This cheat sheet provides examples of using Swift that cover basic Swift knowledge, control flow etc.
var score = 0 // Variable
let pi = 3.14 // Constant
var greeting = "Hello"
var numberOfToys = 8
var isMorning = true
var numberOfToys: Int = 8
numberOfToys += 1
print(numberOfToys)
// prints "9"
var greeting: String = "Hello"
var numberOfToys: Int = 8
var isMorning: Bool = true
var price: Double = 8.99
+
Add-
Subtraction*
Multiplication/
Division%
Remaindervar x = 0
x = 4 + 2 // x is now 6
x = 4 - 2 // x is now 2
x = 4 * 2 // x is now 8
x = 4 / 2 // x is now 2
x = 4 % 2 // x is now 0
+=
Adds and assigns sums-=
subtract and assign the difference*=
Multiplication and assignment/=
Divide and assign quotient%=
Divide and assign remaindervar numberOfDogs = 100
numberOfDogs += 1
print("There are \(numberOfDogs) Dalmatians!")
// print: There are 101 Dalmatians!
var apples = 6
print("I have \(apples) apples!")
// print: I have 6 apples!
let myLongString = """
Swift?
This is my favorite language!
Yeah!
"""
// This line represents a comment in Swift.
/*
This is all commented out.
None will run!
*/
let player = ("Maya", 5, 150)
print(player) // ("Maya", 5, 150)
print("\(player.0): level \(player.1), \(player.2) pts") // Maya: level 5, 150 pts
let player = (name: "Maya", level: 5)
let (currentName, curLevel) = player
print("\(currentName): level \(curLevel)")
// print: Maya: level 5
// MARK: -view settings
MARK
can be used to display comments in the column
// TODO: update logic to accommodate data changes
TODO
is used to display reminders of things that need to be done
// FIXME: Fix buggy behavior when making changes to existing entries
FIXME
is used to display reminders about things that need to be fixed
Variables are declared with var
:
var greeting = "Hello"
var numberOfToys = 8
var isMorning = true
For clarity, variable declarations can contain type annotations:
var greeting: String = "Hello"
var numberOfToys: Int = 8
var isMorning: Bool = true
Variables are mutable. Their values be changed:
var numberOfToys: Int = 8
numberOfToys += 1
print(numberOfToys)
// print "9"
Constants are declared with let
:
let greeting = "Hello"
let numberOfToys = 8
let isMorning = true
For clarity, constant declarations can contain type annotations:
let greeting: String = "Hello"
let numberOfToys: Int = 8
let isMorning: Bool = true
Constants are immutable. Their values be changed:
let numberOfToys: Int = 8
numberOfToys += 1
// Error: numberOfToys is immutable
import Foundation
let df = DateFormatter()
df.dateFormat = "d MMMM yyyy"
guard var birth = df.date(from: "5 June 1999") else {
print("Date is not valid")
return
}
var age: Int {
Calendar.current
.dateComponents([.year],
from: birth,
to: Date()).year!
}
print(age) // 23
guard let birth2 = df.date(from: "5 June 2002") else {
print("Date is not valid")
return
}
birth = birth2
print(age) // 20
In the example below, distanceInFeet has a getter
and a setter
. Because of the setter
, the getter
requires the keyword get
:
var distanceInMeters: Float = 100
var distanceInFeet: Float {
get {
distanceInMeters *3.28
}
set(newDistance) {
distanceInMeters = newDistance /3.28
}
}
print(distanceInMeters) // 100.0
print(distanceInFeet) // 328.0
distanceInFeet = 250
print(distanceInMeters) // 76.21951
print(distanceInFeet) // 250.0
distanceInMeters = 800
print(distanceInMeters) // 800.0
print(distanceInFeet) // 2624.0
var distance = 5 {
willSet {
print("The distance will be set")
}
}
distance = 10 // print: distance will be set
The new value can be accessed in willSet
:
var distance = 5 {
willSet(newDistance) {
print("The distance will be set \(newDistance)")
}
}
distance = 10 // print: distance will be set to 10
willSet
can be used to execute some code before setting the variable value
var distance = 5 {
didSet {
print("The distance is set to \(distance)")
print("Its old value is: \(oldValue)")
}
}
distance = 10 // print: distance will be set to 10
// print: its old value is: 5
var distance = 5 {
willSet(newDistance) {
print("The distance will be set to \(newDistance)")
}
didSet {
print("The distance is set to \(distance)")
print("Its old value is: \(oldValue)")
}
}
distance = 10
var halloween = true
if halloween {
print("Trick or treat!")
}
// print: Trick or treat!
if 5 > 3 {
print("5 is greater than 3")
} else {
print("5 is not more than 3")
}
// output: "5 is greater than 3"
var turbulence = false
if turbulence {
print("Please sit down.")
} else {
print("You are free to move around.")
}
// print: You are free to move around.
var weather = "rainy"
if weather == "sunny" {
print("Get some sunscreen")
} else if weather == "rainy" {
print("Take an umbrella")
} else if weather == "snowing" {
print("Put on your snow boots")
} else {
print("Invalid weather")
}
// print: take an umbrella
5 > 1 // true
6 < 10 // true
2 >= 3 // false
3 <= 5 // true
"A" == "a" // false
"B" != "b" // true
-<
less than
->
greater than
-<=
less than or equal to
->=
greater than or equal to
-==
is equal to
-!=
is not equal to
var driverLicense = true
driverLicense
? print("driver seat") : print("passenger seat")
// print: driver's seat
var secondaryColor = "green"
switch secondaryColor {
case "orange":
print("A mixture of red and yellow")
case "purple":
print("A mix of red and blue")
default:
print("This may not be a secondary color")
}
// print: mix of blue and yellow
let year = 1905
var artPeriod: String
switch year {
case 1860...1885:
artPeriod = "Impressionism"
case 1886...1910:
artPeriod = "Post-Impressionism"
default:
artPeriod = "Unknown"
}
// print: post-impressionism
let service = "Seamless"
switch service {
case "Uber", "Lyft":
print("travel")
case "DoorDash", "Seamless", "GrubHub":
print("Restaurant delivery")
case "Instacart", "FreshDirect":
print("Grocery Delivery")
default:
print("Unknown service")
}
// print: restaurant takeaway
let num = 7
switch num {
case let x where x % 2 == 0:
print("\(num) is even")
case let x where x % 2 == 1:
print("\(num) odd number")
default:
print("\(num) is invalid")
}
// print: 7 odd
!true // false
!false //true
true && true // true
true && false // false
false && true // false
false && false // false
true || true // true
true || false // true
false || true // true
false || false // false
!false && true || false // true
!false && true
first evaluates and returns true
Then, the expression, true
|| false
evaluates and returns the final result true
false || true && false // false
true && false
first evaluates to return false
Then, the expression, false
|| false
evaluates and returns the final result false
// without parentheses:
true || true && false || false
//----> true
// with brackets:
(true || true) && (false || false)
//----> false
func greet(name: String?) {
guard let unwrapped = name else {
print("Hello guest!")
return
}
print("Hello \(unwrapped)!")
}
greet(name: "Asma") // output: Hello Asma!
greet(name: nil) // output: Hello guest!
let zeroToThree = 0...3
//zeroToThree: 0, 1, 2, 3
for oddNum in stride(from: 1, to: 5, by: 2) {
print(oddNum)
}
// print: 1
// print: 3
for char in "hehe" {
print(char)
}
// print: h
// print: e
// print: h
// print: e
for num in 0...5 {
if num % 2 == 0 {
continue
}
print(num)
}
// print: 1
// print: 3
// print: 5
The continue
keyword will force the loop to continue for the next iteration
for char in "supercalifragilistic" {
if char == "c" {
break
}
print(char)
}
// print: s
// print: u
// print: p
// print: e
// print: r
for _ in 1...3 {
print("Ole")
}
// print: Ole
// print: Ole
// print: Ole
var counter = 1
var stopNum = Int. random(in: 1...10)
while counter < stopNum {
print(counter)
counter += 1
}
// loop to print until the stop condition is met
A while
loop accepts a condition and keeps executing its body code while the provided condition is true
. If the condition is never false, the loop will keep running and the program will get stuck in an infinite loop
var scores = [Int]()
// array is empty: []
var grocery = ["π₯", "π₯", "πͺ", "π₯", "π"]
print(grocery.count)
// print: 5
The index refers to the item's position in the ordered list, and a single element is retrieved from the array using the subscript syntax array[index]
.
var vowels = ["a", "e", "i", "o", "u"]
print(vowels[0]) // prints: a
print(vowels[1]) // prints: e
print(vowels[2]) // print: i
print(vowels[3]) // prints: o
print(vowels[4]) // prints: u
Note: Swift arrays are zero-indexed, meaning the first element has index 0.
// use type inference:
var snowfall = [2.4, 3.6, 3.4, 1.8, 0.0]
// explicit type:
var temp: [Int] = [33, 31, 30, 38, 44]
var gymBadges = ["Boulder", "Cascade"]
gymBadges.append("Thunder")
gymBadges += ["Rainbow", "Soul"]
// ["Boulder", "Cascade", "Thunder",
// "Rainbow", "Soul"]
var moon = ["π", "π", "π", "π"]
moon.insert("π", at: 0)
// ["π", "π", "π", "π", "π"]
moon. remove(at: 4)
// ["π", "π", "π", "π"]
var employees = ["Peter", "Denial", "Jame"]
for person in employees {
print(person)
}
// print: Peter
// print: Denial
// print: Jam
var paintingsInMOMA: Set = [
"The Dream",
"The Starry Night",
"The False Mirror"
]
We can use a collection (Set
) to store unique
elements of the same data type
var team = Set<String>()
print(team)
// print: []
var vowels: Set = ["a", "e", "i", "o","u"]
To create a set filled with values, use the Set
keyword before the assignment operator.
var cookieJar: Set = [
"Chocolate Chip",
"Oatmeal Raisin"
]
// add a new element
cookieJar.insert("Peanut Butter Chip")
var oddNumbers: Set = [1, 2, 3, 5]
// remove existing element
oddNumbers.remove(2)
// remove all elements
oddNumbers.removeAll()
var names: Set = ["Rosa", "Doug", "Waldo"]
print(names.contains("Lola")) // print: false
if names.contains("Waldo"){
print("There's Waldo!")
} else {
print("Where's Waldo?")
}
// print: There's Waldo!
var recipe: Set = ["Egg", "Flour", "Sugar"]
for ingredient in recipe {
print ("Include \(ingredient) in the recipe")
}
var emptySet = Set<String>()
print(emptySet.isEmpty) // print: true
var populatedSet: Set = [1, 2, 3]
print(populatedSet.isEmpty) // print: false
var band: Set = ["Peter", "Denial", "Jame"]
print("The band has \(band.count) players.")
// print: Band has 4 players.
var setA: Set = ["A", "B", "C", "D"]
var setB: Set = ["C", "D", "E", "F"]
var setC = setA.intersection(setB)
print(setC) // print: ["D", "C"]
var setA: Set = ["A", "B", "C", "D"]
var setB: Set = ["C", "D", "E", "F"]
var setC = setA.union(setB)
print(setC)
// print: ["B", "A", "D", "F", "C", "E"]
var setA: Set = ["A", "B", "C", "D"]
var setB: Set = ["C", "D", "E", "F"]
var setC = setA.symmetricDifference(setB)
print(setC)
// print: ["B", "E", "F", "A"]
var setA: Set = ["A", "B", "C", "D"]
var setB: Set = ["C", "D"]
var setC = setA.subtracting(setB)
print(setC)
// print: ["B", "A"]
var dictionaryName = [
"Key1": "Value1",
"Key2": "Value2",
"Key3": "Value3"
]
An unordered
collection of pairs of data or key-value pairs
var fruitStand = [
"Coconuts": 12,
"Pineapples": 12,
"Papaya": 12
]
Each key
is unique
even if they all contain the same value
var numberOfSides = [
"triangle": 3,
"square": 4,
"rectangle": 4
]
Contains only String
keys and Int
values
var employeeID = [
"Hamlet": 1367,
"Horatio": 8261,
"Ophelia": 9318
]
// initializer syntax:
var yearlyFishPopulation = [Int: Int]()
// Empty dictionary literal syntax:
var yearlyBirdPopulation: [Int: Int] = [:]
var pronunciation = [
"library": "laiΒ·brehΒ·ree",
"apple": "aΒ·pl"
]
// new key: "programming", new value: "prow gra"
pronunciation["programming"] = "prowΒ·gra"
var bookShelf = [
"Goodnight": "Margaret Wise Brown",
"The BFG": "Roald Dahl",
"Falling Up": "Shel Silverstein",
"No, David!": "David Shannon"
]
// remove value by setting key to nil
bookShelf["The BFG"] = nil
// remove value using .removeValue()
bookShelf. removeValue(forKey: "Goodnight")
// remove all values
bookShelf. removeAll()
var change = [
"Quarter": 0.29,
"Dime": 0.15,
"Nickel": 0.05
]
// Change the value using subscript syntax
change["Quarter"] = .25
// Change the value using .updateValue()
change. updateValue(.10, forKey: "Dime")
To change the value of a key-value pair, use the .updateValue()
method or the subscript syntax by appending brackets [ ]
with the existing keys within to the name of the dictionary, then adding the assignment operator (=
) followed by the modified value
var bakery = [String:Int]()
// check if the dictionary is empty
print(bakery.isEmpty) // prints true
bakery["Cupcakes"] = 12
// check if the dictionary is empty
print(bakery.isEmpty) // print false
var fruitStand = [
"Apples": 12,
"Oranges", 17
]
print(fruitStand.count) // print: 2
var hex = [
"red": "#ff0000",
"yellow": "#ffff00",
"blue": "#0000ff",
]
print("Blue hexadecimal code \(hex["blue"])")
// print: blue hex code Optional("#0000ff")
if let redHex = hex["red"] {
print("red hexadecimal code \(redHex)")
}
// print: red hex code #ff0000
Assigning the value of a key-value pair to a variable will return an optional value. To extract values, use the optional expansion
var emojiMeaning = [
"π€": "Thinking Face",
"πͺ": "Sleepy Face",
"π΅": "Dizzy Face"
]
// loop through keys and values
for (emoji, meaning) in emojiMeaning {
print("\(emoji) is called '\(meaning)Emoji'")
}
// iterate through keys only
for emoji in emojiMeaning. keys {
print(emoji)
}
// iterate through values only
for meaning in emojiMeaning. values {
print(meaning)
}
func washCar() -> Void {
print("Soap")
print("Scrub")
print("Rinse")
print("Dry")
}
func greetLearner() {
print("Welcome to CheatSheets.zip!")
}
// function call:
greetLearner()
// print: Welcome to CheatSheets.zip!
let birthYear = 1994
var currentYear = 2020
func findAge() -> Int {
return currentYear-birthYear
}
print(findAge()) // prints: 26
func convertFracToDec(numerator: Double, denominator: Double) -> Double {
return numerator / denominator
}
let decimal = convertFracToDec(numerator: 1.0, denominator: 2.0)
print(decimal) // prints: 0.5
func findDiff(_ a: Int, b: Int) -> Int {
return a -b
}
print(findDiff(6, b: 4)) // prints: 2
func smartphoneModel() -> (name: String, version: String, yearReleased: Int) {
return ("iPhone", "8 Plus", 2017)
}
let phone = smartphoneModel()
print(phone.name) // print: iPhone
print(phone.version) // print: 8 Plus
print(phone.yearReleased) // print: 2017
func findSquarePerimet(side: Int) -> Int {
return side *4
}
let perimeter = findSquarePerimet(side: 5)
print(perimeter) // print: 20
// Parameter: side
// Argument: 5
func nextTotalSolarEclipse() -> String {
"April 8th, 2024 π"
}
print(nextTotalSolarEclipse())
// print: April 8th, 2024 π
func greet(person: String = "guest") {
print("Hello \(person)")
}
greet() // Hello guest
greet(person: "Aliya") // Hello Aliya
var currentSeason = "Winter"
func season(month: Int, name: inout String) {
switch month {
case 1...2:
name = "Winter βοΈ"
case 3...6:
name = "Spring π±"
case 7...9:
name = "Summer β±"
case 10...11:
name = "Autumn π"
default:
name = "Unknown"
}
}
season(month: 4, name: ¤tSeason)
print(currentSeason) // Spring π±
func totalStudent(data: String...) -> Int {
let numStudents = data.count
return numStudents
}
print(totalStudent(data: "Denial", "Peter"))
// print: 2
func getFirstInitial(from name: String?) -> String? {
return name?.first
}
Functions can accept optional types and return optional types. When a function cannot return a reasonable instance of the requested type, it should return nil
struct Building {
var address: String
var floors: Int
init(address: String, floors: Int) {
self.address = address
self. floors = floors
}
}
Structs or structs are used to programmatically represent real-life objects in code. A structure is created using the struct
keyword, followed by its name, followed by a body containing its properties and methods
struct Car {
var numOfWheels = 4
var topSpeed = 80
}
var reliantRobin = Car(numOfWheels: 3)
print(reliantRobin.numOfWheels) // prints: 3
print(reliantRobin.topSpeed) // print: 80
struct Person {
var name: String
var age: Int
init(name: String, age: Int) {
self.name = name
self. age = age
}
}
// Person instance:
var morty = Person(name: "Peter", age: 14)
struct TV {
var size: Int
var type: String
init(size: Int, type: String) {
self.size = size
self.type = type
}
}
Using the TV
class
var newTV = TV(size: 65, type: "LED")
print(type(of: "abc")) // print: String
print(type(of: 123)) // print: 123
struct Menu {
var menuItems = ["Fries", "Burgers"]
mutating func addToMenu(dish: String) {
self.menuItems.append(dish)
}
}
Using the Menu
class
var dinerMenu = Menu()
dinerMenu.addToMenu(dish: "Toast")
print(dinerMenu.menuItems)
// prints: ["Fries", "Burgers", "Toast"]
struct Dog {
func bark() {
print("Woof")
}
}
let fido = Dog()
fido.bark() // prints: Woof
class Player {
var name: String
init(name: String) {
self.name = name
}
}
var player1 = Player(name: "Tomoko")
var player2 = player1
player2.name = "Isabella"
print(player1.name) // Isabella
print(player2.name) // Isabella
class Person {
var name = ""
var age = 0
}
var sonny = Person()
// sonny is now an instance of Person
class Fruit {
var hasSeeds = true
var color: String
init(color: String) {
self.color = color
}
}
Using the Fruit class
let apple = Fruit(color: "red")
A class can be initialized using the init()
method and the corresponding initialization properties. In the init()
method, the self
keyword is used to refer to the actual instance of the class assigning property values
var ferris = Student()
ferris.name = "Ferris Bueller"
ferris.year = 12
ferris.gpa = 3.81
ferris.honors = false
Suppose we have a BankAccount class:
class BankAccount {
var balance = 0.0
func deposit(amount: Double) {
balance += amount
}
func withdraw(amount: Double) {
balance -= amount
}
}
SavingsAccount
extends BankAccount
class
class SavingsAccount: BankAccount {
varinterest = 0.0
func addInterest() {
let interest = balance *0.005
self. deposit(amount: interest)
}
}
The new SavingsAccount
class (subclass) automatically gets all the characteristics of the BankAccount
class (superclass). Additionally, the SavingsAccount
class defines an .interest
property and an .addInterest()
method.
use data type
class Student {
var name: String
var year: Int
var gpa: Double
var honors: Bool
}
Use default property values
class Student {
var name = ""
var gpa = 0.0
var honors = false
}
struct Resolution {
var width = 0
var height = 0
}
class VideoMode {
var resolution = Resolution()
var interlaced = false
var frameRate = 0.0
var name: String?
}
The Resolution
structure definition and the VideoMode
class definition only describe the appearance of Resolution
or VideoMode
, create an instance of the structure or class:
let resolution = Resolution(width: 1920)
let someVideoMode = VideoMode()
enum Day {
case monday
case tuesday
case wednesday
case thursday
case friday
case saturday
case sunday
}
let casualWorkday: Day = .friday
enum Dessert {
case cake(flavor: String)
case vanillaIceCream(scoops: Int)
case brownie
}
let customerOrder: Dessert = .cake(flavor: "Red Velvet")
switch customerOrder {
case let .cake(flavor):
print("You ordered a \(flavor) cake")
case .brownie:
print("You ordered a chocolate cake")
}
// prints: "You ordered a red velvet cake"
enum Season: CaseIterable {
case winter
case spring
case summer
case falls
}
for season in Season.allCases {
print(season)
}
Add conformance to the CaseIterable
protocol to access the allCases
property, which returns an array of all cases of the enumeration
enum Beatle: String {
case john paul george ringo
}
print("The Beatles are \(Beatle.john.rawValue).")
// print: The Beatles are john.
enum Dessert {
case cake(flavor: String)
case vanillaIceCream(scoops: Int)
case brownie
}
let order: Dessert = .cake(flavor: "Red Velvet")
enum Traffic {
case light
case heavy
mutating func reportAccident() {
self = .heavy
}
}
var currentTraffic: Traffic = .light
currentTraffic. reportAccident()
// currentTraffic is now .heavy
Just like classes and structs, enumerations can have instance methods. If an instance method mutates the value of the enum, it needs to be marked mutating
enum Hello: String {
case english = "Hello"
case japanese = "Hello!"
case emoji = "π"
}
let hello1 = Hello(rawValue: "Hello!")
let hello2 = Hello(rawValue: "ΠΡΠΈΠ²Π΅Ρ")
print(hello1) // Optional(Hello.japanese)
print(hello2) // nil
enum ShirtSize: String {
case small = "S"
case medium = "M"
case large = "L"
case extraLarge = "XL"
var description: String {
return "The size of this shirt is \(self.rawValue)"
}
}