PCMag editors select and review products independently. If you buy through affiliate links, we may earn commissions, which help support our testing.

Apple Debuts Swift Programming Language at WWDC

 & Jamie Lendino Executive Editor, Reviews

Our team tests, rates, and reviews more than 1,500 products each year to help you make better buying decisions and get more from technology.

Our Expert
LOOK INSIDE PC LABS HOW WE TEST
65 EXPERTS
43 YEARS
41,500+ REVIEWS

In a surprise announcement during today's WWDC keynote, Apple senior vice president of software engineering, Craig Federighi, unveiled Swift, a new programming language for coding Mac OS X and iOS applications in Cocoa and Cocoa Touch.

Swift works on its own or side by side with the object-oriented language Objective-C, which dates back to the 1980s and first debuted on NeXT hardware. For the past few decades, developers have programmed Mac OS X and iOS apps in Objective-C, so this could herald the beginning of a new era of app development.

Federighi said that Swift is fast, modern, and like "Objective-C without the C." During the keynote, Federighi showed several slides demonstrating Apple's claimed performance boosts for common programming tasks over their equivalents in both Python and Objective-C.

According to Apple's developer notes, Swift can replace entire lines of code with a single character, while named parameters brought forward from Objective-C are "expressed in a clean syntax" that makes APIs in Swift easier to read and maintain. It eliminates entire classes of unsafe code to prevent overflows, while simpler three-character keywords define a variable or constant. On stage, Federighi also spent time introducing Metal, SpriteKit, and SceneKit, all of which are new developer tools for cobbling together animation quickly and easily for console game-like performance.

Still, one of Swift's flashiest features has to be what it calls interactive Playgrounds, which are places that interpret your code in real time and show the results. For example, you can code a loop, and then watch the loop run in a timeline assistant, complete with a graph, and it can also display an animated SpriteKit scene.

Xcode's debugging console now features an interactive language of Swift built in, which lets you evaluate and interact with your app as it runs, or write new code to see how it works in a scripting-like environment.

Interested developers can download Swift immediately by downloading Xcode 6 beta and following the tutorials in the included documentation. Apple says that it will begin accepting submissions for apps coded in Swift this fall on the release of OS X Yosemite and iOS 8. You can also download The Swift Programming Language book for free in the iBooks Store.

Apple today also showed off iOS 8 and Mac OS X Yosemite, both of which will be released in the fall.

About Our Expert

Jamie Lendino

Jamie Lendino

Executive Editor, Reviews

My Experience

I’ve been a technology journalist and editor for more than 20 years, including for PCMag since 2005. I've also written seven books about retro gaming and computing. Previously, I was the editor-in-chief of ExtremeTech. I’ve been on CNBC and NPR's All Things Considered talking techplus dozens of radio stations around the country. My articles have also appeared in Popular ScienceConsumer ReportsComputer Power UserPC Today, Electronic MusicianSound and Vision, and CNET.

Before all this, I was in IT supporting Windows NT on Wall Street in the late 1990s. I realized I’d much rather play with technology and write about it, than support it 24/7 and be blamed for whatever went wrong. I grew up playing and recording music on keyboards and the Atari ST, and I never really stopped. For a while, I produced sound effects and music for video games (mostly mobile and online games in the 2000s). I still mix and master music for various independent artists, many of whom are friends.

The Technology I Use

I’ve been cross-platform for decades, with PCs and Macs, iPhones and Android, Atari and Intellivision, NES and Sega…I’ve been doing this a while. Especially everything Atari, from the 2600 and 800 through the Atari ST, Jaguar, and Lynx. I bought my first 286 PC in 1989, the same year I bought my first issue of PC Magazine from a newsstand. I subscribed in the 1990s and upgraded to a 386, two 486s, and beyond.

Today, I use a 16-inch MacBook Pro, a custom AMD Ryzen 7 PC, and an Acer Nitro 5 gaming laptop. My phone is an iPhone 14 Pro Max. For music recording, I work in a variety of DAWs (and review them all for PCMag), but my main ones are Logic Pro and Pro Tools. I use an LG 27-inch 4K monitor, a pair of PreSonus Eris E8 XT studio monitors, Beyerdynamic and Sennheiser studio headphones, and a Focusrite audio interface. For my books, I use Scrivener, Microsoft Word, and Adobe InDesign and Photoshop. I also use a zillion emulators of old computers and game consoles for…work. 

Read full bio