среда, 10 сентября 2014 г.

Learn Apple Swift in 10 minutes - Easy way




Swift is a programming language for iOS and OS X development created by Apple. Designed to coexist with Objective-C and to be more resilient against erroneous code, Swift was introduced in 2014 at Apple's developer conference WWDC. It is built with the LLVM compiler included in Xcode 6 beta.

Here you can learn Apple Swift in 10 minutes.

//
// MARK: Basics
//

// Xcode supports landmarks to annotate your code and lists them in the jump bar
// MARK: Section mark
// TODO: Do something soon
// FIXME Fix this code

println("Hello, world")

var myVariable = 42
let øπΩ = "value" // unicode variable names
let myConstant = 3.1415926
let convenience = "keyword" // contextual variable name
let weak = "keyword"; let override = "another keyword" // statements can be separated by a semi-colon
let `class` = "keyword" // backticks allow keywords to be used as variable names
let explicitDouble: Double = 70
let intValue = 0007 // 7
let largeIntValue = 77_000 // 77000
let label = "some text " + String(myVariable) // Casting
let piText = "Pi = \(myConstant), Pi 2 = \(myConstant * 2)" // String interpolation
var optionalString: String? = "optional" // Can be nil
optionalString = nil

/*
Comment here
    /*
        Nested comments are also supported
    */
*/

//
// MARK: Collections
//

// Array
var shoppingList = ["catfish", "water", "lemons"]
shoppingList[1] = "bottle of water"
let emptyArray = [String]()

// Dictionary
var occupations = [
    "Malcolm": "Captain",
    "kaylee": "Mechanic"
]
occupations["Jayne"] = "Public Relations"
let emptyDictionary = [String: Float]()


//
// MARK: Control Flow
//

// for loop (array)
let myArray = [1, 1, 2, 3, 5]
for value in myArray {
    if value == 1 {
        println("One!")
    } else {
        println("Not one!")
    }
}

// for loop (dictionary)
var dict = ["one": 1, "two": 2]
for (key, value) in dict {
    println("\(key): \(value)")
}

// for loop (range)
for i in -1...1 { // [-1, 0, 1]
    println(i)
}
// use ..< to exclude the last number

// while loop
var i = 1
while i < 1000 {
    i *= 2
}

// do-while loop
do {
    println("hello")
} while 1 == 2

// Switch
let vegetable = "red pepper"
switch vegetable {
case "celery":
    let vegetableComment = "Add some raisins and make ants on a log."
case "cucumber", "watercress":
    let vegetableComment = "That would make a good tea sandwich."
case let x where x.hasSuffix("pepper"):
    let vegetableComment = "Is it a spicy \(x)?"
default: // required (in order to cover all possible input)
    let vegetableComment = "Everything tastes good in soup."
}


//
// MARK: Functions
//

// Functions are a first-class type, meaning they can be nested
// in functions and can be passed around

// Function with Swift header docs (format as reStructedText)
/**
    A greet operation

    - A bullet in docs
    - Another bullet in the docs

    :param: name A name
    :param: day A day
    :returns: A string containing the name and day value.
*/
func greet(name: String, day: String) -> String {
    return "Hello \(name), today is \(day)."
}
greet("Bob", "Tuesday")

// Function that returns multiple items in a tuple
func getGasPrices() -> (Double, Double, Double) {
    return (3.59, 3.69, 3.79)
}

// Variadic Args
func setup(numbers: Int...) {}

// Passing and returning functions
func makeIncrementer() -> (Int -> Int) {
    func addOne(number: Int) -> Int {
        return 1 + number
    }
    return addOne
}
var increment = makeIncrementer()
increment(7)


//
// MARK: Closures
//
var numbers = [1, 2, 6]

// Functions are special case closures ({})

// Closure example.
// `->` separates the arguments and return type
// `in` separates the closure header from the closure body
numbers.map({
    (number: Int) -> Int in
    let result = 3 * number
    return result
})

// When the type is known, like above, we can do this
numbers = numbers.map({ number in 3 * number })
// Or even this
//numbers = numbers.map({ $0 * 3 })

print(numbers) // [3, 6, 18]

// Trailing closure
numbers = sorted(numbers) { $0 > $1 }

print(numbers) // [18, 6, 3]

// Super shorthand, since the < operator infers the types

numbers = sorted(numbers, < )

print(numbers) // [3, 6, 18]

//
// MARK: Structures
//

// Structures and classes have very similar capabilites
struct NamesTable {
    let names: [String]

    // Custom subscript
    subscript(index: Int) -> String {
        return names[index]
    }
}

// Structures have an auto-generated (implicit) designated initializer
let namesTable = NamesTable(names: ["Me", "Them"])
//let name = namesTable[2]
//println("Name is \(name)") // Name is Them

//
// MARK: Classes
//

// Classes, structures and its members have three levels of access control
// They are: internal (default), public, private

public class Shape {
    public func getArea() -> Int {
        return 0;
    }
}

// All methods and properties of a class are public.
// If you just need to store data in a
// structured object, you should use a `struct`

internal class Rect: Shape {
    var sideLength: Int = 1
 
    // Custom getter and setter property
    private var perimeter: Int {
        get {
            return 4 * sideLength
        }
        set {
            // `newValue` is an implicit variable available to setters
            sideLength = newValue / 4
        }
    }

    // Lazily load a property
    // subShape remains nil (uninitialized) until getter called
    lazy var subShape = Rect(sideLength: 4)
 
    // If you don't need a custom getter and setter,
    // but still want to run code before and after getting or setting
    // a property, you can use `willSet` and `didSet`
    var identifier: String = "defaultID" {
        // the `willSet` arg will be the variable name for the new value
        willSet(someIdentifier) {
            print(someIdentifier)
        }
    }
 
    init(sideLength: Int) {
        super.init()
        self.sideLength = sideLength
    }
 
    func shrink() {
        if sideLength > 0 {
            --sideLength
        }
    }
 
    override func getArea() -> Int {
        return sideLength * sideLength
    }
}

// A simple class `Square` extends `Rect`
class Square: Rect {
    convenience init() {
        self.init(sideLength: 5)
    }
}

var mySquare = Square()
print(mySquare.getArea()) // 25
mySquare.shrink()
print(mySquare.sideLength) // 4

// compare instances, not the same as == which compares objects (equal to)
if mySquare === mySquare {
    println("Yep, it's mySquare")
}


//
// MARK: Enums
//

// Enums can optionally be of a specific type or on their own.
// They can contain methods like classes.

enum Suit {
    case Spades, Hearts, Diamonds, Clubs
    func getIcon() -> String {
        switch self {
        case .Spades: return "♤"
        case .Hearts: return "♡"
        case .Diamonds: return "♢"
        case .Clubs: return "♧"
        }
    }
}


//
// MARK: Protocols
//

// `protocol`s can require that conforming types have specific
// instance properties, instance methods, type methods,
// operators, and subscripts.

protocol ShapeGenerator {
    var enabled: Bool { get set }
    func buildShape() -> Shape
}

/*
// Protocols declared with @objc allow optional functions,
// which allow you to check for conformance
@objc protocol TransformShape {
    optional func reshaped()
    optional func canReshape() -> Bool
}

class MyShape: Rect {
    var delegate: TransformShape?

    func grow() {
        sideLength += 2

        if let allow = self.delegate?.canReshape?() {
            // test for delegate then for method
            self.delegate?.reshaped?()
        }
    }
}
*/

//
// MARK: Other
//

// `extension`s: Add extra functionality to an already existing type

// Square now "conforms" to the `Printable` protocol
extension Square: Printable {
    var description: String {
        return "Area: \(self.getArea()) - ID: \(self.identifier)"
    }
}

println("Square: \(mySquare)")

// You can also extend built-in types
extension Int {
    var customProperty: String {
        return "This is \(self)"
    }

    func multiplyBy(num: Int) -> Int {
        return num * self
    }
}

println(7.customProperty) // "This is 7"
println(14.multiplyBy(2)) // 42

// Generics: Similar to Java. Use the `where` keyword to specify the
// requirements of the generics.

func findIndex<T: Equatable>(array: [T], valueToFind: T) -> Int? {
    for (index, value) in enumerate(array) {
        if value == valueToFind {
            return index
        }
    }
    return nil
}
let foundAtIndex = findIndex([1, 2, 3, 4], 3)
println(foundAtIndex == 2) // true

// Operators:
// Custom operators can start with the characters:
//      / = - + * % < > ! & | ^ . ~
// or
// Unicode math, symbol, arrow, dingbat, and line/box drawing characters.
prefix operator !!! {}

// A prefix operator that triples the side length when used
prefix func !!! (inout shape: Square) -> Square {
    shape.sideLength *= 3
    return shape
}

// current value
println(mySquare.sideLength) // 4

// change side length using custom !!! operator, increases size by 3
!!!mySquare
println(mySquare.sideLength) // 12

Swift Advance

Basics

println("Hello, world")
var myVariable = 42 // variable (can't be nil)
let π = 3.1415926 // constant
let (x, y) = (10, 20) // x = 10, y = 20
let explicitDouble: Double = 1_000.000_1 // 1,000.0001
let label = "some text " + String(myVariable) // Casting
let piText = "Pi = \(π)" // String interpolation
var optionalString: String? = "optional" // Can be nil
optionalString = nil

/* Did you know /* you can nest multiline comments */ ? */

Arrays

// Array
var shoppingList = ["catfish", "water", "lemons"]
shoppingList[1] = "bottle of water" // update
shoppingList.count // size of array (3)
shoppingList.append("eggs")
shoppingList += "Milk"

// Array slicing
var fibList = [0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 5]
fibList[4..6] // [3, 5]. Note: the end range value is exclusive
fibList[0..fibList.endIndex] // all except last item
// Subscripting returns the Slice type, instead of the Array type.
// You may need to cast it to Array in order to satisfy the type checker
Array(fibList[0..4])

// Variants of creating an array. All three are equivalent.
var emptyArray1 = String[]()
var emptyArray2: String[] = []
var emptyArray3: String[] = String[]()

Dictionaries

// Dictionary
var occupations = [
    "Malcolm": "Captain",
    "kaylee": "Mechanic"
]
occupations["Jayne"] = "Public Relations"
var emptyDictionary = Dictionary<String, Float>()

Control Flow

// for loop (array)
let myArray = [1, 1, 2, 3, 5]
for value in myArray {
    if value == 1 {
        println("One!")
    } else {
        println("Not one!")
    }
}

// for loop (dictionary)
var dict = [
    "name": "Steve Jobs",
    "title": "CEO",
    "company": "Apple"
]
for (key, value) in dict {
    println("\(key): \(value)")
}

// for loop (range)
for i in -1...1 { // [-1, 0, 1]
    println(i)
}
// use .. to exclude the last number

// for loop (ignoring the current value of the range on each iteration of the loop)
for _ in 1...3 {
    // Do something three times.
}

// while loop
var i = 1
while i < 1000 {
    i *= 2
}

// do-while loop
do {
    println("hello")
} while 1 == 2

// Switch
let vegetable = "red pepper"
switch vegetable {
case "celery":
    let vegetableComment = "Add some raisins and make ants on a log."
case "cucumber", "watercress":
    let vegetableComment = "That would make a good tea sandwich."
case let x where x.hasSuffix("pepper"):
    let vegetableComment = "Is it a spicy \(x)?"
default: // required (in order to cover all possible input)
    let vegetableComment = "Everything tastes good in soup."
}

// Switch to validate plist content
let city:Dictionary<String, AnyObject> = [
    "name" : "Qingdao",
    "population" : 2_721_000,
    "abbr" : "QD"
]
switch (city["name"], city["population"], city["abbr"]) {
    case (.Some(let cityName as NSString),
        .Some(let pop as NSNumber),
        .Some(let abbr as NSString))
    where abbr.length == 2:
        println("City Name: \(cityName) | Abbr.:\(abbr) Population: \(pop)")
    default:
        println("Not a valid city")
}

Functions

Functions are a first-class type, meaning they can be nested in functions and can be passed around

// Function that returns a String
func greet(name: String, day: String) -> String {
    return "Hello \(name), today is \(day)."
}
greet("Bob", "Tuesday") // call the greet function

// Function that returns multiple items in a tuple
func getGasPrices() -> (Double, Double, Double) {
    return (3.59, 3.69, 3.79)
}

// Function that takes variable number of arguments, collecting them into an array
func setup(numbers: Int...) {
    // do something
}
setup(5, 16, 38) // call the setup function with array of inputs

// Nested functions can organize code that is long or complex
func printWelcomeMessage() -> String {
    var y = "Hello,"
    func add() {
        y += " world"
    }
    add()
    return y
}
printWelcomeMessage() // Hello world

// Passing and returning functions
func makeIncrementer() -> (Int -> Int) {
    func addOne(number: Int) -> Int {
        return 1 + number
    }
    return addOne
}
var increment = makeIncrementer()
increment(7)

Closures

Functions are special case closures ({})

// Closure example.
// `->` separates the arguments and return type
// `in` separates the closure header from the closure body
var numbers = [1, 2, 3, 4, 5]
numbers.map({
    (number: Int) -> Int in
    let result = 3 * number
    return result
    })

// When the type is known, like above, we can do this
numbers = [1, 2, 6]
numbers = numbers.map({ number in 3 * number })
println(numbers) // [3, 6, 18]

// When a closure is the last argument, you can place it after the )
// When a closure is the only argument, you can omit the () entirely
// You can also refer to closure arguments by position ($0, $1, ...) rather than name
numbers = [2, 5, 1]
numbers.map { 3 * $0 } // [6, 15, 3]

Classes

All methods and properties of a class are public. If you just need to store data in a structured object, you should use a struct

```js // A parent class of Square class Shape { init() { }

func getArea() -> Int {
    return 0;
}
}

// A simple class Square extends Shape class Square: Shape { var sideLength: Int

// Custom getter and setter property
var perimeter: Int {
    get {
        return 4 * sideLength
    }
    set {
        sideLength = newValue / 4
    }
}

init(sideLength: Int) {
    self.sideLength = sideLength
    super.init()
}

func shrink() {
    if sideLength > 0 {
        --sideLength
    }
}

override func getArea() -> Int {
    return sideLength * sideLength
}
} var mySquare = Square(sideLength: 5) print(mySquare.getArea()) // 25 mySquare.shrink() print(mySquare.sideLength) // 4

// Access the Square class object, // equivalent to [Square class] in Objective-C. Square.self

//example for 'willSet' and 'didSet' class StepCounter { var totalSteps: Int = 0 { willSet(newTotalSteps) { println("About to set totalSteps to (newTotalSteps)") } didSet { if totalSteps > oldValue { println("Added (totalSteps - oldValue) steps to 'totalSteps'") } } } } var stepCounter = StepCounter() stepCounter.totalSteps = 100 // About to set totalSteps to 100 \n Added 100 steps to 'totalSteps' stepCounter.totalSteps = 145 // About to set totalSteps to 145 \n Added 45 steps to 'totalSteps'

// If you don't need a custom getter and setter, but still want to run code // before an after getting or setting a property, you can use willSet and didSet

Enums

Enums can optionally be of a specific type or on their own. They can contain methods like classes.

enum Suit {
    case Spades, Hearts, Diamonds, Clubs
    func getIcon() -> String {
        switch self {
        case .Spades: return "♤"
        case .Hearts: return "♡"
        case .Diamonds: return "♢"
        case .Clubs: return "♧"
        }
    }
}

Protocols

A protocol defines a blueprint of methods, properties, and other requirements that suit a particular task or piece of functionality.

protocol SomeProtocol {
    // protocol definition goes here
}

Extensions

Add extra functionality to an already created type

// adds the methods first and rest to the array type
extension Array {
    func first () -> Any? {
        return self[0]
    }
    func rest () -> Array {
        if self.count >= 1 {
            return Array(self[1..self.endIndex])
        } else {
            return []
        }
    }
}

Operator Overloading

You can overwrite existing operators or define new operators for existing or custom types.

// Overwrite existing types
@infix func + (a: Int, b: Int) -> Int {
    return a - b
}
var x = 5 + 4 // x is 1
You can't overwrite the = operator

Add operators for new types

struct Vector2D {
    var x = 0.0, y = 0.0
}
@infix func + (left: Vector2D, right: Vector2D) -> Vector2D {
    return Vector2D(x: left.x + right.x, y: left.y + right.y)
}
Operators can be prefix, infix, or postfix.

You have to add @assignment if you wish to define compound assignment operators like +=, ++ or -=

@assignment func += (inout left: Vector2D, right: Vector2D) {
    left = left + right
}
Operator overloading is limited to the following symbols: / = - + * % < > ! & | ^ . ~

Generics

Generic code enables you to write flexible, reusable functions and types that can work with any type.

// Generic function, which swaps two any values.
func swapTwoValues<T>(inout a: T, inout b: T) {
    let temporaryA = a
    a = b
    b = temporaryA
}
// Generic collection type called `Stack`.
struct Stack<T> {
    var elements = T[]()

    mutating func push(element: T) {
        elements.append(element)
    }

    mutating func pop() -> T {
        return elements.removeLast()
    }
}
We can use certain type constraints on the types with generic functions and generic types. Use where after the type name to specify a list of requirements.

// Generic function, which checks that the sequence contains a specified value.
func containsValue<
    T where T: Sequence, T.GeneratorType.Element: Equatable>
    (sequence: T, valueToFind: T.GeneratorType.Element) -> Bool {

    for value in sequence {
        if value == valueToFind {
            return true
        }
    }

    return false
}
In the simple cases, you can omit where and simply write the protocol or class name after a colon. Writing <T: Sequence> is the same as writing <T where T: Sequence>.

Emoji/Unicode support

You can use any unicode character (including emoji) as variable names or in Strings.

  var 😄 = "Smiley"
  println(😄) // will print "Smiley"
  let 🌍 = "🐶🐺🐱🐭"
  var 🚢: String[] = []
  for 💕 in 🌍 {
      🚢.append(💕+💕)
  }
  println(🚢) // will print [🐶🐶, 🐺🐺, 🐱🐱, 🐭🐭]
Which, in Xcode looks like

вторник, 3 июня 2014 г.

Swift Cheat Sheet and Quick Reference

Swift Cheat Sheet and Quick Reference summarizes the most important Swift syntax on one page to get you up to speed quickly, including:
- Class Implementation
- Methods
- Creating/Using an Object
- Declaring Variables
- Control Flow
- String Quick Examples
- Array Quick Examples
- Dictionary Quick Examples

Learn Swift the Hard Way

Learn Swift the Hard Way is meant to get you started in programming. The title says it's the hard way to learn to write code but it's actually not. It's only the "hard" way because it uses a technique called instruction. Instruction is where I tell you to do a sequence of controlled exercises designed to build a skill through repetition. This technique works very well with beginners who know nothing and need to acquire basic skills before they can understand more complex topics. It's used in everything from martial arts to music to even basic math and reading skills.

If you work hard, take your time, and build these skills, you will learn to code.

With the help of this tutorial, you will do the incredibly simple things that all programmers do to learn a programming language:

Go through each exercise.
Type in each sample exactly.
Make it run.

That's it. This will be very difficult at first, but stick with it. If you go through this tutorial, and do each exercise for one or two hours a night, you will have a good foundation for moving onto another tutorila.

This tutorial's job is to teach you the three most essential skills that a beginning programmer needs to know: reading and writing, attention to detail, and spotting differences.

Swift Tutorial

Tradition Swift tutorial suggests that the first program in a new language should print the words “Hello, world” on the screen. In Swift, this can be done in a single line:

println("Hello, world")

If you have written code in C or Objective-C, this syntax looks familiar to you—in Swift, this line of code is a complete program. You don’t need to import a separate library for functionality like input/output or string handling. Code written at global scope is used as the entry point for the program, so you don’t need a main function. You also don’t need to write semicolons at the end of every statement.

This tour gives you enough information to start writing code in Swift by showing you how to accomplish a variety of programming tasks. Don’t worry if you don’t understand something—everything introduced in this tour is explained in detail in the rest of this book.

NOTE

For the best experience, open this chapter as a playground in Xcode. Playgrounds allow you to edit the code listings and see the result immediately.

Open Playground

Simple Values

Use let to make a constant and var to make a variable. The value of a constant doesn’t need to be known at compile time, but you must assign it a value exactly once. This means you can use constants to name a value that you determine once but use in many places.

var myVariable = 42
myVariable = 50
let myConstant = 42
A constant or variable must have the same type as the value you want to assign to it. However, you don’t always have to write the type explicitly. Providing a value when you create a constant or variable lets the compiler infer its type. In the example above, the compiler infers that myVariable is an integer because its initial value is a integer.

If the initial value doesn’t provide enough information (or if there is no initial value), specify the type by writing it after the variable, separated by a colon.

let implicitInteger = 70
let implicitDouble = 70.0
let explicitDouble: Double = 70
EXPERIMENT

Create a constant with an explicit type of Float and a value of 4.

Values are never implicitly converted to another type. If you need to convert a value to a different type, explicitly make an instance of the desired type.

let label = "The width is "
let width = 94
let widthLabel = label + String(width)
EXPERIMENT

Try removing the conversion to String from the last line. What error do you get?

There’s an even simpler way to include values in strings: Write the value in parentheses, and write a backslash (\) before the parentheses. For example:

let apples = 3
let oranges = 5
let appleSummary = "I have \(apples) apples."
let fruitSummary = "I have \(apples + oranges) pieces of fruit."
EXPERIMENT

Use \() to include a floating-point calculation in a string and to include someone’s name in a greeting.

Create arrays and dictionaries using brackets ([]), and access their elements by writing the index or key in brackets.

var shoppingList = ["catfish", "water", "tulips", "blue paint"]
shoppingList[1] = "bottle of water"

var occupations = [
    "Malcolm": "Captain",
    "Kaylee": "Mechanic",
]
occupations["Jayne"] = "Public Relations"
To create an empty array or dictionary, use the initializer syntax.

let emptyArray = String[]()
let emptyDictionary = Dictionary<String, Float>()
If type information can be inferred, you can write an empty array as [] and an empty dictionary as [:]—for example, when you set a new value for a variable or pass an argument to a function.

shoppingList = []   // Went shopping and bought everything.
Control Flow

Use if and switch to make conditionals, and use for-in, for, while, and do-while to make loops. Parentheses around the condition or loop variable are optional. Braces around the body are required.

let individualScores = [75, 43, 103, 87, 12]
var teamScore = 0
for score in individualScores {
    if score > 50 {
        teamScore += 3
    } else {
        teamScore += 1
    }
}
teamScore
In an if statement, the conditional must be a Boolean expression—this means that code such as if score { ... } is an error, not an implicit comparison to zero.

You can use if and let together to work with values that might be missing. These values are represented as optionals. An optional value either contains a value or contains nil to indicate that the value is missing. Write a question mark (?) after the type of a value to mark the value as optional.

var optionalString: String? = "Hello"
optionalString == nil

var optionalName: String? = "John Appleseed"
var greeting = "Hello!"
if let name = optionalName {
    greeting = "Hello, \(name)"
}
EXPERIMENT

Change optionalName to nil. What greeting do you get? Add an else clause that sets a different greeting if optionalName is nil.

If the optional value is nil, the conditional is false and the code in braces is skipped. Otherwise, the optional value is unwrapped and assigned to the constant after let, which makes the unwrapped value available inside the block of code.

Switches support any kind of data and a wide variety of comparison operations—they aren’t limited to integers and tests for equality.

let vegetable = "red pepper"
switch vegetable {
case "celery":
    let vegetableComment = "Add some raisins and make ants on a log."
case "cucumber", "watercress":
    let vegetableComment = "That would make a good tea sandwich."
case let x where x.hasSuffix("pepper"):
    let vegetableComment = "Is it a spicy \(x)?"
default:
    let vegetableComment = "Everything tastes good in soup."
}
EXPERIMENT

Try removing the default case. What error do you get?

After executing the code inside the switch case that matched, the program exits from the switch statement. Execution doesn’t continue to the next case, so there is no need to explicitly break out of the switch at the end of each case’s code.

You use for-in to iterate over items in a dictionary by providing a pair of names to use for each key-value pair.

let interestingNumbers = [
    "Prime": [2, 3, 5, 7, 11, 13],
    "Fibonacci": [1, 1, 2, 3, 5, 8],
    "Square": [1, 4, 9, 16, 25],
]
var largest = 0
for (kind, numbers) in interestingNumbers {
    for number in numbers {
        if number > largest {
            largest = number
        }
    }
}
largest
EXPERIMENT

Add another variable to keep track of which kind of number was the largest, as well as what that largest number was.

Use while to repeat a block of code until a condition changes. The condition of a loop can be at the end instead, ensuring that the loop is run at least once.

var n = 2
while n < 100 {
    n = n * 2
}
n

var m = 2
do {
    m = m * 2
} while m < 100
m
You can keep an index in a loop—either by using .. to make a range of indexes or by writing an explicit initialization, condition, and increment. These two loops do the same thing:

var firstForLoop = 0
for i in 0..3 {
    firstForLoop += i
}
firstForLoop

var secondForLoop = 0
for var i = 0; i < 3; ++i {
    secondForLoop += 1
}
secondForLoop
Use .. to make a range that omits its upper value, and use ... to make a range that includes both values.

Functions and Closures

Use func to declare a function. Call a function by following its name with a list of arguments in parentheses. Use -> to separate the parameter names and types from the function’s return type.

func greet(name: String, day: String) -> String {
    return "Hello \(name), today is \(day)."
}
greet("Bob", "Tuesday")
EXPERIMENT

Remove the day parameter. Add a parameter to include today’s lunch special in the greeting.

Use a tuple to return multiple values from a function.

func getGasPrices() -> (Double, Double, Double) {
    return (3.59, 3.69, 3.79)
}
getGasPrices()
Functions can also take a variable number of arguments, collecting them into an array.

func sumOf(numbers: Int...) -> Int {
    var sum = 0
    for number in numbers {
        sum += number
    }
    return sum
}
sumOf()
sumOf(42, 597, 12)
EXPERIMENT

Write a function that calculates the average of its arguments.

Functions can be nested. Nested functions have access to variables that were declared in the outer function. You can use nested functions to organize the code in a function that is long or complex.

func returnFifteen() -> Int {
    var y = 10
    func add() {
        y += 5
    }
    add()
    return y
}
returnFifteen()
Functions are a first-class type. This means that a function can return another function as its value.

func makeIncrementer() -> (Int -> Int) {
    func addOne(number: Int) -> Int {
        return 1 + number
    }
    return addOne
}
var increment = makeIncrementer()
increment(7)
A function can take another function as one of its arguments.

func hasAnyMatches(list: Int[], condition: Int -> Bool) -> Bool {
    for item in list {
        if condition(item) {
            return true
        }
    }
    return false
}
func lessThanTen(number: Int) -> Bool {
    return number < 10
}
var numbers = [20, 19, 7, 12]
hasAnyMatches(numbers, lessThanTen)
Functions are actually a special case of closures. You can write a closure without a name by surrounding code with braces ({}). Use in to separate the arguments and return type from the body.

numbers.map({
    (number: Int) -> Int in
    let result = 3 * number
    return result
    })
EXPERIMENT

Rewrite the closure to return zero for all odd numbers.

You have several options for writing closures more concisely. When a closure’s type is already known, such as the callback for a delegate, you can omit the type of its parameters, its return type, or both. Single statement closures implicitly return the value of their only statement.

numbers.map({ number in 3 * number })
You can refer to parameters by number instead of by name—this approach is especially useful in very short closures. A closure passed as the last argument to a function can appear immediately after the parentheses.

sort([1, 5, 3, 12, 2]) { $0 > $1 }
Objects and Classes

Use class followed by the class’s name to create a class. A property declaration in a class is written the same way as a constant or variable declaration, except that it is in the context of a class. Likewise, method and function declarations are written the same way.

class Shape {
    var numberOfSides = 0
    func simpleDescription() -> String {
        return "A shape with \(numberOfSides) sides."
    }
}
EXPERIMENT

Add a constant property with let, and add another method that takes an argument.

Create an instance of a class by putting parentheses after the class name. Use dot syntax to access the properties and methods of the instance.

var shape = Shape()
shape.numberOfSides = 7
var shapeDescription = shape.simpleDescription()
This version of the Shape class is missing something important: an initializer to set up the class when an instance is created. Use init to create one.

class NamedShape {
    var numberOfSides: Int = 0
    var name: String
 
    init(name: String) {
        self.name = name
    }
 
    func simpleDescription() -> String {
        return "A shape with \(numberOfSides) sides."
    }
}
Notice how self is used to distinguish the name property from the name argument to the initializer. The arguments to the initializer are passed like a function call when you create an instance of the class. Every property needs a value assigned—either in its declaration (as with numberOfSides) or in the initializer (as with name).

Use deinit to create a deinitializer if you need to perform some cleanup before the object is deallocated.

Subclasses include their superclass name after their class name, separated by a colon. There is no requirement for classes to subclass any standard root class, so you can include or omit a superclass as needed.

Methods on a subclass that override the superclass’s implementation are marked with override—overriding a method by accident, without override, is detected by the compiler as an error. The compiler also detects methods with override that don’t actually override any method in the superclass.

class Square: NamedShape {
    var sideLength: Double
 
    init(sideLength: Double, name: String) {
        self.sideLength = sideLength
        super.init(name: name)
        numberOfSides = 4
    }
 
    func area() ->  Double {
        return sideLength * sideLength
    }
 
    override func simpleDescription() -> String {
        return "A square with sides of length \(sideLength)."
    }
}
let test = Square(sideLength: 5.2, name: "my test square")
test.area()
test.simpleDescription()
EXPERIMENT

Make another subclass of NamedShape called Circle that takes a radius and a name as arguments to its initializer. Implement an area and a describe method on the Circle class.

In addition to simple properties that are stored, properties can have a getter and a setter.

class EquilateralTriangle: NamedShape {
    var sideLength: Double = 0.0
 
    init(sideLength: Double, name: String) {
        self.sideLength = sideLength
        super.init(name: name)
        numberOfSides = 3
    }
 
    var perimeter: Double {
    get {
        return 3.0 * sideLength
    }
    set {
        sideLength = newValue / 3.0
    }
    }
 
    override func simpleDescription() -> String {
        return "An equilateral triagle with sides of length \(sideLength)."
    }
}
var triangle = EquilateralTriangle(sideLength: 3.1, name: "a triangle")
triangle.perimeter
triangle.perimeter = 9.9
triangle.sideLength
In the setter for perimeter, the new value has the implicit name newValue. You can provide an explicit name in parentheses after set.

Notice that the initializer for the EquilateralTriangle class has three different steps:

Setting the value of properties that the subclass declares.
Calling the superclass’s initializer.
Changing the value of properties defined by the superclass. Any additional setup work that uses methods, getters, or setters can also be done at this point.
If you don’t need to compute the property but still need to provide code that is run before and after setting a new value, use willSet and didSet. For example, the class below ensures that the side length of its triangle is always the same as the side length of its square.

class TriangleAndSquare {
    var triangle: EquilateralTriangle {
    willSet {
        square.sideLength = newValue.sideLength
    }
    }
    var square: Square {
    willSet {
        triangle.sideLength = newValue.sideLength
    }
    }
    init(size: Double, name: String) {
        square = Square(sideLength: size, name: name)
        triangle = EquilateralTriangle(sideLength: size, name: name)
    }
}
var triangleAndSquare = TriangleAndSquare(size: 10, name: "another test shape")
triangleAndSquare.square.sideLength
triangleAndSquare.triangle.sideLength
triangleAndSquare.square = Square(sideLength: 50, name: "larger square")
triangleAndSquare.triangle.sideLength
Methods on classes have one important difference from functions. Parameter names in functions are used only within the function, but parameters names in methods are also used when you call the method (except for the first parameter). By default, a method has the same name for its parameters when you call it and within the method itself. You can specify a second name, which is used inside the method.

class Counter {
    var count: Int = 0
    func incrementBy(amount: Int, numberOfTimes times: Int) {
        count += amount * times
    }
}
var counter = Counter()
counter.incrementBy(2, numberOfTimes: 7)
When working with optional values, you can write ? before operations like methods, properties, and subscripting. If the value before the ? is nil, everything after the ? is ignored and the value of the whole expression is nil. Otherwise, the optional value is unwrapped, and everything after the ? acts on the unwrapped value. In both cases, the value of the whole expression is an optional value.

let optionalSquare: Square? = Square(sideLength: 2.5, name: "optional square")
let sideLength = optionalSquare?.sideLength
Enumerations and Structures

Use enum to create an enumeration. Like classes and all other named types, enumerations can have methods associated with them.

enum Rank: Int {
    case Ace = 1
    case Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten
    case Jack, Queen, King
    func simpleDescription() -> String {
        switch self {
        case .Ace:
            return "ace"
        case .Jack:
            return "jack"
        case .Queen:
            return "queen"
        case .King:
            return "king"
        default:
            return String(self.toRaw())
        }
    }
}
let ace = Rank.Ace
let aceRawValue = ace.toRaw()
EXPERIMENT

Write a function that compares two Rank values by comparing their raw values.

In the example above, the raw value type of the enumeration is Int, so you only have to specify the first raw value. The rest of the raw values are assigned in order. You can also use strings or floating-point numbers as the raw type of an enumeration.

Use the toRaw and fromRaw functions to convert between the raw value and the enumeration value.

if let convertedRank = Rank.fromRaw(3) {
    let threeDescription = convertedRank.simpleDescription()
}
The member values of an enumeration are actual values, not just another way of writing their raw values. In fact, in cases where there isn’t a meaningful raw value, you don’t have to provide one.

enum Suit {
    case Spades, Hearts, Diamonds, Clubs
    func simpleDescription() -> String {
        switch self {
        case .Spades:
            return "spades"
        case .Hearts:
            return "hearts"
        case .Diamonds:
            return "diamonds"
        case .Clubs:
            return "clubs"
        }
    }
}
let hearts = Suit.Hearts
let heartsDescription = hearts.simpleDescription()
EXPERIMENT

Add a color method to Suit that returns “black” for spades and clubs, and returns “red” for hearts and diamonds.

Notice the two ways that the Hearts member of the enumeration is referred to above: When assigning a value to the hearts constant, the enumeration member Suit.Hearts is referred to by its full name because the constant doesn’t have an explicit type specified. Inside the switch, the enumeration is referred to by the abbreviated form .Hearts because the value of self is already known to be a suit. You can use the abbreviated form anytime the value’s type is already known.

Use struct to create a structure. Structures support many of the same behaviors as classes, including methods and initializers. One of the most important differences between structures and classes is that structures are always copied when they are passed around in your code, but classes are passed by reference.

struct Card {
    var rank: Rank
    var suit: Suit
    func simpleDescription() -> String {
        return "The \(rank.simpleDescription()) of \(suit.simpleDescription())"
    }
}
let threeOfSpades = Card(rank: .Three, suit: .Spades)
let threeOfSpadesDescription = threeOfSpades.simpleDescription()
EXPERIMENT

Add a method to Card that creates a full deck of cards, with one card of each combination of rank and suit.

An instance of an enumeration member can have values associated with the instance. Instances of the same enumeration member can have different values associated with them. You provide the associated values when you create the instance. Associated values and raw values are different: The raw value of an enumeration member is the same for all of its instances, and you provide the raw value when you define the enumeration.

For example, consider the case of requesting the sunrise and sunset time from a server. The server either responds with the information or it responds with some error information.

enum ServerResponse {
    case Result(String, String)
    case Error(String)
}

let success = ServerResponse.Result("6:00 am", "8:09 pm")
let failure = ServerResponse.Error("Out of cheese.")

switch success {
case let .Result(sunrise, sunset):
    let serverResponse = "Sunrise is at \(sunrise) and sunset is at \(sunset)."
case let .Error(error):
    let serverResponse = "Failure...  \(error)"
}
EXPERIMENT

Add a third case to ServerResponse and to the switch.

Notice how the sunrise and sunset times are extracted from the ServerResponse value as part of matching the value against the switch cases.

Protocols and Extensions

Use protocol to declare a protocol.

protocol ExampleProtocol {
    var simpleDescription: String { get }
    mutating func adjust()
}
Classes, enumerations, and structs can all adopt protocols.

class SimpleClass: ExampleProtocol {
    var simpleDescription: String = "A very simple class."
    var anotherProperty: Int = 69105
    func adjust() {
        simpleDescription += "  Now 100% adjusted."
    }
}
var a = SimpleClass()
a.adjust()
let aDescription = a.simpleDescription

struct SimpleStructure: ExampleProtocol {
    var simpleDescription: String = "A simple structure"
    mutating func adjust() {
        simpleDescription += " (adjusted)"
    }
}
var b = SimpleStructure()
b.adjust()
let bDescription = b.simpleDescription
EXPERIMENT

Write an enumeration that conforms to this protocol.

Notice the use of the mutating keyword in the declaration of SimpleStructure to mark a method that modifies the structure. The declaration of SimpleClass doesn’t need any of its methods marked as mutating because methods on a class can always modify the class.

Use extension to add functionality to an existing type, such as new methods and computed properties. You can use an extension to add protocol conformance to a type that is declared elsewhere, or even to a type that you imported from a library or framework.

extension Int: ExampleProtocol {
    var simpleDescription: String {
    return "The number \(self)"
    }
    mutating func adjust() {
        self += 42
    }
}
7.simpleDescription
EXPERIMENT

Write an extension for the Double type that adds an absoluteValue property.

You can use a protocol name just like any other named type—for example, to create a collection of objects that have different types but that all conform to a single protocol. When you work with values whose type is a protocol type, methods outside the protocol definition are not available.

let protocolValue: ExampleProtocol = a
protocolValue.simpleDescription
// protocolValue.anotherProperty  // Uncomment to see the error
Even though the variable protocolValue has a runtime type of SimpleClass, the compiler treats it as the given type of ExampleProtocol. This means that you can’t accidentally access methods or properties that the class implements in addition to its protocol conformance.

Generics

Write a name inside angle brackets to make a generic function or type.

func repeat<ItemType>(item: ItemType, times: Int) -> ItemType[] {
    var result = ItemType[]()
    for i in 0..times {
        result += item
    }
    return result
}
repeat("knock", 4)
You can make generic forms of functions and methods, as well as classes, enumerations, and structures.

// Reimplement the Swift standard library's optional type
enum OptionalValue<T> {
    case None
    case Some(T)
}
var possibleInteger: OptionalValue<Int> = .None
possibleInteger = .Some(100)
Use where after the type name to specify a list of requirements—for example, to require the type to implement a protocol, to require two types to be the same, or to require a class to have a particular superclass.

func anyCommonElements <T, U where T: Sequence, U: Sequence, T.GeneratorType.Element: Equatable, T.GeneratorType.Element == U.GeneratorType.Element> (lhs: T, rhs: U) -> Bool {
    for lhsItem in lhs {
        for rhsItem in rhs {
            if lhsItem == rhsItem {
                return true
            }
        }
    }
    return false
}
anyCommonElements([1, 2, 3], [3])
EXPERIMENT

Modify the anyCommonElements function to make a function that returns an array of the elements that any two sequences have in common.

In the simple cases, you can omit where and simply write the protocol or class name after a colon. Writing <T: Equatable> is the same as writing <T where T: Equatable>.

Swift Cheat Sheet

Swift Cheat Sheet

"Hello, world"

println("Hello, world")

Simple values

var myVariable = 42
     myVariable = 50

let myConstant = 42

let implicitInteger = 70

let implicitDouble = 70.0
let explicitDouble: Double = 70

let label = "The width is "
let width = 94
let widthLabel = label + String(width)

Include values in strings:

let apples = 3
let oranges = 5
let appleSummary = "I have \(apples) apples."
let fruitSummary = "I have \(apples + oranges) pieces of fruit."

Arrays and dictionaries

var shoppingList = ["catfish", "water", "tulips", "blue paint"]
shoppingList[1] = "bottle of water"

var occupations = [
    "Malcolm": "Captain",
    "Kaylee": "Mechanic",
]

occupations["Jayne"] = "Public Relations"

let emptyArray = String[]()
let emptyDictionary = Dictionary<String, Float>()

Control flow

let individualScores = [75, 43, 103, 87, 12]
var teamScore = 0
for score in individualScores {
    if score > 50 {
        teamScore += 3
    } else {
        teamScore += 1
    }
}
teamScore

Switches

let vegetable = "red pepper"
switch vegetable {
case "celery":
    let vegetableComment = "Add some raisins and make ants on a log."
case "cucumber", "watercress":
    let vegetableComment = "That would make a good tea sandwich."
case let x where x.hasSuffix("pepper"):
    let vegetableComment = "Is it a spicy \(x)?"
default:
    let vegetableComment = "Everything tastes good in soup."
}

For-in

let interestingNumbers = [
    "Prime": [2, 3, 5, 7, 11, 13],
    "Fibonacci": [1, 1, 2, 3, 5, 8],
    "Square": [1, 4, 9, 16, 25],
]
var largest = 0
for (kind, numbers) in interestingNumbers {
    for number in numbers {
        if number > largest {
            largest = number
        }
    }
}
largest

While

var n = 2
while n < 100 {
    n = n * 2
}
n

var m = 2
do {
    m = m * 2
} while m < 100
m

Range

var firstForLoop = 0
for i in 0..3 {
    firstForLoop += i
}
firstForLoop

var secondForLoop = 0
for var i = 0; i < 3; ++i {
    secondForLoop += 1
}
secondForLoop

Functions and Closures

func greet(name: String, day: String) -> String {
    return "Hello \(name), today is \(day)."
}
greet("Bob", "Tuesday")

func getGasPrices() -> (Double, Double, Double) {
    return (3.59, 3.69, 3.79)
}
getGasPrices()

Objects and Classes

class Shape {
    var numberOfSides = 0
    func simpleDescription() -> String {
        return "A shape with \(numberOfSides) sides."
    }
}

var shape = Shape()
shape.numberOfSides = 7
var shapeDescription = shape.simpleDescription()

class NamedShape {
    var numberOfSides: Int = 0
    var name: String
 
    init(name: String) {
        self.name = name
    }
 
    func simpleDescription() -> String {
        return "A shape with \(numberOfSides) sides."
    }
}

Methods

class Square: NamedShape {
    var sideLength: Double
 
    init(sideLength: Double, name: String) {
        self.sideLength = sideLength
        super.init(name: name)
        numberOfSides = 4
    }
 
    func area() ->  Double {
        return sideLength * sideLength
    }
 
    override func simpleDescription() -> String {
        return "A square with sides of length \(sideLength)."
    }
}
let test = Square(sideLength: 5.2, name: "my test square")
test.area()
test.simpleDescription()

Enumeration

enum Rank: Int {
    case Ace = 1
    case Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten
    case Jack, Queen, King
    func simpleDescription() -> String {
        switch self {
        case .Ace:
            return "ace"
        case .Jack:
            return "jack"
        case .Queen:
            return "queen"
        case .King:
            return "king"
        default:
            return String(self.toRaw())
        }
    }
}
let ace = Rank.Ace
let aceRawValue = ace.toRaw()

Structure

struct Card {
    var rank: Rank
    var suit: Suit
    func simpleDescription() -> String {
        return "The \(rank.simpleDescription()) of \(suit.simpleDescription())"
    }
}
let threeOfSpades = Card(rank: .Three, suit: .Spades)
let threeOfSpadesDescription = threeOfSpades.simpleDescription()

Protocols and Extensions

protocol ExampleProtocol {
    var simpleDescription: String { get }
    mutating func adjust()
}

Classes, enumerations, and structs can all adopt protocols.

class SimpleClass: ExampleProtocol {
    var simpleDescription: String = "A very simple class."
    var anotherProperty: Int = 69105
    func adjust() {
        simpleDescription += "  Now 100% adjusted."
    }
}
var a = SimpleClass()
a.adjust()
let aDescription = a.simpleDescription

struct SimpleStructure: ExampleProtocol {
    var simpleDescription: String = "A simple structure"
    mutating func adjust() {
        simpleDescription += " (adjusted)"
    }
}
var b = SimpleStructure()
b.adjust()
let bDescription = b.simpleDescription

Generics

func repeat<ItemType>(item: ItemType, times: Int) -> ItemType[] {
    var result = ItemType[]()
    for i in 0..times {
        result += item
    }
    return result
}
repeat("knock", 4)

The Swift Programming Language

Swift is an innovative new programming language for Cocoa and Cocoa Touch. It lets you write parallel scripts that run many copies of ordinary programs concurrently.
Named parameters brought forward from Objective-C are expressed in a clean syntax that makes APIs in Swift even easier to read and maintain. Inferred types make code cleaner and less prone to mistakes, while modules eliminate headers and provide namespaces. Memory is managed automatically, and you don’t even need to type semi-colons.
Swift eliminates entire classes of unsafe code. Variables are always initialized before use, arrays and integers are checked for overflow, and memory is managed automatically.
The safe patterns in Swift are tuned for the powerful Cocoa and Cocoa Touch APIs. Understanding and properly handling cases where objects are nil is fundamental to the frameworks, and Swift code makes this extremely easy. Adding a single character can replace what used to be an entire line of code in Objective-C. This all works together to make building iOS and Mac apps easier and safer than ever before.
Swift takes the best features from the C and Objective-C languages. It includes low-level primitives such as types, flow control, and operators. It also provides object-oriented features such as classes, protocols, and generics, giving Cocoa and Cocoa Touch developers the performance and power they demand.
Playgrounds make writing Swift code incredibly simple and fun. Type a line of code and the result appears immediately. If your code runs over time, for instance through a loop, you can watch its progress in the timeline assistant. The timeline displays variables in a graph, draws each step when composing a view, and can play an animated SpriteKit scene. When you’ve perfected your code in the playground, simply move that code into your project.
You can begin using Swift code immediately to implement new features in your app, or enhance existing ones. New Swift code co-exists along side your existing Objective-C files in the same project, making it easy to adopt.