标签:输出 body ... float os x blog 变量声明 上下 ppi
今天凌晨Apple刚刚公布了Swift编程语言,本文从其公布的书籍《The Swift Programming Language》中摘录和提取而成。希望对各位的iOS&OSX开发有所帮助。
Swift是供iOS和OS X应用编程的新编程语言。基于C和Objective-C,而却没有C的一些兼容约束。
Swift採用了安全的编程模式和加入现代的功能来是的编程更加简单、灵活和有趣。界面则基于广受人民群众爱戴的Cocoa和Cocoa Touch框架。展示了软件开发的新方向。
Swift已经存在了多年。Apple基于已有的编译器、调试器、框架作为其基础架构。通过ARC(Automatic Reference Counting,自己主动引用计数)来简化内存管理。我们的框架栈则一直基于Cocoa。
Objective-C进化支持了块、collection literal和模块。同意现代语言的框架无需深入就可以使用。(by gashero)感谢这些基础工作。才使得能够在Apple软件开发中引入新的编程语言。
Objective-C开发人员会感到Swift的似曾相识。
Swift採用了Objective-C的命名參数和动态对象模型。
提供了对Cocoa框架和mix-and-match的互操作性。基于这些基础,Swift引入了非常多新功能和结合面向过程和面向对象的功能。
Swift对新的程序猿也是友好的。
他是工业级品质的系统编程语言,却又像脚本语言一样的友好。他支持playground,同意程序猿实验一段Swift代码功能并马上看到结果。而无需麻烦的构建和执行一个应用。
Swift集成了现代编程语言思想,以及Appleproject文化的智慧。编译器是依照性能优化的,而语言是为开发优化的,无需互相折中。(by gashero)能够从"Hello, world"開始学起并过渡到整个系统。全部这些使得Swift成为Apple软件开发人员创新的源泉。
Swift是编写iOS和OSX应用的梦幻方式,而且会持续推进新功能的引入。我们迫不及待的看到你用他来做点什么。
- println("hello, world")
你不须要为了输入输出或者字符串处理导入一个单独的库。全局作用域中的代码会被自己主动当做程序的入口点。所以你也不须要main函数。
你相同不须要在每一个语句结尾写上分号。
注意:为了获得最好的体验,在 Xcode 其中使用代码预览功能。 代码预览功能能够让你编辑代码并实时看到执行结果。 |
- var myVariable = 42
- myVariable = 50
- let myConstant = 42
- let implicitInteger = 70
- let implicitDouble = 70.0
- let explicitDouble: Double = 70
- let label = "The width is"
- let width = 94
- let widthLabel = label + String(width)
比如:
- let apples = 3
- let oranges = 5
- let appleSummary = "I have \(apples) apples."
- let fruitSummary = "I have \(apples + oranges) pieces of fruit."
- var shoppingList = ["catfish", "water", "tulips", "blue paint"]
- shoppingList[1] = "bottle of water"
- var occupations = [
- "Malcolm": "Captain",
- "Kaylee": "Mechanic",
- ]
- occupations["Jayne"] = "Public Relations"
- let emptyArray = String[]()
- let emptyDictionary = Dictionary<String, Float>()
- shoppingList = [] // 去逛街并买点东西
包裹条件和循环变量括号能够省略。可是语句体的大括号是必须的。
- let individualScores = [75, 43, 103, 87, 12]
- var teamScore = 0
- for score in individualScores {
- if score > 50 {
- teamScore += 3
- } else {
- teamScore += 1
- }
- }
- teamScore
一个可选的值可能是一个详细的值或者是nil,表示值缺失。在类型后面加一个问号来标记这个变量的值是可选的。
- var optionalString: String? = "Hello"
- optionalString == nil
- var optionalName: String?
= "John Appleseed"
- var greeting = "Hello!"
- if let name = optionalName {
- greeting = "Hello, \(name)"
- }
- let vegetable = "red pepper"
- switch vegetable {
- case "celery":
- let vegetableComment = "Add some raisins and make ants on a log."
- case "cucumber", "watercress":
- let vegetableComment = "That would make a good tea sandwich."
- case let x where x.hasSuffix("pepper"):
- let vegetableComment = "Is it a spicy \(x)?"
- default:
- let vegetableComment = "Everything tastes good in soup."
- }
- let interestingNumbers = [
- "Prime": [2, 3, 5, 7, 11, 13],
- "Fibonacci": [1, 1, 2, 3, 5, 8],
- "Square": [1, 4, 9, 16, 25],
- ]
- var largest = 0
- for (kind, numbers) in interestingNumbers {
- for number in numbers {
- if number > largest {
- largest = number
- }
- }
- }
- largest
循环条件能够在开头也能够在结尾。
- var n = 2
- while n < 100 {
- n = n * 2
- }
- n
- var m = 2
- do {
- m = m * 2
- } while m < 100
- m
- var firstForLoop = 0
- for i in 0..3 {
- firstForLoop += i
- }
- firstForLoop
- var secondForLoop = 0
- for var i = 0; i < 3; ++i {
- secondForLoop += 1
- }
- secondForLoop
使用->来指定函数返回值。
- func greet(name: String, day: String) -> String {
- return "Hello \(name), today is \(day)."
- }
- greet("Bob", "Tuesday")
- func getGasPrices() -> (Double, Double, Double) {
- return (3.59, 3.69, 3.79)
- }
- getGasPrices()
- func sumOf(numbers: Int...) -> Int {
- var sum = 0
- for number in numbers {
- sum += number
- }
- return sum
- }
- sumOf()
- sumOf(42, 597, 12)
被嵌套的函数能够訪问外側函数的变量,你能够使用嵌套函数来重构一个太长或者太复杂的函数。
- func returnFifteen() -> Int {
- var y = 10
- func add() {
- y += 5
- }
- add()
- return y
- }
- returnFifteen()
- func makeIncrementer() -> (Int -> Int) {
- func addOne(number: Int) -> Int {
- return 1 + number
- }
- return addOne
- }
- var increment = makeIncrementer()
- increment(7)
- func hasAnyMatches(list: Int[], condition: Int -> Bool) -> Bool {
- for item in list {
- if condition(item) {
- return true
- }
- }
- return false
- }
- func lessThanTen(number: Int) -> Bool {
- return number < 10
- }
- var numbers = [20, 19, 7, 12]
- hasAnyMatches(numbers, lessThanTen)
- numbers.map({
- (number: Int) -> Int in
- let result = 3 * number
- return result
- })
假设一个闭包的类型已知。比方作为一个回调函数,你能够忽略參数的类型和返回值。单个语句闭包会把它语句的值当做结果返回。
- sort([1, 5, 3, 12, 2]) { $0 > $1 }
相同,方法和函数声明也一样。
- class Shape {
- var numberOfSides = 0
- func simpleDescription() -> String {
- return "A shape with \(numberOfSides) sides."
- }
- }
- var shape = Shape()
- shape.numberOfSides = 7
- var shapeDescription = shape.simpleDescription()
- class NamedShape {
- var numberOfSides: Int = 0
- var name: String
- init(name: String) {
- self.name = name
- }
- func simpleDescription() -> String {
- return "A shape with \(numberOfSides) sides."
- }
- }
当你创建实例的时候,像传入函数參数一样给类传入构造器的參数。每一个属性都须要赋值——不管是通过声明(就像numberOfSides)还是通过构造器(就像name)。
- class Square: NamedShape {
- var sideLength: Double
- init(sideLength: Double, name: String) {
- self.sideLength = sideLength
- super.init(name: name)
- numberOfSides = 4
- }
- func area() -> Double {
- return sideLength * sideLength
- }
- override func simpleDescription() -> String {
- return "A square with sides of length \(sideLength)."
- }
- }
- let test = Square(sideLength: 5.2, name: "my test square")
- test.area()
- test.simpleDescription()
- class EquilateralTriangle: NamedShape {
- var sideLength: Double = 0.0
- init(sideLength: Double, name: String) {
- self.sideLength = sideLength
- super.init(name: name)
- numberOfSides = 3
- }
- var perimeter: Double {
- get {
- return 3.0 * sideLength
- }
- set {
- sideLength = newValue / 3.0
- }
- }
- override func simpleDescription() -> String {
- return "An equilateral triagle with sides of length \(sideLength)."
- }
- }
- var triangle = EquilateralTriangle(sideLength: 3.1, name: "a triangle")
- triangle.perimeter
- triangle.perimeter = 9.9
- triangle.sideLength
其它的工作比方调用方法、getters和setters也能够在这个阶段完毕。
- class TriangleAndSquare {
- var triangle: EquilateralTriangle {
- willSet {
- square.sideLength = newValue.sideLength
- }
- }
- var square: Square {
- willSet {
- triangle.sideLength = newValue.sideLength
- }
- }
- init(size: Double, name: String) {
- square = Square(sideLength: size, name: name)
- triangle = EquilateralTriangle(sideLength: size, name: name)
- }
- }
- var triangleAndSquare = TriangleAndSquare(size: 10, name: "another test shape")
- triangleAndSquare.square.sideLength
- triangleAndSquare.triangle.sideLength
- triangleAndSquare.square = Square(sideLength: 50, name: "larger square")
- triangleAndSquare.triangle.sideLength
默认情况下,方法的參数名和它在方法内部的名字一样,只是你也能够定义第二个名字,这个名字被用在方法内部。
- class Counter {
- var count: Int = 0
- func incrementBy(amount: Int, numberOfTimes times: Int) {
- count += amount * times
- }
- }
- var counter = Counter()
- counter.incrementBy(2, numberOfTimes: 7)
否则,?
之后的东西都会被执行。
在这两种情况下,整个表达式的值也是一个可选值。
- let optionalSquare: Square?
= Square(sideLength: 2.5, name: "optional square")
- let sideLength = optionalSquare?
.sideLength
- enum Rank: Int {
- case Ace = 1
- case Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten
- case Jack, Queen, King
- func simpleDescription() -> String {
- switch self {
- case .Ace:
- return "ace"
- case .Jack:
- return "jack"
- case .Queen:
- return "queen"
- case .King:
- return "king"
- default:
- return String(self.toRaw())
- }
- }
- }
- let ace = Rank.Ace
- let aceRawValue = ace.toRaw()
- if let convertedRank = Rank.fromRaw(3) {
- let threeDescription = convertedRank.simpleDescription()
- }
- enum Suit {
- case Spades, Hearts, Diamonds, Clubs
- func simpleDescription() -> String {
- switch self {
- case .Spades:
- return "spades"
- case .Hearts:
- return "hearts"
- case .Diamonds:
- return "diamonds"
- case .Clubs:
- return "clubs"
- }
- }
- }
- let hearts = Suit.Hearts
- let heartsDescription = hearts.simpleDescription()
结构体和类有非常多同样的地方,比方方法和构造器。它们结构体之间最大的一个差别就是 结构体是传值,类是传引用。
- struct Card {
- var rank: Rank
- var suit: Suit
- func simpleDescription() -> String {
- return "The \(rank.simpleDescription()) of \
- (suit.simpleDescription())"
- }
- }
- let threeOfSpades = Card(rank: .Three, suit: .Spades)
- let threeOfSpadesDescription = threeOfSpades.simpleDescription()
同样枚举成员的实例能够有不同的值。创建实例的时候传入值就可以。实例值和原始值是不同的:枚举成员的原始值对于全部实例都是同样的,并且你是在定义枚举的时候设置原始值。
- enum ServerResponse {
- case Result(String, String)
- case Error(String)
- }
- let success = ServerResponse.Result("6:00 am", "8:09 pm")
- let failure = ServerResponse.Error("Out of cheese.")
- switch success {
- case let .Result(sunrise, sunset):
- let serverResponse = "Sunrise is at \(sunrise) and sunset is at \(sunset)."
- case let .Error(error):
- let serverResponse = "Failure... \(error)"
- }
- protocol ExampleProtocol {
- var simpleDescription: String { get }
- mutating func adjust()
- }
- class SimpleClass: ExampleProtocol {
- var simpleDescription: String = "A very simple class."
- var anotherProperty: Int = 69105
- func adjust() {
- simpleDescription += " Now 100% adjusted."
- }
- }
- var a = SimpleClass()
- a.adjust()
- let aDescription = a.simpleDescription
- struct SimpleStructure: ExampleProtocol {
- var simpleDescription: String = "A simple structure"
- mutating func adjust() {
- simpleDescription += " (adjusted)"
- }
- }
- var b = SimpleStructure()
- b.adjust()
- let bDescription = b.simpleDescription
SimpleClass的声明不须要标记不论什么方法由于类中的方法常常会改动类。
- extension Int: ExampleProtocol {
- var simpleDescription: String {
- return "The number \(self)"
- }
- mutating func adjust() {
- self += 42
- }
- }
- 7.simpleDescription
- let protocolValue: ExampleProtocol = a
- protocolValue.simpleDescription
- // protocolValue.anotherProperty // Uncomment to see the error
- func repeat<ItemType>(item: ItemType, times: Int) -> ItemType[] {
- var result = ItemType[]()
- for i in 0..times {
- result += item
- }
- return result
- }
- repeat("knock", 4)
- // Reimplement the Swift standard library‘s optional type
- enum OptionalValue<T> {
- case None
- case Some(T)
- }
- var possibleInteger: OptionalValue<Int> = .None
- possibleInteger = .Some(100)
- func anyCommonElements <T, U where T: Sequence, U: Sequence, T.GeneratorType.Element: Equatable, T.GeneratorType.Element == U.GeneratorType.Element> (lhs: T, rhs: U) -> Bool {
- for lhsItem in lhs {
- for rhsItem in rhs {
- if lhsItem == rhsItem {
- return true
- }
- }
- }
- return false
- }
- anyCommonElements([1, 2, 3], [3])
<T: Equatable>和<T where T: Equatable>是等价的。
以下这个样例定义了一个结构体BlackjackCard,用来模拟BlackjackCard(游戏:二十一点)中的扑克牌点数。BlackjackCard结构体包括2个嵌套定义的枚举类型 Suit 和 Rank。
在BlackjackCard规则中。Ace牌能够表示1或者11,Ace牌的这一特征用一个嵌套在枚举型Rank中的结构体Values来表示。
- struct BlackjackCard {
- // 嵌套定义枚举型Suit
- enum Suit: Character {
- case Spades = "?", Hearts = "?", Diamonds = "?
", Clubs = "?"
- }
- // 嵌套定义枚举型Rank
- enum Rank: Int {
- case Two = 2, Three, Four, Five, Six, Seven, Eight, Nine, Ten
- case Jack, Queen, King, Ace
- struct Values {
- let first: Int, second: Int?
- }
- var values: Values {
- switch self {
- case .Ace:
- return Values(first: 1, second: 11)
- case .Jack, .Queen, .King:
- return Values(first: 10, second: nil)
- default:
- return Values(first: self.toRaw(), second: nil)
- }
- }
- }
- // BlackjackCard 的属性和方法
- let rank: Rank, suit: Suit
- var description: String {
- var output = "suit is \(suit.toRaw()),"
- output += " value is \(rank.values.first)"
- if let second = rank.values.second {
- output += " or \(second)"
- }
- return output
- }
- }
枚举型的Suit用来描写叙述扑克牌的四种花色,并分别用一个Character类型的值代表花色符号。
枚举型的Rank用来描写叙述扑克牌从Ace~10,J,Q,K,13张牌,并分别用一个Int类型的值表示牌的面值(这个Int类型的值不适用于Ace,J,Q,K的牌)。
如上文所提到的。枚举型Rank在自己内部定义了一个嵌套结构体Values。这个结构体包括两个变量。仅仅有Ace有两个数值,其余牌都仅仅有一个数值。
结构体Values中定义了两个属性:
first, 为Int ;
second, 为 Int?
, 或 “optional Int”;
Rank还定义了一个计算属性values,这个计算属性会依据牌的面值,用适当的数值去初始化Values实例,并赋值给values。对于J,Q,K,Ace会使用特殊数值,对于数字面值的牌使用Int类型的值。
BlackjackCard结构体自身有两个属性—rank与suit,它还定义了一个计算属性description。description属性使用rank和suit中的内容来构建对这张扑克牌名字和数值的描写叙述,而且使用可选类型来检查是否存在第二个值。若存在,则在原有的描写叙述中添加对第二数值的描写叙述。
由于BlackjackCard是一个没有自己定义构造函数的结构体。正如《Memberwise Initializers for Structure Types》中所描写叙述的。BlackjackCard结构体有默认的成员构造函数,所以你能够使用默认的initializer去初始化新的常量theAceOfSpades:
- let theAceOfSpades = BlackjackCard(rank: .Ace, suit: .Spades)
- println("theAceOfSpades: \(theAceOfSpades.description)")
- // 打印出 "theAceOfSpades: suit is ?, value is 1 or 11"
虽然Rank和Suit嵌套在BlackjackCard中,但仍可被引用。所以在初始化实例时可以通过枚举类型中的成员名称(.Ace 和 .Spades)单独引用。在上面的样例中。description属性能正确地输出theAceOfSpades有1和11两个值。
类型嵌套的引用
在外部对嵌套类型的引用,是以被嵌套类型的名字为前缀,加上所要引用的属性名:
- let heartsSymbol = BlackjackCard.Suit.Hearts.toRaw()
- // 红心的符号 为 "?
"
对于上面这个样例,这样做能够使Suit, Rank, 和 Values的名字尽可能的简短,由于它们的名字会自然地由被定义的上下文来限定。
标签:输出 body ... float os x blog 变量声明 上下 ppi
原文地址:http://www.cnblogs.com/lxjshuju/p/7125808.html