will declare and combine multiple blueprints to generate a single instance. We will declare protocols with different types of requirements, and then, we will create classes that conform to these protocols.

Chapter 6, Maximization of Code Reuse with Generic Code , covers how to maximize code reuse by writing code capable of working with objects of different types, that is, instances of classes that conform to specific protocols or whose class hierarchy includes specific superclasses. We will work with protocols and generics.

Chapter 7 , Object-Oriented Programming and Functional Programming , covers how to refactor existing code to take full advantage of object-oriented code. We will prepare the code for future requirements, reduce maintenance cost, and maximize code reuse. We will also work with many functional programming features included in Swift 3, combined with object-oriented programming.

Chapter 8 , Protection and Organization of Code , puts together all the pieces of the object-oriented puzzle. We will take advantage of extensions to add features to types, classes, and protocols to which we don’t have access to the source code. We will make sure that the code exposes only the things that it has to expose, and we will learn how everything we learned about object-oriented programming is useful in any kind of apps we might create.

What you need for this book

In order to work with Xcode 8.x and the Swift Playground, you will need a Mac computer capable of running OS X 10.11.5 or later, with 8 GB RAM.

In order to work with Swift 3.x open source version in the Linux platform, you will need any computer capable of running Ubuntu 14.04 or later, or Ubuntu 15.10 or later. These are the Linux distributions where the Swift open source binaries have been built and tested. It it also possible to run the Swift compiler and utilities on other Linux distributions. You must check the latest available documentation at the Swift open source website: https://swift.org.

In order to work with the web-based IBM Swift Sandbox, you will need any device capable of executing a modern web browser.

Who this book is for

This book is for iOS and Mac OS developers who want to get a detailed practical understanding of object-oriented programming with the latest version of Swift 3.0.

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Chapter 1. Objects from the Real World to the Playground

Whenever you have to solve a problem in the real world, you use elements and interact with them. For example, when you are thirsty, you take a glass, you fill it up with water, soda, or your favorite juice, and then you drink. Similarly, you can easily recognize elements, known as objects, from real-world actions and then translate them into object-oriented code. In this chapter, we will start learning the principles of object-oriented programming to use them in Swift 3 to develop apps and applications.

Installing the required software on Mac OS

In this book, you will learn to take advantage of all the object-oriented features included in Swift programming language version 3. Some of the examples might be compatible with previous Swift versions, such as 2.3, 2.2, 2.1, and 2.0, but it is essential to use Swift 3.0 or later because this version is not backward compatible. We won't write code that is backwards compatible with previous Swift versions because our main goal is to work with Swift 3.0 or later and to use its syntax.

We will use Xcode as our Integrated Development Environment (IDE). All the examples work with Xcode version 8 or higher. The latest versions of the IDE include Swift 3 as one of the supported programming languages to build iOS apps, watchOS apps, tvOS apps, and Mac OS applications. It is important to note that Xcode only runs on Mac OS, and all the instructions provided in this chapter consider that we are running this operating system on a Mac computer. However, after Apple launched Swift 2.2, it made the language open source and added a port to Linux, specifically to Ubuntu. Swift 3 is also available on Ubuntu. Thus, we can apply everything we learn about object-oriented programming with Swift when targeting other platforms to which the language is ported.

Tip

In case you want to work with the Swift open source release on Mac OS, you can download the latest release in the Downloads section at http://swift.org. You can run all the code examples included in this book in the Swift Read Evaluate Print Loop command-line environment instead of working with Xcode Playground. The Swift Read Evaluate Print Loop command-line environment is also known as Swift REPL.

It is also possible to use the Swift Playgrounds app on iOS 10.0 or later in the iPad models that are compatible with this app. You can work with this app to run the examples. However, our main IDE will be Xcode.

The following is the URL for the Swift Playgrounds app: https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=908519492

In order to install Xcode, you just need to launch the Mac App Store, enter Xcode in the search box, click on the Xcode application icon shown in the results, and make sure that it is the application developed by Apple and not an Xcode helper application. The following screenshot shows the details of the Xcode application in the Mac App Store:

Then, click on Get and wait until the Mac App Store downloads Xcode. Note that it is necessary to download a few GBs and therefore it may take some time to finish the download process. Once the download is finished, click on Install and follow the necessary steps to complete the application's installation process. Finally, you will be able to launch the Xcode application as you would execute any other application in your Mac OS operating system. It is also possible to download and install Xcode from http://developer.apple.com/xcode/.

Apple usually launches Xcode beta versions before releasing the final stable versions. It is highly recommended to avoid working with beta versions to test the examples included in this book because beta versions are unstable and some examples might crash or generate unexpected outputs. The Mac App Store only offers the latest stable version of Xcode, and therefore, there is no risk of installing a beta version by mistake when following the previously explained steps.

In case we have any Xcode beta version installed on the same computer in which we will run the book samples, we have to make sure that the configuration for the stable Xcode version uses the appropriate command-line tools. We won't work with the command-line tools, but we will take advantage of Playground, and this feature uses the command-line tools under the hood.

Launch Xcode, navigate to Xcode | Preferences..., and click on Locations. Make sure that the Command Line Tools drop-down menu displays the stable Xcode version that you installed as the selected option. The following screenshot shows Xcode 8.0 (8A218a) as the selected version for Command Line Tools. However, you will definitely see a higher version number because Xcode is updated frequently:

Tip

We don't need an iOS Developer Program membership to run the examples included in this book. However, in case we want to distribute the apps or applications coded in Swift to any App Store or activate certain capabilities in Xcode, we will require an active membership.

You don't need any previous experience with the Swift programming language to work with the examples in this book and learn how to model and create object-oriented code with Swift 3. If you have some experience with Objective-C, Java, C#, Python, Ruby, or JavaScript, you will be able to easily learn Swift's syntax and understand the examples. Swift borrows many features from these and other modern programming languages, and therefore, any knowledge of these languages will be extremely useful.

Installing the required software on Ubuntu Linux

In case we want to work with Swift 3 in Ubuntu Linux, we won't be able to run the examples that interact with any iOS API. However, we will be able to run a big percentage of the sample code included in this book, and we will be able to learn the most important object-oriented principles.

We can download the latest release for our Ubuntu version in the DOWNLOAD section at http://swift.org. This page includes all the instructions to install the required dependencies (clang and libicu-dev) and to execute the Swift REPL command-line environment.

Once we have completed the installation, we can execute the swift command to run the REPL in a Terminal. After we see a welcome message, we can enter Swift code and the REPL will display the results of executing each code block. We can also take advantage of a set of LLDB debugging commands. We just need to enter :help to list all the available debugger commands.

The following screenshot shows the Terminal application in Ubuntu running the swift command and displaying the results after entering two lines of Swift code:

Working with Swift 3 on the web

In case we want to work with Swift 3 in Windows or in any other platform, we can work with a web-based Swift sandbox developed by IBM. We just need to open the following web page in a web browser: https://swiftlang.ng.bluemix.net/#/repl.

The IBM Swift Sandbox mimics the Playground with a text-based UI and it allows you to enter the code on the left-hand side and watch the results of the execution on the right-hand side. The sandbox is simple and not as powerful as the Xcode Playground. As it happens with Swift in Ubuntu Linux, we won't be able to run the examples that interact with any iOS API. However, we will be able to run a big percentage of the sample code included in this book, and we will be able to learn the most important object-oriented principles with any compatible web browser.

The following screenshot shows IBM Swift Sandbox displaying the results of executing two lines of Swift code in Chrome under Windows 10. We just need to enter the Swift code on the left-hand side and click on the Execute button (play icon) to see the results of compiling and executing the code on the right-hand side:

Capturing objects from the real world

Now, let's forget about Xcode and Swift for a while. Imagine that we have to develop a new universal iOS app that targets the iPad, iPhone, and iPod touch devices. We will have different User Interfaces (UI) and User Experiences (UX) because these devices have diverse screen sizes and resolutions. However, no matter the device in which the app runs, it will have the same goal.

Imagine that Vanessa is a very popular YouTuber, painter, and craftswoman who usually uploads videos on a YouTube channel. She has more than a million followers, and one of her latest videos had a huge impact on social networking sites. In this video, she sketched basic shapes and then painted them with acrylic paint to build patterns. She worked with very attractive colors, and many famous Hollywood actresses uploaded pictures on Instagram sharing their creations with the technique demonstrated by Vanessa and with the revolutionary special colors developed by a specific acrylic paint manufacturer.

Obviously, the acrylic paint manufacturer wants to take full advantage of this situation, so he specifies the requirements for an app. The app must provide a set of predefined 2D shapes that the users can drag and drop in a document to build a pattern so that they can change both the 2D position and size. It is important to note that the shapes cannot intersect, and users cannot change the line widths because these are the basic requirements of the technique introduced by Vanessa. A user can select the desired line and fill colors for each shape. At any time, the user can tap a button, and the app must display a list of the acrylic paint tubes, bottles, or jars that the user must buy to paint the drawn pattern. Finally, the user can easily place an online order to request the suggested acrylic paint tubes, bottles, or jars. The app also generates a tutorial to explain to the user how to generate each of the final colors for the lines and fills by thinning the appropriate amount of acrylic paint with water, based on the colors that the user has specified.

The following figure shows an example of a pattern. Note that it is extremely simple to describe the objects that compose the pattern: four 2D shapes-specifically, two rectangles and two circles. If we measure the shapes, we would easily realize that they aren't two squares and two ellipses; they are two rectangles and two circles:

We can easily recognize the objects; we understand that the pattern is composed of many 2D geometric shapes. Now, let's focus on the core requirement for the app, which is calculating the required amounts of acrylic paint. We have to take into account the following data for each shape included in the pattern in order to calculate the amount of acrylic paint:

The perimeterThe areaThe line colorThe fill color

The app allows users to use a specific color for the line that draws the borders of each shape. Thus, we have to calculate the perimeter in order to use it as one of the values that will allow us to estimate the amount of acrylic paint that the user must buy to paint each shape's border. Then, we have to calculate the area to use it as one of the values that will allow us to estimate the amount of acrylic paint that the user must buy to fill each shape's area.

We have to start working on the backend code that calculates areas and perimeters. The app will follow Vanessa's guidelines to create the patterns, and it will only support the following six shapes:

SquaresEquilateral trianglesRectanglesCirclesEllipsesRegular hexagons

We can start writing Swift code-specifically, six functions that calculate the areas of the previously enumerated shapes and another six to calculate their perimeters. Note that we are talking about functions, and we stopped thinking about objects; therefore, we will face some problems with this path, which we will solve with an object-oriented approach from scratch.

For example, if we start thinking about functions to solve the problem, one possible solution is to code the following twelve functions to do the job:

calculatedSquareAreacalculatedEquilateralTriangleAreacalculatedRectangleAreacalculatedCircleAreacalculatedEllipseAreacalculatedRegularHexagonAreacalculatedSquarePerimetercalculatedEquilateralTrianglePerimetercalculatedRectanglePerimetercalculatedCirclePerimetercalculatedEllipsePerimetercalculatedRegularHexagonPerimeter

Each of the previously enumerated functions has to receive the necessary parameters of each shape and return either its calculated area or perimeter. These functions do not have side effects, that is, they do not make changes to the arguments they receive and they just return the results of the calculated perimeters. Therefore, we use calculated instead of calculate as the first word for their names. This way, it will be easier for us to generate the object-oriented version as we will continue to follow the API design guidelines that Apple has provided for Swift 3.

Now, let's forget about functions for a bit. Let's recognize the real-world objects from the application's requirements that we were assigned. We have to calculate the areas and perimeters of six elements, which are six nouns in the requirements that represent real-life objects-specifically 2D shapes. Our list of real-world objects is exactly the same that Vanessa's specification uses to determine the shapes allowed to be used to create patterns. Take a look at the list:

SquaresEquilateral trianglesRectanglesCirclesEllipsesRegular hexagons

After recognizing the real-life objects, we can start designing our application by following an object-oriented paradigm. Instead of creating a set of functions that perform the required tasks, we can create software objects that represent the state and behavior of a square, equilateral triangle, rectangle, circle, ellipse, and regular hexagon. This way, the different objects mimic the real-world 2D shapes. We can work with the objects to specify the different attributes required to calculate the area and perimeter. Then, we can extend these objects to include the additional data required to calculate other required values, such as the quantity of acrylic paint required to paint the borders.

Now, let's move to the real world and think about each of the previously enumerated six shapes. Imagine that we have to draw each of the shapes on paper and calculate their areas and perimeters. After we draw each shape, which values will we use to calculate their areas and perimeters? Which formulae will we use?

Tip

We started working on an object-oriented design before we started coding, and therefore, we will work as if we didn't know many concepts of geometry. For example, we can easily generalize the formulae that we use to calculate the perimeters and areas of regular polygons. However, we will analyze the requirements in most cases; we still aren't experts on the subject, and we need to dive deeper into the subject before we can group classes and generalize their behavior.

The following figure shows a drawn square and the formulae that we will use to calculate the perimeter and area. We just need the length of a side, usually identified as a:

The following figure shows a drawn equilateral triangle and the formulae that we will use to calculate the perimeter and area. This type of triangle has equal sides, and the three internal angles are equal to 60 degrees. We just need the length of each side, usually identified as a:

The following figure shows a drawn rectangle and the formulae that we will use to calculate the perimeter and area. We need the width and height values:

The following figure shows a drawn circle and the formulae that we will use to calculate the perimeter and area. We just need the radius, usually identified as r:

The following figure shows a drawn ellipse and the formulae that we will use to calculate the perimeter and area. We need the semimajor axis (usually labeled as a) and semiminor axis (usually labeled as b) values:

The following figure shows a drawn regular hexagon and the formulae that we will use to calculate the perimeter and area. We just need the length of each side, usually labeled as a:

The following table summarizes the data required for each shape:

Shape

Required data

Square

The length of a side

Equilateral triangle

The length of a side

Rectangle

The width and height

Circle

The radius

Ellipse

The semimajor and semiminor axes

Regular hexagon

The length of a side

Each object that represents a specific shape encapsulates the required data that we identified. For example, an object that represents an ellipse will encapsulate the ellipse's semimajor and semiminor axes.

Tip

Data encapsulation is one of the major pillars of object-oriented programming.

Generating classes to create objects

Imagine that you want to draw and calculate the areas of six different ellipses. You will end up with six ellipses drawn, their different semimajor axis and semiminor axis values, and their calculated areas. It would be great to have a blueprint to simplify the process of drawing each ellipse with their different semimajor axis and semiminor axis values.

In object-oriented programming, a class is a template definition or blueprint from which objects are created. Classes are models that define the state and behavior of an object. After declaring a class that defines the state and behavior of an ellipse, we can use it to generate objects that represent the state and behavior of each real-world ellipse:

Tip

Objects are also known as instances. For example, we can say each circle object is an instance of the Circle class.

The following figure shows two circle instances drawn with their radius values specified: Circle #1 and Circle #2. We can use a Circle class as a blueprint to generate the two different Circle instances. Note that Circle #1 has a radius value of 175, and Circle #2 has a radius value of 350. Each instance has a different radius value:

The following figure shows three ellipse instances drawn with their semimajor axis and semiminor axis values specified: Ellipse #1, Ellipse #2, and Ellipse #3. In this case, we can use an Ellipse class as a blueprint to generate the three different ellipse instances. It is very important to understand the difference between a class and the objects or instances generated through its usage. The object-oriented programming features supported in Swift allow us to discover which blueprint we used to generate a specific object. We will use these features in many examples in the upcoming chapters. Thus, we can know that each object is an instance of the Ellipse class. Each ellipse has its own specific values for the semimajor and semiminor axes:

We recognized six completely different real-world objects from the application's requirements, and therefore, we can generate the following six classes to create the necessary objects:

SquareEquilateralTriangleRectangleCircleEllipseRegularHexagon

Note the usage of Pascal case for class names; this means that the first letter of each word that composes the name is capitalized, while the other letters are in lowercase. This is a coding convention in Swift. For example, we use the RegularHexagon name for the class that will generate regular hexagons. Pascal case is also known as UpperCamelCase or Upper Camel Case.

Recognizing variables and constants to create properties

We know the information required for each of the shapes to achieve our goals. Now, we have to design the classes to include the necessary properties that provide the required data to each instance. We have to make sure that each class has the necessary variables that encapsulate all the data required by the objects to perform all the tasks based on our application domain.

Let's start with the RegularHexagon class. It is necessary to know the length of a side for each instance of this class, that is, for each regular hexagon object. Thus, we need an encapsulated variable that allows each instance of the RegularHexagon class to specify the value for the length of a side.

Tip

The variables defined in a class to encapsulate the data for each instance of the class in Swift are known as properties. Each instance has its own independent value for the properties defined in the class. The properties allow us to define the characteristics for an instance of the class. In other programming languages, the variables defined in a class are known as either attributes or fields.

The RegularHexagon class defines a floating point property named lengthOfSide, whose initial value is equal to 0 for any new instance of the class. After we create an instance of the RegularHexagon class, it is possible to change the value of the lengthOfSide attribute.

Note the usage of Camel case, which is using a lowercase first letter, for class property names. The first letter is lowercase, and then, the first letter for each word that composes the name is capitalized, while the other letters are in lowercase. It is a coding convention in Swift for both variables and properties. For example, we use the lengthOfSide name for the property that stores the value of the length of a side.

Imagine that we create two instances of the RegularHexagon class. One of the instances is named regularHexagon1 and the other, regularHexagon2. The instance names allow us to access the encapsulated data for each object, and therefore, we can use them to change the values of the exposed properties.

Swift uses a dot (.) to allow us to access the properties of instances. So, regularHexagon1.lengthOfSide provides access to the length of side of the RegularHexagon instance named regularHexagon1, and regularHexagon2.lengthOfSide does the same for the RegularHexagon instance named regularHexagon2.

Tip

Note that the naming convention makes it easy for us to differentiate an instance name, that is, a variable from a class name. Whenever we see the first letter in uppercase or capitalized, it means that we are talking about a class.

We can assign 20 to regularHexagon1.lengthOfSide and 50 to regularHexagon2.lengthOfSide. This way, each RegularHexagon instance will have a different value for the lengthOfSide attribute.

Now, let's move to the Ellipse class. We can define two floating point attributes for this class: semiMajorAxis and semiMinorAxis. Their initial values will also be 0. Then, we can create three instances of the Ellipse class named ellipse1, ellipse2, and ellipse3.

We can assign the values summarized in the following table to the three instances of the Ellipse class:

Instance name

semiMinorAxisvalue

semiMajorAxisvalue

ellipse1

210

400

ellipse2

180

300

ellipse3

180

356

This way, ellipse1.semiMinorAxis will be equal to 210, while ellipse3.semiMinorAxis will be equal to 180. The ellipse1 instance represents an ellipse with semiMinorAxis of 210 and semiMajorAxis of 400.

The following table summarizes the floating point properties defined for each of the six classes that we need for our application:

Class name

Properties list

Square

lengthOfSide

EquilateralTriangle

lengthOfSide

Rectangle

width and height

Circle

radius

Ellipse

semiMinorAxis and semiMajorAxis

RegularHexagon

lengthOfSide

Tip

The properties are members of their respective classes. However, properties aren't the only members that classes can have.

Note that three of these classes have the same property: lengthOfSide-specifically, the Square, EquilateralTriangle, and RegularHexagon classes. We will dive deep into what these three classes have in common later and take advantage of object-oriented features to reuse code and simplify our application's maintenance. However, we are just starting our journey, and we will make improvements as we cover additional object-oriented features included in Swift.

The following figure shows a Unified Modeling Language (UML) class diagram with the six classes and their properties. This diagram is very easy to understand. The class name appears on the top of the rectangle that identifies each class. A rectangle below the same shape that holds the class name displays all the property names exposed by the class with a plus sign (+) as a prefix. This prefix indicates that what follows it is an attribute name in UML and a property name in Swift:

Recognizing actions to create methods

So far, we have designed six classes and identified the necessary properties for each of them. Now, it is time to add the necessary pieces of code that work with the previously defined properties to perform all the tasks. We have to make sure that each class has the necessary encapsulated functions that process the property values specified in the objects to perform all the tasks.

Let's forget a bit about the similarities between the different classes. We will work with them individually as if we didn't have the necessary knowledge of geometric formulae. We will start with the Square class. We need pieces of code that allow each instance of this class to use the value of the lengthOfSide property to calculate the area and perimeter.

Tip

The functions defined in a class to encapsulate the behavior of each instance of the class are known as methods. Each instance can access the set of methods exposed by the class. The code specified in a method can work with the properties specified in the class. When we execute a method, it will use the properties of the specific instance. Whenever we define methods, we must make sure that we define them in a logical place, that is, in the place where the required data is kept.

When a method doesn't require parameters, we can say that it is a parameterless method. In this case, all the methods we will initially define for the classes will be parameterless methods that just work with the values of the previously defined properties and use the formulae shown in the figures. Thus, we will be able to call them without arguments. We will start creating methods, but we will be able to explore additional options based on specific Swift features later.

The Square class defines the following two parameterless methods. We will declare the code for both methods within the definition of the Square class so that they can access the lengthofSide property value:

calculatedArea: This method returns a floating point value with the calculated area for the square. It returns the square of the lengthOfSide attribute value (lengthOfSide2 or lengthOfSide ^ 2).calculatedPerimeter: This method returns a floating point value with the calculated perimeter for the square. It returns the lengthOfSide attribute value multiplied by 4 (4 * lengthOfSide).

Note the usage of Camel case, that is, using a lowercase first letter, for method names. The first letter is in lowercase, and then, the first letter for each word that composes the name is capitalized, while the other letters are in lowercase. As it happened with property names, it is a coding convention in Swift for methods.

These methods do not have side effects, that is, they do not make changes to the related instance. The methods just return the calculated values. Their operation is naturally described by the calculate verb. We use calculated instead of calculate