//: Playground - noun: a place where people can play
import UIKit
var str = "Hello, playground"
//-------------------- 类和属性 --------------------
class Role{
//成员属性
var id = ""
var money = 0
//静态属性
static var method = "RNA"
//子类可以重写的静态属性
class var url :String {
return "Malcolm Feng"
}
//成员方法
func playgame() -> String{
return "playing....(*&^%$#$%^&*(GFR&*"
}
//静态方法
static func playboll() -> String{
return "playing boll.......23456789"
}
//子类可重写的静态方法
class func playwater() -> String{
return "playing water......aliuehflkauweflk"
}
}
// 1.调用成员属性
let hero = Role()
hero.id = "123456789"
hero.money = 5000
hero.id
// 2.调用成员方法
hero.playgame()
// 3.调用静态属性
Role.method
Role.url
// 4.调用静态方法
Role.playwater()
Role.playboll()
//-------------------- 类的继承 --------------------
class Myrole :Role{
var method :String = "DNA"
override class var url :String { //重写父类静态属性
return "FengDianLong"
}
override func playgame() -> String{
return "play game by child class"
}
override static func playwater() -> String{
return "playing water by child class"
}
}
Myrole.method
Myrole.url
Myrole.playwater()
Myrole.playboll()
//-------------------- 结构体和属性 --------------------
struct Me{
static var name = "Malcolm"
static var url = "http://malcolm.cn"
var thanks = ""
var information :String {
return Me.name + " 的网站:" + Me.url + thanks
}
}
//调用静态属性
print(Me.name)
//调用成员属性
var me = Me(thanks:"谢谢光临")
print(me.information)
//for i in Array(1...100){
// print(i)
//}
//print("1")
//-------------------- 下标 --------------------
//常见的下标
var array = ["feng","dian","long"]
array[1]
var dict = ["name":"fengdianlong", "age":"24", "langruage":"swift"]
dict["name"]
struct CycleArea{
func area(radius: Double) -> Double {
return Double.pi * pow(radius, 2)
}
subscript(radius : Double) -> Double{
return Double.pi * pow(radius, 2)
}
}
//调用方法
var cycleArea = CycleArea()
cycleArea.area(radius: 3)
//调用subscript
cycleArea[3]
//-------------------- 初始化 --------------------
//**********类 的参数初始化
class Room {
var season : String
var temp : Int
init(season: String, temp:Int) {
self.season = season
self.temp = temp
}
}
let room = Room(season: "spring", temp:32)
room.season
room.temp
//**********结构体 的参数初始化
struct RoomStruct{
var season : String
var temp : Int
}
let roomStruct = RoomStruct(season : "summer", temp : 34)
roomStruct.season
roomStruct.temp
//**********便利构造器
class Food{
var name :String
init(name :String) {
self.name = name
}
convenience init(){
self.init(name: "水果")
}
}
let food = Food()
food.name
//**********可失败构造器
struct Animal{
var name : String
init?(name : String) {
if name.isEmpty{
print("没有给动物取名哦")
return nil
}
self.name = name
}
}
let cat = Animal(name:"")
cat?.name
let dog = Animal(name:"狗狗")
dog?.name
//-------------------- 异常 --------------------
//创建异常枚举
enum LearningObs : Error{
case noMethod, noReading, noTool(tool : String)
}
//创建学习ios开发的方法
func iosDev(method: Bool, style : Bool, hasTool : Bool) throws{
guard method else {
throw LearningObs.noMethod
}
guard style else {
throw LearningObs.noReading
}
guard hasTool else {
throw LearningObs.noTool(tool: "缺Mac电脑")
}
}
//买电脑
var budget = 7000
func buy(tool:String){
if budget >= 6000 {
budget -= 6000
print("您已经购买Mac电脑")
} else {
print("资金不足")
}
}
//调用学习ios开发的方法 捕获异常 进行处理
do{
try iosDev(method: false, style: false, hasTool: false)
print("开始学习IOS开发")
}catch LearningObs.noMethod {
print("没有好的学习方法")
}catch LearningObs.noReading {
print("不想看书")
}catch LearningObs.noTool(let tool) {
print("没有mac电脑")
buy(tool: "mac")
}
//********* 不用关注异常的细节,可以使用 try? try!
if let result = try? iosDev(method: true, style: true, hasTool: true){
print("恭喜进入学习")
}else{
print("学习条件不足")
}