40 quests, 148 encounters and 57 worked examples, in the order that builds on itself. The
last island hands you a brief and a test suite and leaves the design to you.
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Island 1
The Swift Camp
Variables, types and functions. Enough Swift to use everything else: values, types, functions, and the single most useful habit in programming — reading what the compiler tells you.
Free
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Island 2
Control Flow Keep
Conditions, loops and optionals. Programs decide. This world is about making those decisions readable: conditions, optionals, pattern matching, and the difference between branching and leaving.
Free
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Island 3
Collections Market
Arrays, sets and dictionaries. Four shapes for holding more than one thing, the operations that reshape them, and the judgement of which shape the problem actually has.
Pro
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Island 4
The Value Kingdom
Structs and value semantics. Most of the types you will write in Swift are structs, and the single most important thing about them is what happens when you assign one to something else.
Pro
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Island 5
The Enum Wildlands
Enums and associated values. An enum is not a tidier way to write constants. It is a way to describe a situation so precisely that the impossible versions of it cannot be written down — and to make the compiler tell you every place that needs attention when the situation grows.
Pro
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Island 6
Reference Citadel
Classes and inheritance. Types whose values are shared rather than copied: identity, inheritance, casting, and the judgement about which of your models genuinely need to be one thing that everybody sees.
Pro
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Island 7
Protocol Guild
Protocols and generics. A protocol names what a type can do without saying what it is. That one move lets a battle engine work with combatants it has never heard of, and lets a downloader report finishing without knowing who is listening — which is all delegation ever was.
Pro
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Island 8
Closure Caverns
Closures and callbacks. A closure is a function you can hand to something else — and, less obviously, everything it was still holding when you handed it over.
Pro
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Island 9
Error Handling Peaks
Errors and Result. Things go wrong: files are missing, input is malformed, a payment is refused.
Pro
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Island 10
Memory Dungeon
ARC and reference cycles. Swift frees a class instance the moment nothing is holding it any more.
Pro
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Island 11
Foundation Harbor
Foundation, JSON and files. Everything so far you wrote yourself. Here the data arrives from somewhere else — a file, an export, another program — in a format nobody consulted you about.
Pro
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Island 12
Regex Ruins
Regex and text matching. Log lines, chat commands, filenames. Text written for people to read, arriving in a program that has to understand it.
Pro
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Island 13
Swift Artificer's Workshop
Extensions, wrappers and macros. Everything here exists to remove repetition you would otherwise write by hand.
Pro
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Island 14
Concurrency Frontier
Async, await and actors. Most of what a program does while it feels slow is wait. Swift's concurrency is built around that: a function can pause without blocking anything, work that does not depend on other work can overlap, and shared mutable state is protected by the compiler rather than by your memory.
Pro
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Island 15
Capstone Isles
Build a complete Swift program. Every encounter so far told you which idea it was about. These do not.
Pro