Swift 2 for absolute beginners /
Swift 2 for Absolute Beginners is perfect for those with no programming background, those with some programming experience but no object-oriented experience, or those that have a great idea for an app but haven't programmed since school, and it is now updated for Swift 2. Gary Bennett and Brad...
Clasificación: | Libro Electrónico |
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Autores principales: | , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
[New York] :
Apress,
[2015]
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Edición: | Second edition. |
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- At a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Becoming a Great iOS Developer; Thinking Like a Developer; Completing the Development Cycle; Introducing Object-Oriented Programming ; Working with the Playground Interface ; Summary; What's Next; Exercises; Chapter 2: Programming Basics; Touring Xcode; Exploring the Workspace Window; Navigating Your Workspace; Editing Your Project Files; Creating Your First Swift Playground Program; Installing and Launching Xcode 7; Using Xcode 7.
- Xcode Playground IDE: Editor and Results Areas Summary; Exercise; Chapter 3: It's All About the Data; Numbering Systems Used in Programming; Bits; Moore's Law; Bytes; Hexadecimal; Unicode; Data Types; Declaring Constants and Variables; Optionals; Using Variables in Playgrounds; Summary; Exercises; Chapter 4: Making Decisions, Program Flow, and App Design; Boolean Logic; Truth Tables; Comparison Operators; Designing Apps; Pseudocode; Optionals and Forced Unwrapping; Optional Binding; Implicitly Unwrapped Optionals; Flowcharting; Designing and Flowcharting an Example App.
- The App's Design Using Loops to Repeat Program Statements; Count-Controlled Loops; Condition-Controlled Loops; Infinite Loops; Coding the Example App in Swift; Nested if Statements and else if Statements; Removing Extra Characters; Improving the Code Through Refactoring; Running the App; Design Requirements; Summary; Exercises; Chapter 5: Object-Oriented Programming with Swift; The Object; What Is a Class?; Planning Classes; Planning Properties; Planning Methods; Implementing the Classes; Inheritance; Why Use OOP?; OOP Is Everywhere; Eliminate Redundant Code.
- Ease of Debugging Ease of Replacement; Advanced Topics; Interface; Polymorphism; Summary; Exercises; Chapter 6: Learning Swift and Xcode; A Newcomer; Understanding the Language Symbols ; Implementing Objects in Swift; Writing Another Program in Xcode; Creating the Project; Summary; Exercises; Chapter 7: Swift Classes, Objects, and Methods; Creating a Swift Class; Instance Variables; Methods; Using Class Methods; Using Instance Methods; Using Your New Class; Creating Your Project; Adding Objects; Writing the Class; Creating the User Interface; Hooking Up the Code.
- Running the Program Taking Class Methods to the Next Level; Accessing the Xcode Documentation; Summary; Exercises; Chapter 8: Programming Basics in Swift; Using let vs. var; Understanding Collections; Using Arrays; Using the Dictionary Class; Creating the BookStore Application; Creating Your Class; Introducing Properties; Accessing Variables; Finishing the BookStore Program; Creating the View; Adding Properties; Adding a Description; Creating a Simple Data Model Class; Modifying MasterViewController; Modifying the DetailViewController; Summary; Exercises.