//: 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") }