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Intro to Object-Oriented Design in Swift: Part 2/2

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Object-oriented design

Wheels, engines, movement…alike, yet different.

Update note: This tutorial was updated for iOS 8 and Swift by Ray Fix. Original post by Tutorial Team member Ellen Shapiro.

In Part 1 of this tutorial, you learned the basics of object-oriented design: objects, inheritance, and the model-view-controller pattern. You created the beginnings of a simple application called Vehicles to help you gain a better understanding of these concepts.

Here in the second part, you’re going to learn about polymorphism and initialization. Along the way, you will learn about a few of Object-Oriented programming patterns including the Decorator, the Adapter, and the Singleton.

If you completed the previous tutorial, great! You can pick up where you left off with your previous project. However, if you want to jump right into things, you can download the completed project from Part 1 to get started.

Polymorphism

The general definition of Polymorphism comes from its Greek roots – “Poly” means many, and “Morph” means forms.

The computer-science specific definition, pulled from the Free Online Dictionary of Computing, is:

A variable that may refer to objects whose class is not known at compile time and which respond at run time according to the actual class of the object to which they refer.

You have already seen polymorphism in action in Part 1. In VehicleDetailViewController’s configureView() method, you used the computed property vehicleDetails that was overridden in each subclass. You know that any kind of vehicle will have that vehicleDetails property, but you’ll get a different value depending on whether the object is a Car, Motorocycle or Truck.

There are several patterns related to polymorphism that can be used within Swift, but two key ones you’ll see often are the Decorator and Adapter patterns. These are implemented using the language keywords extension and protocol respectively.

The Decorator Pattern

From Apple’s Cocoa Fundamentals guide’s section on Cocoa Design Patterns:

The Decorator design pattern attaches additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality. As does subclassing, adaptation of the Decorator pattern allows you to incorporate new behavior without modifying existing code. Decorators wrap an object of the class whose behavior they extend.

The primary example of the Decorator pattern in Swift is when you create an extension. In Objective-C, there is a similar mechanism with class categories.

Extensions allow you to add additional methods to classes and structs without having to subclass or alter the original source code. For example, they can be used to add functionality to the stock UIKit components such as additional helper methods on UIView or custom color constructors on UIColor.

The difference between an extension and a subclass is pretty simple: You can add new methods but not new properties with an extension. If you want to add a new property, you’ll probably need to create a subclass and use the power of inheritance to create your additional properties and methods.

But what if you don’t need to add new properties? What if you just want to create a simple way to encapsulate something you have to do repeatedly with a particular UIKit object? In this case, an extension is a possible solution.

To try this out, you’re going to add a convenience method to UIAlertController to do away with performing the setup dance required for simple alerts over and over again in your code.

Implementing the Decorator Pattern

You could put the definition of your UIAlertController extension in any file and it would be visible to the entire app. However, to keep things neat and to facilitate it being used in other future projects, create it in a separate file. Go to File\New\File… and select iOS\Source\Swift File. Then name the file UIAlertController+Convenience. The format [Component]+[Extension Name] borrows a page from Objective-C category file naming conventions. While this is just a convention, it helps communicate your intent. In this case, you are adding some convenience methods to UIAlertController.

Creating a method within an extension is very similar to creating a method on a normal class. Open UIAlertController+Convenience.swift and add the following:

import UIKit
 
extension UIAlertController {
  class func alertControllerWithTitle(title:String, message:String) -> UIAlertController {
    let controller = UIAlertController(title: title, message: message, preferredStyle: .Alert)
    controller.addAction(UIAlertAction(title: "OK", style: .Default, handler: nil))
    return controller
  }  
}

Rather than defining a new class, you create an extension on the existing UIAlertController class.

You’re not doing anything revolutionary here — just packaging up and returning a UIAlertController that has a single button dismiss action.

Bonus: In addition to using the Decorator pattern by adding functionality to UIAlertController you are also implementing what is called the Factory pattern. The Factory pattern returns an initialized instance configured in a particular way. You might say this is a Decorated Factory. :]

Time to use your new extension. Open VehicleDetailViewController.swift. Towards the bottom of the file, you’ll find several methods marked @IBAction that are empty. Update goForward(), goBackward(), stopMoving() and makeNoise() as shown below to use your new extension:

@IBAction func goForward(sender: AnyObject) {
  if let vehicle = detailVehicle {
    let controller = UIAlertController.alertControllerWithTitle("Go Forward", message: vehicle.goForward())
    presentViewController(controller, animated: true) {}
  }
}
 
@IBAction func goBackward(sender: AnyObject) {
  if let vehicle = detailVehicle {
    let controller = UIAlertController.alertControllerWithTitle("Go Backward", message: vehicle.goBackward())
    presentViewController(controller, animated: true) {}
  }
}
 
@IBAction func stopMoving(sender: AnyObject) {
  if let vehicle = detailVehicle {
    let controller = UIAlertController.alertControllerWithTitle("Stop Moving", message: vehicle.stopMoving())
    presentViewController(controller, animated: true) {}
  }
}
 
@IBAction func makeNoise(sender: AnyObject) {
  if let vehicle = detailVehicle {
    let controller = UIAlertController.alertControllerWithTitle("Make Some Noise!", message: vehicle.makeNoise())
    presentViewController(controller, animated: true) {}
  }
}

The if let statement makes sure that vehicle exists, and if it does, creates an alert controller using your extension and presents it.

Build and run your application; after selecting a vehicle, press any button except the “Turn…” button, and you’ll see the appropriate message for each instance of a Vehicle. For example, if you press the “Make Some Noise!” button for various Vehicles, you’ll see the following:

Make some noise!

To implement the turn() method, you’ll need to pass some information from the UIAlertController back to your view controller. You can do this with Swift closures. You can think of a closure as an unnamed function similar to a block in Objective-C. First, go back to UIAlertController+Convenience.swift and add the following method:

class func alertControllerWithNumberInput(#title:String, message:String, buttonTitle:String, handler:(Int?)->Void) -> UIAlertController {
  let controller = UIAlertController(title: title, message: message, preferredStyle: .Alert)
 
  controller.addTextFieldWithConfigurationHandler { $0.keyboardType = .NumberPad }
 
  controller.addAction(UIAlertAction(title: "Cancel", style: .Cancel, handler: nil))
 
  controller.addAction(UIAlertAction(title: buttonTitle, style: .Default) { action in
    let textFields = controller.textFields as? [UITextField]
    let value = textFields?[0].text.toInt()
    handler(value)
    } )
 
  return controller
}

This method configures a UIAlertController with a text field that takes numeric input from the keypad and returns it. When the button is pressed, it attempts to parse the text into an Int. The value is an optional type because parsing might fail. This value is passed to a handler function supplied as an argument to the function.

To use the extension, open VehicleDetailsViewController.swift file and add the implementation for turn()

@IBAction func turn(sender: AnyObject) {
  if let vehicle = detailVehicle {
    let controller = UIAlertController.alertControllerWithNumberInput(title: "Turn", message: "Enter number of degrees to turn:", buttonTitle: "Go!") {
      integerValue in
      if let value = integerValue {
        let controller = UIAlertController.alertControllerWithTitle("Turn", message: vehicle.turn(value))
        self.presentViewController(controller, animated: true, completion: nil)
      }
    }
    presentViewController(controller, animated: true) {}
  }
}

This sets a controller with numeric input is created via your extension. Your handler checks if you have a valid value and then throws up another alert view with the turn message.

Build and run your project; select a Vehicle from the list, tap the Turn button and enter a number of degrees to turn, like so:

Turn 90 degrees

If you hit Cancel, nothing will happen. However, if you hit Go!, the first UIAlertController disappears and the following UIAlertController will appear:

Turn complete!

Your application is now functionally complete. However, what if you want to make your code a little more elegant so it’s easier to maintain and add to it later? It’s time to refactor how your objects are initialized and learn about some more object-oriented design patterns to make your coding life easier!

Proper Initialization

One of the big safety features of Swift is its ability to do proper initialization. Through a process called two-phase initialization, the Swift complier guarantees that you never access uninitialized memory.

Swift uses two phase initialization that works roughly like the following. First, initialization of your Derived class begins.

Phase 1

  1. The stored properties of the most derived class are set either at the point where the stored property is declared or at the beginning of the init() method. In Phase 1, even properties declared with let can be modified.
  2. super.init() is called. The same rule above applies. That is, the super class also sets all of it’s stored properties that it introduces and calls up the chain.
  3. The process continues until the top of the inheritance hierarchy is finally reached.

Phase 2

  1. The highest level init() method returns starting the chain back down towards the most derived class
  2. As each derived class returns, it can overwrite stored properties defined in the super classes above it.
  3. This process continues back down to the most derived class.
  4. Finally, any convenience initializers in the chain have the option to customize the instance and to work with self. More on convenience initializers in the next section.

You can find a longer explanation of initialization in the Swift Programming Language Book. While the rules are a bit subtle, they are simple to follow and avoid corner cases where properties would not be initialized or confusingly over-written.

Designated vs Convenience Initializers

Every class must have at least one designated initializer that is responsible for initializing everything in that class. If you set all of the stored properties (or they have their own default initializers) the compiler will provide you with a default designated initializer automatically.

It is typical for a class to have only one designated initializer. Sometimes you can declare additional convenience initializers that are marked with the keyword convenience. While this tutorial doesn’t show any convenience initializers in action, they can be convenient (as the name suggests) in shortening common initialization calls.

Convenience initializers may only call the designated initializer or other convenience initializers of the same class. Ultimately they must eventually lead to the designated initializers of the same class. This simple rule ensures instances are in a usable state by the end of the initialization process.

Unlike convenience initializers, designated initializers of a derived class must only call the designated of the superclass.

Back to the Code

When you created Vehicle, Car, Motorcycle and Truck in Part 1 you used a bunch of placeholder values to set the properties. After creating Vehicle instances, you immediately set the values to something more reasonable. This, however, is an error prone process. It is easy to forget setting one of the values resulting in a bug. It would be better if you could set the values explicitly right at initialization so the compiler can check your work.

In this section you’ll set the values right in the initializer. This will make your classes easy to use correctly and conversely, difficult to use incorrectly.

Because you specified all of the initial values and didn’t write a default initializer, the compiler created one for you behind the scenes. When you write your own, the compiler-created one goes away. So, along with creating a new member-wise initializer, add a default initializer to prevent breakage while you are refactoring. Open Vehicle.swift and add these below your computed properties:

// Mark: - Initialization Methods
 
init() {}
 
init(brandName:String, modelName:String, modelYear:Int, powerSource:String, numberOfWheels:Int) {
  self.brandName = brandName
  self.modelName = modelName
  self.modelYear = modelYear
  self.powerSource = powerSource
  self.numberOfWheels = numberOfWheels
}

The blank initializer is just temporary to keep the compiler from complaining. You will remove this later.

The new initializer with arguments simply sets each property with the value coming in.

Now open Car.swift. Change the declaration of the four stored properties to remove their default values. They should look like the following:

let isConvertible: Bool
let isHatchback: Bool
let hasSunroof: Bool
let numberOfDoors: Int

Next, replace the current overridden init() with the following:

init(brandName: String, modelName: String, modelYear: Int, powerSource: String,
  isConvertible: Bool, isHatchback: Bool, hasSunroof: Bool, numberOfDoors: Int) {
 
    self.isConvertible = isConvertible
    self.isHatchback = isHatchback
    self.hasSunroof = hasSunroof
    self.numberOfDoors = numberOfDoors
 
    super.init(brandName: brandName, modelName: modelName, modelYear: modelYear,
      powerSource: powerSource, numberOfWheels: 4)
}

This initializes a Car object in one call. In the initializer you first initialize the properties that the Car class introduces. Then you call the superclass’s designated initializer. By declaring your stored properties with the let keyword, they are now immutable so they can never change after they are initialized. Using let is a good idea because it more appropriately models these properties. The number of doors on a car, for example, does not change from minute to minute.

Now repeat the process for Motorcycle. Open Motorcycle.swift and replace the stored property and overridden init() with the following:

let engineNoise: String
 
init(brandName: String, modelName: String, modelYear: Int, engineNoise: String) {
  self.engineNoise = engineNoise
  super.init(brandName: brandName, modelName: modelName, modelYear: modelYear,
    powerSource: "gas engine", numberOfWheels: 2)
}

And the some thing for Truck. Open Truck.swift and replace the stored property and init with the following:

let cargoCapacityCubicFeet: Int
 
init(brandName: String, modelName: String, modelYear: Int, powerSource: String, numberOfWheels: Int, cargoCapacityInCubicFeet:Int) {
  self.cargoCapacityCubicFeet = cargoCapacityInCubicFeet
  super.init(brandName: brandName, modelName: modelName, modelYear: modelYear,
    powerSource: powerSource, numberOfWheels: numberOfWheels)
}

Finally you are ready to remove the temporary init() with no parameters in the Vehicle class and change all of the properties to immutable values with no dummy placeholders. Go to Vehicle.swift and change the stored properties to the following:

let brandName: String
let modelName: String
let modelYear: Int
let powerSource: String
let numberOfWheels: Int

Also, remove the temporary init() {} you had.

The test code that you put in AppDelegate in Part 1 will no longer compile because it used the default initializer Vehicle() that no longer exists. Open AppDelegate.swift and remove it. application(_:didFinishLaunchingWithOptions:) should simply return true:

func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {    
  return true
}

Now you can use your new initializers to create all the different Vehicle objects. Open VehicleListViewController.swift and replace the current method body of setupVehicle() with the following:

// Clear the array. (Start from scratch.)
vehicles.removeAll(keepCapacity: true)
 
// Create a car.
var mustang = Car(brandName: "Ford", modelName: "Mustang", modelYear: 1968, powerSource: "gas engine",
  isConvertible: true, isHatchback: false, hasSunroof: false, numberOfDoors: 2)
 
// Add it to the array
vehicles.append(mustang)
 
// Create another car.
var outback = Car(brandName: "Subaru", modelName: "Outback", modelYear: 1999, powerSource: "gas engine",
  isConvertible: false, isHatchback: true, hasSunroof: false, numberOfDoors: 5)
 
// Add it to the array.
vehicles.append(outback)
 
// Create another car
var prius = Car(brandName: "Toyota", modelName: "Prius", modelYear: 2002, powerSource: "hybrid engine",
  isConvertible: false, isHatchback: true, hasSunroof: true, numberOfDoors: 4)
 
// Add it to the array.
vehicles.append(prius)
 
// Create a motorcycle
var harley = Motorcycle(brandName: "Harley-Davidson", modelName: "Softail", modelYear: 1979,
  engineNoise: "Vrrrrrrrroooooooooom!")
 
// Add it to the array.
vehicles.append(harley)
 
// Create another motorcycle
var kawasaki = Motorcycle(brandName: "Kawasaki", modelName: "Ninja", modelYear: 2005,
  engineNoise: "Neeeeeeeeeeeeeeeeow!")
 
// Add it to the array
self.vehicles.append(kawasaki)
 
// Create a truck
var silverado = Truck(brandName: "Chevrolet", modelName: "Silverado", modelYear: 2011,
  powerSource: "gas engine", numberOfWheels: 4, cargoCapacityInCubicFeet: 53)
 
// Add it to the array
vehicles.append(silverado)
 
// Create another truck
var eighteenWheeler = Truck(brandName: "Peterbilt", modelName: "579", modelYear: 2013,
  powerSource: "diesel engine", numberOfWheels: 18, cargoCapacityInCubicFeet: 408)
 
// Add it to the array
vehicles.append(eighteenWheeler)
 
// Sort the array by the model year
vehicles.sort { $0.modelYear < $1.modelYear }

Build and run the application. Everything should look as it did before, and there should be no difference in behavior.

VehicleList

Although things behave the same way, your code is now much more robust and much less susceptible errors when creating new objects. With proper initialization in the Vehicle class hierarchy, you can be sure your objects and properties start off in a known good state.

Additional Object-Oriented Patterns

There are many more Object-Oriented design patterns that you can use to improve your code. Let’s look at two more: the Adapter and the Singleton.

Both of these patterns are used extensively in iOS development, and understanding what they do under the hood will help you understand the design of the code you’ll encounter as an iOS developer.

The Adapter Pattern (Protocols)

Again from the Cocoa Fundamentals Guide:

The Adapter design pattern converts the interface of a class into another interface that clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatible interfaces. It decouples the client from the class of the targeted object.

Protocols are the primary example of the Adapter pattern in Swift. This designates a number of methods and properties that can be implemented by any class. They’re most often used for DataSource and Delegate methods, but can also be used to help two unrelated classes communicate with each other.

The advantage of this pattern is that as long as a class declares that it conforms to the protocol, it really doesn’t matter whether it’s a model, a view, or a controller. It simply needs to know what is happening in the other class, and will implement any required methods or properties needed to know about this.

To make it easier to println() a Vehicle object, you will create what is called a protocol extension. This is one example of the adapter pattern in action. Open up Vehicle.swift and at the end of the file add the following stand-alone code outside of the Vehicle definition:

// MARK: An extension to make Vehicle printable
 
extension Vehicle : Printable {
  var description:String {
    return vehicleTitle + "\n" + vehicleDetails
  }
}

This declares the Vehicle class as conforming to the Printable protocol defined by the Swift Standard Library. Printable only requires that your class return a string property description. With this addition you can now println(vehicle). In other words, you have adapted Vehicle to be used as a String. To test it out, open VehicleDetailsViewController.swift and add viewWillAppear() just below viewDidLoad():

override func viewWillAppear(animated: Bool) {
  super.viewWillAppear(animated)
  if let vehicle = detailVehicle {
    println(vehicle)
  }
}

Build and run your application. Notice that whenever you tap on a vehicle, the vehicle information is printed to the Xcode console:

VehicleDebugger

Before conforming to the Printable protocol, all println() could do was print the module and class name: “Vehicle.Car”.

Bonus: Notice that Swift lets you conform to a protocol using an extension. This is called a Protocol Extension. It is a nice way to organizer your code. Here too, you are applying two patterns simultaneously again. The Adapter (via protocol conformance) and the Decorator (via extension).

The Singleton Pattern

One very specific, very useful initialization pattern is the Singleton. This ensures that a particular instance of a class is only initialized once.

This is great for items that need to only have a single instance — for instance, the UIApplication singleton sharedApplication — or for those classes that are expensive to initialize, or which store small amounts of data which need to be accessed and updated throughout your app.

In the case of your Vehicles app, you can see there’s one piece of data that might need to be accessed and updated all over the place: your list of Vehicles. The current list also violates MVC rules by letting VehicleListTableViewController manage its creation and existence. By moving the list of vehicles into its own singleton class, you gain a lot of flexibility for the future.

Go to File\New\File… and select iOS\Source\Swift File and name the file VehicleList. Open the file and create the singleton:

class VehicleList {
  let vehicles:[Vehicle] = []
 
  class var sharedInstance: VehicleList {
    struct Singleton {
      static let instance = VehicleList()
    }
    return Singleton.instance
  }
}

Swift 1.0 does not support class stored properties so the above code uses a trick to work around that limitation. First it declares a computed property called sharedInstance but instead of computing it every time, you create a local struct called Singleton that initializes the VehicleList exactly once and captures it in a static variable instance. Then you can just return Singleton.instance without it being recomputed.

Right now, you are returning an immutable empty list that is not so useful. To fix that, add an init() that creates the list.

init() {
  // Create a car.
  var mustang = Car(brandName: "Ford", modelName: "Mustang", modelYear: 1968, powerSource: "gas engine",
    isConvertible: true, isHatchback: false, hasSunroof: false, numberOfDoors: 2)
 
  // Add it to the array
  vehicles.append(mustang)
 
  // Create another car.
  var outback = Car(brandName: "Subaru", modelName: "Outback", modelYear: 1999, powerSource: "gas engine",
    isConvertible: false, isHatchback: true, hasSunroof: false, numberOfDoors: 5)
 
  // Add it to the array.
  vehicles.append(outback)
 
  // Create another car
  var prius = Car(brandName: "Toyota", modelName: "Prius", modelYear: 2002, powerSource: "hybrid engine",
    isConvertible: false, isHatchback: true, hasSunroof: true, numberOfDoors: 4)
 
  // Add it to the array.
  vehicles.append(prius)
 
  // Create a motorcycle
  var harley = Motorcycle(brandName: "Harley-Davidson", modelName: "Softail", modelYear: 1979,
    engineNoise: "Vrrrrrrrroooooooooom!")
 
  // Add it to the array.
  vehicles.append(harley)
 
  // Create another motorcycle
  var kawasaki = Motorcycle(brandName: "Kawasaki", modelName: "Ninja", modelYear: 2005,
    engineNoise: "Neeeeeeeeeeeeeeeeow!")
 
  // Add it to the array
  self.vehicles.append(kawasaki)
 
  // Create a truck
  var silverado = Truck(brandName: "Chevrolet", modelName: "Silverado", modelYear: 2011,
    powerSource: "gas engine", numberOfWheels: 4, cargoCapacityInCubicFeet: 53)
 
  // Add it to the array
  vehicles.append(silverado)
 
  // Create another truck
  var eighteenWheeler = Truck(brandName: "Peterbilt", modelName: "579", modelYear: 2013,
    powerSource: "diesel engine", numberOfWheels: 18, cargoCapacityInCubicFeet: 408)
 
  // Add it to the array
  vehicles.append(eighteenWheeler)
 
  // Sort the array by the model year
  vehicles.sort { $0.modelYear < $1.modelYear }
}

Now anywhere you reference VehicleList.sharedInstance.vehicles in your app, the list will be constructed on the first time, and simply returned on subsequent references. Under the hood, Swift uses the lib dispatch to ensure that initialization occurs exactly once, even if multiple threads access it asynchronously.

Now go back to VehicleListTableViewController.swift and remove the vehicles property as well as the entire setupVehiclesArray() method.

Modify your viewDidLoad() method by removing the call to setupVehicleArray() since you just removed the method.

You’ll notice that Xcode shows you have three errors, since there are three places where you used the vehicles property to feed the UITableViewDataSource and segue handling methods. You’ll need to update these to use your new singleton instead.

Find the three spots where Xcode indicates an error and update the code to use the VehicleList singleton’s array of vehicles instead, as shown below:

override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
  if segue.identifier == "showDetail" {
    if let indexPath = self.tableView.indexPathForSelectedRow() {
      let vehicle = VehicleList.sharedInstance.vehicles[indexPath.row]
      (segue.destinationViewController as VehicleDetailViewController).detailVehicle = vehicle
    }
  }
} 
 
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
  return VehicleList.sharedInstance.vehicles.count
}
 
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
  let cell = tableView.dequeueReusableCellWithIdentifier("Cell", forIndexPath: indexPath) as UITableViewCell
 
  let vehicle = VehicleList.sharedInstance.vehicles[indexPath.row] as Vehicle
  cell.textLabel.text = vehicle.vehicleTitle
  return cell
}

Build and run your application; you’ll see the same list as you did before, but you can sleep better knowing that the code behind the app is clean, concise, and easily extensible.

With all the changes above, you’ll be able to easily add new Vehicles to this list in the future. For instance, if you were to add a new UIViewController that allows the user to add their own Vehicle, you’d only need to add it to the singleton array.

There’s one tricky thing to watch out for with singletons: they will stay alive for the entire duration of your app’s lifecycle, therefore you don’t want to load them down with too much data. They can be great for lightweight data storage or to make objects accessible throughout your application.

If you’re storing a lot of data in your app, you’ll want to look at something more robust like Core Data to handle the data storage and retrieval of your objects.

Finally, keep in mind that singletons, if overused, can lead to hard to reuse code. This is because they couple modules tightly together in the same way that global variables do. This goes to show that while patterns can be very useful in some contexts, they are not a silver bullet and can sometimes be misused.

Where To Go From Here?

In one single app, you’ve created a clean, object-oriented application using basic objects, inheritance, MVC design, polymorphism, as well as singleton and factory methods. You can review the source code of the finished project.

Apple describes how to adopt a few common Cocoa design patterns in Adopting Cocoa Design Patterns.

For more sample code, there’s a work-in-progress Design Patterns in Swift Github project trying to catalog how many common software design patterns can be implemented in Swift. Check it out and see if you can come up with better implementations yourself!

If you’ve got questions, ask away in the comments below!

Intro to Object-Oriented Design in Swift: Part 2/2 is a post from: Ray Wenderlich

The post Intro to Object-Oriented Design in Swift: Part 2/2 appeared first on Ray Wenderlich.


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