As a budding computer scientist, you no doubt have heard of design patterns in your classes and learning paths. Design patterns are blueprints which outline the best practices that create re-usable object oriented code, solving common software problems. To avoid giving you a long history lesson, I will describe the origin of design patterns as dating back to the 1970s but gaining wide acceptance with the release of Design Patterns: Elements of Reusable Object-Oriented Software, published in 1994 and authored by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, collectively referred to as the Gang of Four (GoF). The book was wildly successful due to its description of 23 classic software design patterns. Design patterns are extremely useful for helping you break down complex systems into components that very often, fit into one of the design patterns described by the GoF. Because I know, as developers, we love to learn and sometimes need quick references to do our jobs better, I'm dedicating time to write a series of articles, of which this is the first, to show how to use each GoF design pattern in Swift.
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Swift,iPad,iPhone,iPhone Resources,iPhone Articles,iPhone Development,Swift Design Pattern,iPhone Turorial,Mobile Development Tutorials,Mobile Developments,Objective C
Swift,iPad,iPhone,iPhone Resources,iPhone Articles,iPhone Development,Swift Design Pattern,iPhone Turorial,Mobile Development Tutorials,Mobile Developments,Objective C
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