iOS --- 面向协议的编程(swift2.3)

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

  1. 扩展协议和默认实现

  2. 面向协议编程

  3. 协议聚合

  4. 泛型约束

  5. swift是面向协议的编程语言

  6. UIKit中的委托模式

  7. 创建自己的委托模式

  8. 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()
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