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Design Patterns by Tutorials Learning design patterns in
Swift 4 2 Joshua Greene
iOS 11 by Tutorials Learning the new iOS APIs with Swift 4
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Design Patterns by Tutorials
Design Patterns by Tutorials
By Joshua Greene & Jay Strawn
Copyright ©2019 Razeware LLC.
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All rights reserved. No part of this book or corresponding materials (such as text,
images, or source code) may be reproduced or distributed by any means without prior
written permission of the copyright owner.
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Design Patterns by Tutorials
Dedications
"For my girls. I love you very much."
— Joshua Greene
"To my friends and family, thank you for being extremely
supportive and loving while I undertook this huge endeavor.
To Joshua Greene, thank you for being a great mentor and
wellspring of ideas. To the raywenderlich.com editors and
staff, thank you for your fantastic help and hard work."
— Jay Strawn
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Design Patterns by Tutorials
About the Authors
Joshua Greene is an author of this book. He's an experienced
software developer and has created many mobile apps. When he's
not slinging code, you can find him wandering the streets of Tokyo.
You can reach him on Twitter @jrg_developer.
Jay Strawn is an author of this book. Jay is passionate about
languages both human and code-based, art, and zines.
About the Editors
Matt Galloway is the final pass editor for this book. He is
passionate about software and likes to share what he has learned
with others through things such as this book. In recent years he’s
been dabbling in the world of management in software
engineering. But don’t hold that against him! You can find him on
Twitter as @mattjgalloway.
Darren Ferguson is a tech editor for this book. He is an
experienced software developer and works for M.C. Dean, Inc, a
systems integration provider from North Virginia. When he's not
coding, you'll find him enjoying EPL Football, traveling as much as
possible and spending time with his wife and daughter.
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Design Patterns by Tutorials
Aaron Douglas is a tech editor for this book. He was that kid
taking apart the mechanical and electrical appliances at five years
of age to see how they worked. He never grew out of that core
interest - to know how things work. He took an early interest in
computer programming, figuring out how to get past security to be
able to play games on his dad's computer. He's still that feisty nerd,
but at least now he gets paid to do it. Aaron works for Automattic
(WordPress.com, WooCommerce, SimpleNote) as a Mobile Maker/
Lead primarily on the WooCommerce mobile apps. Find Aaron on
Twitter as @astralbodies or at his blog at aaron.blog.
About the Artist
Vicki Wenderlich is the designer and artist of the cover of this
book. She is Ray’s wife and business partner. She is a digital artist
who creates illustrations, game art and a lot of other art or design
work for the tutorials and books on raywenderlich.com. When she’s
not making art, she loves hiking, a good glass of wine and
attempting to create the perfect cheese plate.
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Design Patterns by Tutorials
Table of Contents: Overview
Book License ............................................................................................. 14
Book Source Code & Forums ............................................................. 15
About the Cover ...................................................................................... 17
Introduction .............................................................................................. 18
Section I: Hello, Design Patterns! ................................. 21
Chapter 1: What are Design Patterns? .............................. 22
Chapter 2: How to Read a Class Diagram ......................... 29
Section II: Fundamental Design Patterns ................... 39
Chapter 3: Model-View-Controller Pattern .................... 40
Chapter 4: Delegation Pattern .............................................. 65
Chapter 5: Strategy Pattern ................................................... 88
Chapter 6: Singleton Pattern .............................................. 101
Chapter 7: Memento Pattern .............................................. 115
Chapter 8: Observer Pattern .............................................. 135
Chapter 9: Builder Pattern ................................................... 143
Section III: Intermediate Design Patterns ............... 164
Chapter 10: Model-View-ViewModel Pattern ............. 165
Chapter 11: Factory Pattern ............................................... 180
Chapter 12: Adapter Pattern .............................................. 188
Chapter 13: Iterator Pattern ............................................... 202
Chapter 14: Prototype Pattern .......................................... 211
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Chapter 15: State Pattern .................................................... 220
Chapter 16: Multicast Delegate Pattern ........................ 241
Chapter 17: Facade Pattern ................................................ 254
Section IV: Advanced Design Patterns ..................... 267
Chapter 18: Flyweight Pattern ........................................... 268
Chapter 19: Mediator Pattern ............................................ 276
Chapter 20: Composite Pattern ......................................... 299
Chapter 21: Command Pattern .......................................... 310
Chapter 22: Chain-of-Responsibility Pattern .............. 326
Chapter 23: Coordinator Pattern...................................... 344
Conclusion .............................................................................................. 372
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Table of Contents: Extended
Book License . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Book Source Code & Forums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
About the Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
About this book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Chapter structure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
How to read this book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Section I: Hello, Design Patterns! . . . . . . . . . . . . . . . . . . 21
Chapter 1: What are Design Patterns? . . . . . . . . . . . . . . . . . . . . . . 22
A real-world example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Example explanation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Types of design patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Criticisms of design patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Benefits of design patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Chapter 2: How to Read a Class Diagram . . . . . . . . . . . . . . . . . . . . 29
What’s in a class diagram? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Section II: Fundamental Design Patterns . . . . . . . . . . 39
Chapter 3: Model-View-Controller Pattern . . . . . . . . . . . . . . . . . 40
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
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Chapter 4: Delegation Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Chapter 5: Strategy Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Chapter 6: Singleton Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Chapter 7: Memento Pattern. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Chapter 8: Observer Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
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Chapter 9: Builder Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Where to go from here? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Section III: Intermediate Design Patterns . . . . . . . . 164
Chapter 10: Model-View-ViewModel Pattern . . . . . . . . . . . . . 165
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Chapter 11: Factory Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Chapter 12: Adapter Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Chapter 13: Iterator Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
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What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Where to go from here? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Chapter 14: Prototype Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Chapter 15: State Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Chapter 16: Multicast Delegate Pattern . . . . . . . . . . . . . . . . . . . 241
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
Chapter 17: Facade Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Where to go from here? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
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Section IV: Advanced Design Patterns . . . . . . . . . . . . 267
Chapter 18: Flyweight Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
Chapter 19: Mediator Pattern. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
Where to go from here? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
Chapter 20: Composite Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
Chapter 21: Command Pattern. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
Where to go from here? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
Chapter 22: Chain-of-Responsibility Pattern . . . . . . . . . . . . . . 326
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
raywenderlich.com 12
Design Patterns by Tutorials
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
Where to go from here? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
Chapter 23: Coordinator Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . 344
When should you use it? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
Playground example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346
What should you be careful about? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
Tutorial project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
Key points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Where to go from here? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
raywenderlich.com 13
L Book License
By purchasing Design Patterns by Tutorials, you have the following license:
• You are allowed to use and/or modify the source code in Design Patterns by
Tutorials in as many apps as you want, with no attribution required.
• You are allowed to use and/or modify all art, images and designs that are included
in Design Patterns by Tutorials in as many apps as you want, but must include this
attribution line somewhere inside your app: “Artwork/images/designs: from Design
Patterns by Tutorials, available at www.raywenderlich.com”.
• The source code included in Design Patterns by Tutorials is for your personal use
only. You are NOT allowed to distribute or sell the source code in Design Patterns
by Tutorials without prior authorization.
• This book is for your personal use only. You are NOT allowed to sell this book
without prior authorization, or distribute it to friends, coworkers or students; they
would need to purchase their own copies.
All materials provided with this book are provided on an “as is” basis, without
warranty of any kind, express or implied, including but not limited to the warranties
of merchantability, fitness for a particular purpose and noninfringement. In no event
shall the authors or copyright holders be liable for any claim, damages or other
liability, whether in an action or contract, tort or otherwise, arising from, out of or in
connection with the software or the use or other dealings in the software.
All trademarks and registered trademarks appearing in this guide are the properties
of their respective owners.
raywenderlich.com 14
B Book Source Code &
Forums
If you bought the digital edition
The digital edition of this book comes with the source code for the starter and
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edition you downloaded from https://store.raywenderlich.com/products/design-
patterns-by-tutorials.
If you bought the print version
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Forums
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Digital book editions
We have a digital edition of this book available in both ePUB and PDF, which can be
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specific term within the book.
raywenderlich.com 15
Design Patterns by Tutorials Book Source Code & Forums
Buying the digital edition version of the book also has a few extra benefits: free
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raywenderlich.com 16
A About the Cover
Coral reefs contain some of the most amazing, colorful and diverse ecosystems on
Earth. Although coral reefs make up just a tiny fragment of the ocean’s underwater
area, they support over 25% of known marine life. It’s rather difficult to
underestimate the value that coral reefs add to the diversity and sustainability of our
oceans.
Although reefs are highly structured, they have many variants and perform a variety
of functions. More than just pretty “rocks”, coral reefs are truly the foundation of
their surrounding ecosystems. In that way, you could consider them the “design
patterns” of the ocean!
Unfortunately, coral reefs are in dramatic decline around the world. Potentially 90%
of known coral reefs may be in serious danger in as little as ten years. Various
organizations are actively working to find ways to mitigate the issues caused from
pollution, overfishing and physical damage done to reefs. For more information,
check out the following great resources:
• https://en.wikipedia.org/wiki/Coral_reef_protection
• https://coral.org/
raywenderlich.com 17
I Introduction
Design Patterns: Elements of Reusable, Object-Oriented Software, the first book to ever
describe design patterns, inspired the revolutionary idea of reusable, template
solutions to common software development problems. Design patterns aren’t specific
to a particular situation, but rather, they are solutions you can adapt and use in
countless projects.
The classic text starts off with the following statement:
"Designing object-oriented software is hard."
Why should software design be hard? We’ve done everything we can to make it easy
and understandable, so anyone can learn it.
About this book
We wrote this book with two seemingly opposite goals:
1. Make as few assumptions as possible about readers’ skill levels.
2. Make this book useful for both beginning and advanced developers.
We think we’ve done it! The only requirements for reading this book are a basic
understanding of Swift and iOS development.
If you’ve worked through our classic beginner books — the Swift Apprentice https://
store.raywenderlich.com/products/swift-apprentice and the iOS Apprentice https://
store.raywenderlich.com/products/ios-apprentice — or have similar development
experience, you’re ready to read this book.
raywenderlich.com 18
Design Patterns by Tutorials Introduction
And if you’re an advanced developer, we also have a lot of great advanced design
patterns for you as well!
As you work through this book, you’ll progress from beginning topics to more
advanced concepts.
This book has four sections:
I. Hello, Design Patterns!
This is a high-level introduction to what design patterns are, why they’re important,
and how they will help you.
You’ll also learn how to read and use class diagrams in this section. This will make it
much easier for you to learn design patterns, so it’s important to go over this first to
get the most out of the book.
II. Fundamental Design Patterns
This section covers essential iOS design patterns. These patterns are frequently used
throughout iOS development, and every iOS developer should understand these well.
These patterns work well in combinations, so all of the chapters in this section walk
you through building a single tutorial project from the ground up.
III. Intermediate Design Patterns
This section covers design patterns that are also common, but they're used less
frequently than the fundamental design patterns in Section II.
Many of these patterns work well together, but not all. You’ll create two projects in
this section as you explore these intermediate patterns.
IV. Advanced Design Patterns
This section covers design patterns that are very useful in more rare scenarios. These
patterns may be exactly the right solution for a particular problem, but they might
not have a place in your day-to-day development. But they’re still amazing patterns
that you should keep in the back of your development toolbox!
You’ll build several tutorial projects throughout this section.
raywenderlich.com 19
Design Patterns by Tutorials Introduction
Chapter structure
Each design pattern chapter in Sections II through IV follow a similar structure:
• What is it?
This section gives a class diagram and explains the design pattern.
• When should you use it?
This section describes the design pattern’s strengths and provides examples where
the design pattern works well.
• Playground example
This section shows you how to use the design pattern within a playground
example. This isn’t meant to be a complete project, but rather, it’s a standalone
example to teach you the basics of the design pattern.
• What should you be careful about?
This section describes the shortcomings, weaknesses and caveats of a particular
pattern. Every pattern can be misused, so it’s best to know upfront when not to use
a pattern.
• Tutorial project
This section guides you through using the design pattern in a tutorial app.
• Key points
This section provides a summary of what you learned and key points to remember
for the chapter.
How to read this book
If you’re a beginner to iOS development or design patterns, you should read this
book from cover to cover.
If you’re an advanced developer, or already have experience with some design
patterns, you can skip from chapter to chapter or use this book as a reference. While
some tutorial projects are shared between chapters, you’ll always be provided with a
starter project in each chapter to get you up and running quickly. What’s the absolute
best way to read this book? Just start reading, wherever makes sense to you!
raywenderlich.com 20
Section I: Hello, Design
Patterns!
This is a high-level introduction to what design patterns are, why they're important,
and how they will help you.
You'll also learn how to read and use class diagrams in this section. This will make it
much easier for you to learn design patterns, so it’s important to go over this first to
get the most out of the book.
Chapter 1: What are Design Patterns?
Chapter 2: How to Read a Class Diagram
raywenderlich.com 21
1 Chapter 1: What are
Design Patterns?
By Joshua Greene
“Extra, extra! Read all about it!”
“Feared by newcomers. Loved by architects. Read the inside story about design
patterns. The truth may surprise you!”
Did you know design patterns can make you a better developer? “Of course,” you say
— you are reading this book, after all!
Did you know design patterns can help you make more money? It’s true. You can save
time, work less and ultimately create more great things by using design patterns
correctly.
And did you know design patterns can help you fight vampires? OK, maybe not —
design patterns aren’t silver bullets, after all.
raywenderlich.com 22
Design Patterns by Tutorials Chapter 1: What are Design Patterns?
However, design patterns are incredibly useful, no matter what language or platform
you develop for, and every developer should absolutely know about them. They
should also know how and when to apply them. That's what you're going to learn in
this book!
A real-world example
The introduction told you that design patterns are reusable, template solutions to
common development problems. Design patterns aren’t concrete implementations,
but rather, serve as starting points for writing code. They describe generic solutions
to problems that experienced developers have encountered many times before.
What does this mean exactly...? Consider this non-development, real-world scenario:
You’re the proud owner of a gardening company, and your business is really, er,
blooming. You’ve only done a few small projects up to now - a tree planted here and
a few flowers there. However, you just landed a big client who wants several dozen
trees and flowers planted on their property.
Your standard procedure has been for your employees to carry each flower or tree
sapling into place individually. Once each has been temporarily placed, your
customer inspects and approves the arrangement before you plant everything in the
ground.
You’re worried it’s going to take forever to carry each flower and tree into place for
this large project. And you even need a few people to carry some of the bigger trees.
While you could hire lots of temporary employees, you wouldn’t make a profit on the
job. There’s got to be a better way!
You decide to ask other gardeners what they do, and you find out they use
wheelbarrows and carts. What a great idea! You tell your employees to use a cart to
move multiple flowers at the same time and a wheelbarrow to move the heavy trees.
In the meantime, you use a lounge chair chair to watch your workers go to it... isn’t
management great?
So now you know all about design patterns! Wait, you need more details? Okay, let’s
break it down...
raywenderlich.com 23
Design Patterns by Tutorials Chapter 1: What are Design Patterns?
Example explanation
The “design pattern” here is the use of wheelbarrows and carts. These are common,
best practice tools in gardening. Similarly, software design patterns form a set of best
practices in development. You could have chosen not to use wheelbarrows and carts,
but akin to avoiding software design patterns, you assume more risk by making the
project more time- and labor-intensive.
Back to the point of “asking other gardeners what they do.” Most design patterns
have been around for a long time — having started life in the 1970s and 1980s — and
they continue to work well to this day.
This longevity is partly due to the fact their use has been validated in many projects
over the decades, but it’s also because they aren’t concrete solutions.
In the gardening scenario, you decided that carts will be used to move flowers and
wheelbarrows will be used to move trees. These are implementation details: you could
have used carts to move both flowers and trees, only used wheelbarrows, or any other
combination that made the job easier.
Design patterns are generic, go-to solutions for solving common problems, like using
wheelbarrows and carts. They are starting points for concrete implementations, like
using carts for flowers and wheelbarrows for trees.
Make sense? Great! It's now time to leave the garden behind and head back to the
world of software design patterns.
Types of design patterns
There are three main types of design patterns:
1. Structural design pattern: Describes how objects are composed and combined
to form larger structures. Examples of structural design patterns include Model-
View-Controller (MVC), Model-View-ViewModel (MVVM) and Facade.
2. Behavioral design pattern: Describes how objects communicate with each
other. Examples of behavioral design patterns are Delegation, Strategy and
Observer.
3. Creational design pattern: Describes how to create or instantiate objects.
Examples of creational patterns are Builder, Singleton and Prototype.
raywenderlich.com 24
Design Patterns by Tutorials Chapter 1: What are Design Patterns?
You may be wondering if knowing a design pattern’s type really matters. Well,
yes...and no.
It’s not useful to memorize all patterns by type. Most developers don’t do this.
However, if you’re not sure whether a particular pattern will work, it’s sometimes
useful to consider other patterns of the same type. You just might find one that
works better for your particular problem.
Note: There’s an ongoing debate on whether some patterns, including MVVM
and MVC, are actually architectural patterns, which span an entire app or
subsystem architecture. Hence, they are broader in scope than design patterns,
which only span components or pieces of an app. Architectural patterns can
even use or encompass several design patterns.
For the purposes of this book, a comprehensive discussion of architectural
patterns is out of scope. We’ve chosen to label MVVM and MVC as structural
design patterns because they can be used alongside other design patterns in a
component fashion. They are also very commonly used in iOS projects, and we
wanted to ensure we covered them.
If someone says these are actually architectural patterns, we don’t necessarily
disagree, as they can also be used that way.
If you'd like to learn more about iOS architectural patterns, check out
Advanced iOS App Architecture (http://bit.ly/ios-app-arch).
Criticisms of design patterns
As indicated earlier, “there are no silver bullets in software development,” and design
patterns are no exception to this. This means that simply knowing and employing
design patterns will not guarantee you will create a well-architected piece of
software. There are dozens of design patterns, so knowing when and how to employ
each one is important.
What are some common criticisms of design patterns?
raywenderlich.com 25
Design Patterns by Tutorials Chapter 1: What are Design Patterns?
If you overuse design patterns, your project can become overly
complex.
You need to be careful about overusing any tool, including design patterns. You can
minimize this issue by clearly and correctly defining the problem to be solved before
adding a design pattern to your project.
Many design patterns are made redundant by modern programming
languages.
It’s true that modern programming languages like Swift make some design patterns
irrelevant or trivial to implement. However, just because some patterns are provided
via a programming language doesn’t mean all patterns will be.
Design patterns are a lazy substitute for learning object-oriented
principles.
Why not learn both? A strong understanding of object-oriented principles will
certainly help you in your development.
However, if you already know a design pattern works well for a particular problem,
why should you reinvent the solution from scratch?
But, but...check out this thread on Twitter, which definitely shows that
design patterns are worthless!
Regardless of the particular criticism, design patterns have been around for a long
time, and they’ve been used in many apps. So at some point, you’re going to
encounter them.
We think it’s best to have an understanding of what they are before you run into
them, instead of trying to wing it on the fly, which in our experience is usually late
on a Sunday night, the day before the release deadline, right after discovering a
critical bug.
raywenderlich.com 26
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