Design Patterns in Swift: Behavioral

Design Patterns in Swift: Behavioral

English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 2h 36m | 401 MB

This course teaches you about the behavioral design patterns and their implementation using modern Swift. It is the final part of a three-part series on Design Patterns in Swift.

Software design patterns have been around for more than two decades. Should you use them with Swift, a programming language that’s only a couple of years old? Do you know which one to pick to solve a particular problem? Does Swift offer better alternatives? Perhaps it even renders some of these patterns obsolete? This course, along with the other two parts of the series, attempts to answer these questions. In this course, Design Patterns in Swift: Behavioral, you’ll learn about patterns that increase the efficiency and flexibility of how objects interact with each other. First, you’ll see a demonstration of each pattern through practical demos implemented in Swift 4. Next, to emphasize the benefits of using reusable best practices, you’ll also see comparisons of brute-force approaches with pattern-based solutions. Finally, you’ll see situations where Swift language features provide a more straightforward solution than the traditional design pattern. When you’re finished with this course, you’ll have the skills and knowledge of applying design patterns needed to develop flexible, easy to enhance and maintain Swift projects.

Table of Contents

01 – Course Overview
02 – Introduction
03 – Prerequisites
04 – Overview
05 – MessageProcessor Demo
06 – BackupService Demo
07 – The Cocoa Touch Responder Chain
08 – Summary
09 – Overview
10 – Animation Commands Demo
11 – Enhanced Command Demo
12 – Undoable and Macro Commands Demo
13 – Summary
14 – Overview
15 – Steering Demo
16 – Calculator Demo
17 – Summary
18 – Overview
19 – Stack Traversal Demo
20 – Custom Iterator Demo
21 – Summary
22 – Overview
23 – SmartHome v1.0
24 – What’s the Problem with v1.0
25 – SmartHome v2.0 – Defining the Protocols
26 – Refactoring the Sensors
27 – Revamping the Appliances
28 – SmartHome Hub – The Mediator
29 – Summary
30 – Overview
31 – Memento Demo – Saving and Restoring Game State
32 – Summary
33 – Introducing the Observer
34 – Auction Demo – Using the Classical Observer
35 – Auction Demo Revamped Using Notification and NotificationCenter
36 – Observer – Summary
37 – The State Design Pattern
38 – ATM Demo – Refactoring a Project Using the State Pattern
39 – Summary
40 – The Strategy Design Pattern – Overview
41 – Implementing an Customizable Logger Using the Strategy
42 – Summary
43 – The Template Method Design Pattern – Overview
44 – Implementing XML and JSON Converters Using the Template Method
45 – Summary
46 – Visitor – Overview
47 – ShoppingCart Demo – Calculate Total Price of Unrelated Products
48 – Summary and Goodbye