iOS — 面向协议的编程(swift)
下面简单的介绍面向协议的编程的应用
扩展协议和默认实现
面向协议编程
协议聚合
泛型约束
swift是面向协议的编程语言
UIKit中的委托模式
创建自己的委托模式
可选的协议方法
一:扩展协议和默认实现
protocol Record: CustomStringConvertible{
var wins: Int {get}
var losses: Int {get}
func winningPercent() -> Double
}
// 扩展一个协议的时候,可以拥有实现!,那么就是说,虽然协议不能够实现属性和方法,但是在协议的扩展里面可以实现属性和方法
extension Record{
//那么遵守CustomStringConvertible协议必须实现的属性就可以写在协议的扩展里面,那么结构体和类中就可以不写,打印出来的结果就是自定义的格式
//这个例子就是告诉我们,在协议的扩展中,可以实现属性和函数的逻辑,在类和结构中就不需要实现了
var description: String{
return String(format: "WINS: %d , LOSSES: %d", arguments: [wins,losses])
}
func shoutWins(){
print("WE WIN",wins,"TIMES!!!")
}
var gamePlayed: Int{
return wins + losses
}
}
struct BasketballRecord: Record{
var wins: Int
var losses: Int
func winningPercent() -> Double {
//return Double(wins)/Double(wins + losses)
return Double(wins)/Double(gamePlayed)
}
}
//extension BasketballRecord: CustomStringConvertible{}
struct BaseballRecord: Record{
var wins: Int
var losses: Int
func winningPercent() -> Double {
return Double(wins)/Double(gamePlayed)
}
}
let teamRecord = BasketballRecord(wins: 2, losses: 10)
print(teamRecord)
teamRecord.shoutWins()
// 扩展标准库中的协议
extension CustomStringConvertible{
var descriptionWithDate: String{
return NSDate().description + " " + description
}
}
print( teamRecord.descriptionWithDate )
二:面向协议编程
protocol Record: CustomStringConvertible{
var wins: Int {get}
var losses: Int {get}
//func winningPercent() -> Double
}
extension Record{
var description: String{
return String(format: "WINS: %d , LOSSES: %d", arguments: [wins,losses])
}
var gamePlayed: Int{
return wins + losses
}
}
protocol Tieable{
var ties: Int{get set}
}
//由于有些比赛没有平局,那么我只想给有平局的结构和类增加一个协议的扩张,用where关键字,表示如果这个类或者结构遵守了Tieable协议的话,我就给他扩展这个平局的属性,然后再将gamePlayed和winningPercent的实施细则重写,覆盖在协议中默认的内容,那么如果,我们类或结构遵守了Tieable这个协议的话,我们就可以直接使用这个被覆盖的gamePlayed属性和winningPercent方法了
extension Record where Self: Tieable{
var gamePlayed: Int{
return wins + losses + ties
}
func winningPercent() -> Double {
return Double(wins)/Double(wins + losses + ties)
}
}
struct BasketballRecord: Record{
var wins: Int
var losses: Int
// func winningPercent() -> Double {
// return Double(wins)/Double(gamePlayed)
// }
}
//由于在Record协议里面有一个默认的gamePlayed属性实现过程,但是在我们的具体的结构和类中,可以重写这个属性的实现,也就是可以覆盖协议扩展中属性的实现过程
struct BaseballRecord: Record{
var wins: Int
var losses: Int
let gamePlayed = 162
// func winningPercent() -> Double {
// return Double(wins)/Double(gamePlayed)
// }
}
struct FootballRecord: Record, Tieable{
var wins: Int
var losses: Int
var ties: Int
// var gamePlayed: Int{
// return wins + losses + ties
// }
//
// func winningPercent() -> Double {
// return Double(wins)/Double(wins+losses+ties)
// }
}
let basketballTeamRecord = BasketballRecord(wins: 2, losses: 10)
let baseballTeamRecord = BaseballRecord(wins: 10, losses: 5)
basketballTeamRecord.gamePlayed
baseballTeamRecord.gamePlayed
let footballTeamRecord = FootballRecord(wins: 1, losses: 1, ties: 1)
footballTeamRecord.gamePlayed
footballTeamRecord.winningPercent()
三:协议聚合
protocol Record: CustomStringConvertible{
var wins: Int {get}
var losses: Int {get}
}
extension Record{
var description: String{
return String(format: "WINS: %d , LOSSES: %d", arguments: [wins,losses])
}
var gamePlayed: Int{
return wins + losses
}
func winningPercent() -> Double {
return Double(wins)/Double(gamePlayed)
}
}
protocol Tieable {
var ties: Int {get set}
}
extension Record where Self: Tieable{
var gamePlayed: Int{
return wins + losses + ties
}
func winningPercent() -> Double {
return Double(wins)/Double(wins + losses + ties)
}
}
protocol Prizable{
func isPrizable() -> Bool
}
struct BasketballRecord: Record, Prizable{
var wins: Int
var losses: Int
func isPrizable() -> Bool{
return wins > 2
}
}
struct BaseballRecord: Record, Prizable{
var wins: Int
var losses: Int
let gamePlayed = 162
func isPrizable() -> Bool{
return gamePlayed > 10 && winningPercent() >= 0.5
}
}
struct FootballRecord: Record, Tieable, Prizable{
var wins: Int
var losses: Int
var ties: Int
func isPrizable() -> Bool{
return wins > 1
}
}
var basketballTeamRecord = BasketballRecord(wins: 2, losses: 10)
var baseballTeamRecord = BaseballRecord(wins: 10, losses: 5)
var footballTeamRecord = FootballRecord(wins: 1, losses: 1, ties: 1)
//这里表面传递进来的one不仅要遵守Prizable协议还要遵守CustomStringConvertible协议
func award(one: protocol<CustomStringConvertible, Prizable>){
if one.isPrizable(){
print(one)
print("Congratulation! You won a prize!")
}
else{
print(one)
print("You can not have the prize!")
}
}
award(baseballTeamRecord)
struct Student: CustomStringConvertible, Prizable{//description是CustomStringConvertible必须实现的属性
var name: String
var score: Int
var description: String{
return name
}
func isPrizable() -> Bool {
return score >= 60
}
}
let liuyubobobo = Student(name: "liuyubobobo", score: 100)
award(liuyubobobo)
四:泛型约束
protocol Prizable{
func isPrizable() -> Bool
}
struct Student: CustomStringConvertible, Equatable, Comparable, Prizable{
var name: String
var score: Int
var description: String{
return name + "Score: " + String(score)
}
func isPrizable() -> Bool {
return score >= 60
}
}
func ==(s1:Student,s2:Student) -> Bool{ return s1.score == s2.score}
func <(s1:Student,s2:Student) -> Bool{ return s1.score < s2.score}
let liuyubobobo = Student(name: "liuyubobobo", score: 100)
let a = Student(name: "Alice", score: 80)
let b = Student(name: "Bob", score: 92)
let c = Student(name: "Karl", score: 85)
let students = [a, b, c, liuyubobobo]
//func topOne(seq:[Comparable]) -> Comparable
//让大写的遵守Comparable协议,让数组元素的类型为T,<T: Comparable>就是泛型的约束,,
func topOne<T: Comparable>(seq:[T]) -> T{
assert(seq.count > 0)
//如果使数组中的元素压缩成一个元素,使用结尾闭包
return seq.reduce(seq[0]){ max( $0 , $1 ) }
}
topOne([4,5,7,2])
topOne(["Hello","Swift"])
topOne([a,b,c,liuyubobobo])
//让大写的遵守Comparable协议,让数组元素的类型为T,<T: protocol<Comparable, Prizable>>就是协议聚合的泛型约束,,
func topPrizableOne<T: protocol<Comparable, Prizable>>(seq:[T]) -> T?{
return seq.reduce(nil){ ( tmpTop: T? , contender: T) in
guard contender.isPrizable() else{
return tmpTop
}
guard let tmpTop = tmpTop else{
return contender
}
return max( tmpTop , contender )
}
}
topPrizableOne(students)?.name
五:swift是面向协议的编程语言
/**
根据swift语言中标准库的统计:
Classes: 6 个
Enum: 8 个
Structs: 103 个
Protocol: 86 个
*/
var a: Int = 3
var arr: Array<Int> = [1,2,3]
六:UIKit中的委托模式
这个例子用uitableview引出
七:创建自己的委托模式
protocol TurnBasedGameDelegate{
func gameStart()
func playerMove()
func gameEnd()
func gameOver() -> Bool
}
protocol TurnBasedGame{
var turn: Int{get set}
func play()
}
//这个类完成了整个游戏的过程,但是不知道游戏的细节部分,那么在具体的玩这个游戏的时候,我们就不要担心这个游戏到底是怎么一个过程,只是说明这个游戏怎么玩就是了
class SinglePlayerTurnBasedGame: TurnBasedGame{
var delegate:TurnBasedGameDelegate!
var turn = 0
func play(){
delegate.gameStart()//游戏开始
while !delegate.gameOver() {//知道什么时候结束
print("ROUND",turn,":")
delegate.playerMove()//玩家开始动作
turn += 1
}
delegate.gameEnd()
}
}
class RollNumberGame: SinglePlayerTurnBasedGame, TurnBasedGameDelegate{
var score = 0
override init() {
super.init()//先调用父类的构造函数,初始化父类的属性
delegate = self//再初始化自己属性
}
func gameStart() {
score = 0
turn = 0
print("Welcome to Roll Number Game.")
print("Try to use least turn to make total 100 scores!")
}
func playerMove() {
let rollNumber = Int(arc4random())%6 + 1
score += rollNumber
print("You rolled a" , rollNumber , "! The score is",score,"now!")
}
func gameEnd() {
print("Congratulation! You win the game in" , turn , "ROUND!")
}
func gameOver() -> Bool{
return score >= 30
}
}
let rollingNumber = RollNumberGame()
rollingNumber.play()
class RockPaperScissors: SinglePlayerTurnBasedGame, TurnBasedGameDelegate{
enum Shape: Int, CustomStringConvertible{
case Rock
case Scissors
case Papper
func beat(shape: Shape) -> Bool{
return (self.rawValue + 1)%3 == shape.rawValue
}
var description: String{
switch(self){
case .Papper: return "Paper"
case .Rock: return "Rock"
case .Scissors: return "Scissors"
}
}
}
var wins = 0
var otherWins = 0
override init() {
super.init()
delegate = self
}
static func go() -> Shape{
return Shape(rawValue: Int(arc4random())%3)!
}
func gameStart() {
wins = 0
otherWins = 0
print("== Rock Paper Scissor ==")
}
func gameOver() -> Bool {
//return turn >= 3
return wins >= 2 || otherWins >= 2
}
func gameEnd() {
if( wins >= 2 ){
print("YOU WIN!")
}
else{
print("YOU LOSE...")
}
}
func playerMove() {
let yourShape = RockPaperScissors.go()
let otherShape = RockPaperScissors.go()
print("Your:",yourShape)
print("Other:",otherShape)
if yourShape.beat(otherShape){
print("You win this round")
wins += 1
}
else if otherShape.beat(yourShape){
print("You lose this round")
otherWins += 1
}
else{
print("Tie in this round")
}
}
}
let rockPaperScissors = RockPaperScissors()
rockPaperScissors.play()
八:可选的协议方法
//如果协议中有可选型的方法,那么在协议前必须加上@objc关键字,那么这个协议就能被OC语言应用
@objc protocol TurnBasedGameDelegate{
func gameStart()
func playerMove()
func gameEnd()
optional func turnStart()
optional func turnEnd()
func gameOver() -> Bool
}
protocol TurnBasedGame{
var turn: Int{get set}
func play()
}
//那么这个父类也要继承object-c
class SinglePlayerTurnBasedGame: NSObject, TurnBasedGame{
var delegate:TurnBasedGameDelegate!
var turn = 0
func play(){
delegate.gameStart()
while !delegate.gameOver() {
//如果一个函数是可选型的函数,那么这个函数就要解包
if let turnStart = delegate.turnStart{
turnStart()
}
else{
print("Round",turn,":")
}
delegate.playerMove()
//这里也需要解包,如果解包成功了就调用这个函数,如果解包失败就什么事也不做
delegate.turnEnd?()
turn += 1
}
delegate.gameEnd()
}
}
class RockPaperScissors: SinglePlayerTurnBasedGame, TurnBasedGameDelegate{
enum Shape: Int, CustomStringConvertible{
case Rock
case Scissors
case Papper
func beat(shape: Shape) -> Bool{
return (self.rawValue + 1)%3 == shape.rawValue
}
var description: String{
switch(self){
case .Papper: return "Paper"
case .Rock: return "Rock"
case .Scissors: return "Scissors"
}
}
}
var wins = 0
var otherWins = 0
override init() {
super.init()
delegate = self
}
static func go() -> Shape{
return Shape(rawValue: Int(arc4random())%3)!
}
@objc func gameStart() {//
wins = 0
otherWins = 0
print("== Rock Paper Scissor ==")
}
func gameOver() -> Bool {
return wins >= 2 || otherWins >= 2
}
func gameEnd() {
if( wins >= 2 ){
print("YOU WIN!")
}
else{
print("YOU LOSE...")
}
}
func playerMove() {
let yourShape = RockPaperScissors.go()
let otherShape = RockPaperScissors.go()
print("Your:",yourShape)
print("Other:",otherShape)
if yourShape.beat(otherShape){
print("You win this round")
wins += 1
}
else if otherShape.beat(yourShape){
print("You lose this round")
otherWins += 1
}
else{
print("Tie in this round")
}
}
func turnStart() {
print("*** ROUND START ***")
}
func turnEnd(){
print("*******************")
}
}
let rockPaperScissors = RockPaperScissors()
rockPaperScissors.play()