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Swift 3 ObjectOriented Programming - Second Edition by Gastón C. Hillar

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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 ...

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