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

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Summary

In this chapter, you learned how to recognize real-world elements and translate them into the different components of the object-oriented paradigm supported in Swift 3: classes, protocols, properties, methods, and instances. You understood that the classes represent blueprints or templates to generate the objects, also known as instances.

We designed a few classes with properties and methods that represent blueprints for real-life objects. Then, we improved the initial design by taking advantage of the power of abstraction and specialized different classes. We generated many versions of the initial UML diagram as we added superclasses and subclasses. Finally, we wrote some code in the Swift Playground to understand how we can interact with ...

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