Objective-C学习笔记

@interface section describes the class, its data components, and its methods, whereas the @implementation section contains the actual code that implements these methods.

@interface 声明类的定义,成员跟方法

@implementation 是具体的实现

@interface section
@implementation section
program section

命名规则与c一样,字母及下划线开头,区分大小写字母
定义类名用大写字母,定义method,variables,objects通常是小写字母
AddressBook     This could be a class name.
currentEntry     This could be an object.
current_entry     Underscores are also used by some programmers as word parators.
addNewEntry     This could be a method name.
 
//------- @interface section -------

@interface Fraction: Object    //声明继续类
{
  int  numerator;        //成员变量
  int  denominator;
}
-(void) print;                //实例方法 instance  method
-(void) setNumerator: (int) n;
-(void) setDenominator: (int) d;   
+(void) makeNumber;            //类方法 class method
@end

objc中有了类内部方法的概念,class method 只能供类内部调用,不能对外,类似于c++中的public 和private的概念。
-    (void)    setNumerator:    (int)    n;
method type,return type,method name,method takes argument,argument type,argument name

//------- @implementation section -------
@implementation Fraction;
-(void) print
{
  printf (" %i/%i ", numerator, denominator);
}
-(void) setNumerator: (int) n
{
  numerator = n;
}
-(void) setDenominator: (int) d
{
  denominator = d;
  }
@end

//------- program section -------
int main (int argc, char *argv[])
{
  Fraction  *myFraction;//声明一个指针
  // Create an instance of a Fraction
  myFraction = [Fraction alloc];//分配一个Fraction
  myFraction = [myFraction init];//初始化
    // Fraction *myFraction = [[Fraction alloc] init];

  // Set fraction to 1/3
  [myFraction setNumerator: 1];//函数调用,类似于c++中myFraction.setNumerator(1);
  [myFraction setDenominator: 3];//c++中myFraction.setDenominator(3);
  // Display the fraction using the print method
  printf ("The value of myFraction is:");
  [myFraction print];//c++中myFraction.print();
  printf ("/n");
  [myFraction free];//释放分配的内存
  return 0;
}
类型id可以是任意类型的对象

#import "Fraction.h" //可以使用include的方式,但是没有防止重复引用的功能
多参数以colon分隔 
有2种的命名方式
参数带名称:-(void)    setTo: (int) n over: (int) d;
不带参数名称:-(int) set: (int) n: (int) d;
写参数的注释是为了更好的读代码
- (void) add: (Fraction *) f
传递指针的方式 [f denominator]调用 == C/C++ 中的f->denominator
局部变量、静态变量 与 C/C++中一样,只初始化一次
[self reduce]; //调用本身的对象 类似于C++ 中的this指针

[[aFraction add: bFraction] print];  a little roundabout 转弯抹角
//先返回一个指针,然后直接调用其函数 C++中没有这个语法概念

Extension Through Inheritance—Adding New Methods
Many times the idea of inheritance is used to extend a class. As an example, let's assume you've just been assigned the task of developing some classes to work with 2D graphical objects such as rectangles, circles, and triangles. For now, we'll just worry about rectangles. In fact, let's go back to exercise 9 from Chapter 4, "Data Types and Expressions," and start with the @interface section from that example:



@interface Rectangle: Object
{
    int  width;
    int  height;
}

-(void)  setWidth: (int) w;
-(void)  setHeight: (int) h;
-(int)  width;
-(int)  height;
-(int)  area;
-(int)  perimeter;
@end

You have methods to set the rectangle's width and height, return those values, and calculate its area and perimeter. Let's also add a method that will allow you to set both the width and the height of the rectangle with the same message call, which is as follows:



-(void) setWidth: (int) w and Height: (int) h;

Assume you typed this new class declaration into a file called Rectangle.h. Here's what the implementation file Rectangle.m might look like:



#import "Rectangle.h"

@implementation Rectangle;

-(void) setWidth: (int) w
{
     width = w;
}

-(void) setHeight: (int) h
{
     height = h;
}

-(void) setWidth: (int) w and Height: (int) h
{
    width = w;
    height = h;
}

-(int) width
{
    return width;
}

-(int) height
{
    return height;
}

-(int) area
{
    return width * height;
}

-(int) perimeter
{
    return (width + height) * 2;
}
@end

Each method definition is straightforward enough. Program 8.2 shows a main routine to test it.

Program 8.2
#import "Rectangle.h"
#import <stdio.h>

int main (int argc, char *argv[])
{
       Rectangle *myRect = [[Rectangle alloc] init];

       [myRect setWidth: 5 andHeight: 8];

       printf ("Rectangle: w = %i, h = %i/n",
              [myRect width], [myRect height]);
       printf ("Area = %i, Perimeter = %i/n",
              [myRect area], [myRect perimeter]);
       [myRect free];

       return 0;
}

Program 8.2 Output
Rectangle: w = 5, h = 8
Area = 40, Perimeter = 26

myRect is allocated and initialized; then its width is set to 5 and its height to 8. This is verified by the first printf call. Next, the area and the perimeter of the rectangle are calculated with the appropriate message calls, and the returned values are handed off to printf to be displayed.

After working with rectangles for a while, suppose you now need to work with squares. You could define a new class called Square and define similar methods in it as in your Rectangle class. Alternately, you could recognize the fact that a square is just a special case of a rectangle—one whose width and height just happen to be the same.

Thus, an easy way to handle this is to make a new class called Square and have it be a subclass of Rectangle. That way, you get to use all of Rectangle's methods and variables, in addition to defining your own. For now, the only methods you might want to add would be to set the side of the square to a particular value and retrieve that value. The interface and implementation files for your new Square class are shown in Programs 8.3 and 8.4.

Program 8.3 Square.h Interface File
#import "Rectangle.h"

@interface Square: Rectangle;

-(void) setSide: (int) s;
-(int) side;
@end

Program 8.4 Square.m Implementation File
#import "Square.h"

@implementation Square: Rectangle;

-(void) setSide: (int) s
{
  [self setWidth: s andHeight: s];
}

-(int) side
{
  return width;
}
@end

Notice what you did here. You defined your Square class to be a subclass of Rectangle, which is declared in the header file Rectangle.h. You didn't need to add any instance variables here, but you did add new methods called setSide: and side.

Even though a square has only one side, and you're internally representing it as two numbers, that's okay. All that is hidden from the user of the Square class. You could always redefine your Square class later if necessary; any users of the class wouldn't have to be concerned with the internal details because of the notion of data encapsulation discussed earlier.

The setSide: method takes advantage of the fact that you already have a method inherited from your Rectangle class to set the values of the width and height of a rectangle. So, setSide: calls the setWidth:andHeight: method from the Rectangle class passing the parameter s as the value for both the width and the height. There's really nothing else you have to do. Someone working with a Square object can now set the dimensions of the square by using setSide: and take advantage of the methods from the Rectangle class to calculate the square's area, perimeter, and so on. Program 8.5 shows the test program and output for your new Square class.

Program 8.5 Test Program test2.m
#import "Square.h"
#import <stdio.h>

int main (int argc, char *argv[])
{
  Square *mySquare = [[Square alloc] init];

  [mySquare setSide: 5];

  printf ("Square s = %i/n", [mySquare side]);
  printf ("Area = %i, Perimeter = %i/n",
      [mySquare area], [mySquare perimeter]);
  [mySquare free];

  return 0;
}

Program 8.5 Output
Square s = 5
Area = 25, Perimeter = 20

To compile your program, remember that you have to tell the compiler that your program consists of three files: Rectangle.m and Square.m, which define the class methods, and test2.m, which contains your test routine. (Remember, you don't specify the .h header files to the compiler because they're imported directly into the programs.) If you're building your program from the command lines, here's what your gcc command line might look like:



gcc Square.m Rectangle.m test2.m –o test2 –l objc

The way you defined the Square class is a fundamental technique of working with classes in Objective-C: taking what you or someone else has done before and extending it to suit your needs. In addition, a mechanism known as categories enables you to add new methods to an existing class definition in a modular fashion—that is, without having to constantly add new definitions to the same interface and implementation files. This is particularly handy when you want to do this to a class for which you don't have access to the source code. You'll learn about categories in Chapter 11, "Categories, Posing, and Protocols."

A Point Class and Memory Allocation
The Rectangle class stores only the rectangle's dimensions. In a real-world graphical application, you might need to keep track of all sorts of additional information, such as the rectangle's fill color, line color, location (origin) inside a window, and so on. You can easily extend your class to do this. For now, let's deal with the idea of the rectangle's origin. Assume that the "origin" means the location of the rectangle's lower-left corner within some Cartesian coordinate system (x, y). If you were writing a drawing application, this point might represent the location of the rectangle inside a window, as depicted in Figure 8.4.

Figure 8.4. A rectangle drawn in a window.


In Figure 8.4 the rectangle's origin is shown at (x1, y1).

You could extend your Rectangle class to store the x, y coordinate of the rectangle's origin as two separate values. Or you might realize that, in the development of your graphics application, you'll have to deal with a lot of coordinates and therefore decide to define a class called Point (you might recall this problem from exercise 7 in Chapter 3):



#import <objc/Object.h>

@interface Point: Object
{
  int  x;
  int  y;
}

-(void) setX: (int) xVal;
-(void) setY: (int) yVal;
-(void) setX: (int) xVal andY: (int) yVal;
-(int) x;
-(int) y;
@end

#import <objc/Object.h>

@class Point; //编译器只需要关心,Point 是一个类的定义
@interface Rectangle: Object
{
  int   width;   -----------》成员变量的定义
  int   height;
  Point *origin;
}

-(void)    setWidth: (int) w;   ------》声明方法
-(void)    setHeight: (int) h;
-(void)    setOrigin: (Point *) pt;
-(Point *) origin;
-(int)   width;
-(int)   height;
-(int)   area;
-(int)   perimeter;
@end







 
智慧旅游解决方案利用云计算、物联网和移动互联网技术,通过便携终端设备,实现对旅游资源、经济、活动和旅游者信息的智能感知和发布。这种技术的应用旨在提升游客在旅游各个环节的体验,使他们能够轻松获取信息、规划行程、预订票务和安排食宿。智慧旅游平台为旅游管理部门、企业和游客提供服务,包括政策发布、行政管理、景区安全、游客流量统计分析、投诉反馈等。此外,平台还提供广告促销、库存信息、景点介绍、电子门票、社交互动等功能。 智慧旅游的建设规划得到了国家政策的支持,如《国家中长期科技发展规划纲要》和国务院的《关于加快发展旅游业的意见》,这些政策强调了旅游信息服务平台的建设和信息化服务的重要性。随着技术的成熟和政策环境的优化,智慧旅游的时机已经到来。 智慧旅游平台采用SaaS、PaaS和IaaS等云服务模式,提供简化的软件开发、测试和部署环境,实现资源的按需配置和快速部署。这些服务模式支持旅游企业、消费者和管理部门开发高性能、高可扩展的应用服务。平台还整合了旅游信息资源,提供了丰富的旅游产品创意平台和统一的旅游综合信息库。 智慧旅游融合应用面向游客和景区景点主管机构,提供无线城市门户、智能导游、智能门票及优惠券、景区综合安防、车辆及停车场管理等服务。这些应用通过物联网和云计算技术,实现了旅游服务的智能化、个性化和协同化,提高了旅游服务的自由度和信息共享的动态性。 智慧旅游的发展标志着旅游信息化建设的智能化和应用多样化趋势,多种技术和应用交叉渗透至旅游行业的各个方面,预示着全面的智慧旅游时代已经到来。智慧旅游不仅提升了游客的旅游体验,也为旅游管理和服务提供了高效的技术支持。
智慧旅游解决方案利用云计算、物联网和移动互联网技术,通过便携终端设备,实现对旅游资源、经济、活动和旅游者信息的智能感知和发布。这种技术的应用旨在提升游客在旅游各个环节的体验,使他们能够轻松获取信息、规划行程、预订票务和安排食宿。智慧旅游平台为旅游管理部门、企业和游客提供服务,包括政策发布、行政管理、景区安全、游客流量统计分析、投诉反馈等。此外,平台还提供广告促销、库存信息、景点介绍、电子门票、社交互动等功能。 智慧旅游的建设规划得到了国家政策的支持,如《国家中长期科技发展规划纲要》和国务院的《关于加快发展旅游业的意见》,这些政策强调了旅游信息服务平台的建设和信息化服务的重要性。随着技术的成熟和政策环境的优化,智慧旅游的时机已经到来。 智慧旅游平台采用SaaS、PaaS和IaaS等云服务模式,提供简化的软件开发、测试和部署环境,实现资源的按需配置和快速部署。这些服务模式支持旅游企业、消费者和管理部门开发高性能、高可扩展的应用服务。平台还整合了旅游信息资源,提供了丰富的旅游产品创意平台和统一的旅游综合信息库。 智慧旅游融合应用面向游客和景区景点主管机构,提供无线城市门户、智能导游、智能门票及优惠券、景区综合安防、车辆及停车场管理等服务。这些应用通过物联网和云计算技术,实现了旅游服务的智能化、个性化和协同化,提高了旅游服务的自由度和信息共享的动态性。 智慧旅游的发展标志着旅游信息化建设的智能化和应用多样化趋势,多种技术和应用交叉渗透至旅游行业的各个方面,预示着全面的智慧旅游时代已经到来。智慧旅游不仅提升了游客的旅游体验,也为旅游管理和服务提供了高效的技术支持。
深度学习是机器学习的一个子领域,它基于人工神经网络的研究,特别是利用多层次的神经网络来进行学习和模式识别。深度学习模型能够学习数据的高层次特征,这些特征对于图像和语音识别、自然语言处理、医学图像分析等应用至关重要。以下是深度学习的一些关键概念和组成部分: 1. **神经网络(Neural Networks)**:深度学习的基础是人工神经网络,它是由多个层组成的网络结构,包括输入层、隐藏层和输出层。每个层由多个神经元组成,神经元之间通过权重连接。 2. **前馈神经网络(Feedforward Neural Networks)**:这是最常见的神经网络类型,信息从输入层流向隐藏层,最终到达输出层。 3. **卷积神经网络(Convolutional Neural Networks, CNNs)**:这种网络特别适合处理具有网格结构的数据,如图像。它们使用卷积层来提取图像的特征。 4. **循环神经网络(Recurrent Neural Networks, RNNs)**:这种网络能够处理序列数据,如时间序列或自然语言,因为它们具有记忆功能,能够捕捉数据中的时间依赖性。 5. **长短期记忆网络(Long Short-Term Memory, LSTM)**:LSTM 是一种特殊的 RNN,它能够学习长期依赖关系,非常适合复杂的序列预测任务。 6. **生成对抗网络(Generative Adversarial Networks, GANs)**:由两个网络组成,一个生成器和一个判别器,它们相互竞争,生成器生成数据,判别器评估数据的真实性。 7. **深度学习框架**:如 TensorFlow、Keras、PyTorch 等,这些框架提供了构建、训练和部署深度学习模型的工具和库。 8. **激活函数(Activation Functions)**:如 ReLU、Sigmoid、Tanh 等,它们在神经网络中用于添加非线性,使得网络能够学习复杂的函数。 9. **损失函数(Loss Functions)**:用于评估模型的预测与真实值之间的差异,常见的损失函数包括均方误差(MSE)、交叉熵(Cross-Entropy)等。 10. **优化算法(Optimization Algorithms)**:如梯度下降(Gradient Descent)、随机梯度下降(SGD)、Adam 等,用于更新网络权重,以最小化损失函数。 11. **正则化(Regularization)**:技术如 Dropout、L1/L2 正则化等,用于防止模型过拟合。 12. **迁移学习(Transfer Learning)**:利用在一个任务上训练好的模型来提高另一个相关任务的性能。 深度学习在许多领域都取得了显著的成就,但它也面临着一些挑战,如对大量数据的依赖、模型的解释性差、计算资源消耗大等。研究人员正在不断探索新的方法来解决这些问题。
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