diff --git a/source/chapter2/11_Methods.md b/source/chapter2/11_Methods.md
index b4c76fb4..6bfcab74 100755
--- a/source/chapter2/11_Methods.md
+++ b/source/chapter2/11_Methods.md
@@ -9,10 +9,10 @@
> 翻译+校对:[DianQK](https://github.com/DianQK)
> 2.1
-> 翻译:[DianQK](https://github.com/DianQK),[Realank](https://github.com/Realank) 校对:[shanks](http://codebuild.me),2016-01-18
->
-> 2.2
-> 校对:[SketchK](https://github.com/SketchK) 2016-05-13
+> 翻译:[DianQK](https://github.com/DianQK),[Realank](https://github.com/Realank) 校对:[shanks](http://codebuild.me),2016-01-18
+>
+> 2.2
+> 校对:[SketchK](https://github.com/SketchK) 2016-05-13
> 3.0.1,shanks,2016-11-13
本页包含内容:
@@ -34,17 +34,17 @@
下面的例子,定义一个很简单的`Counter`类,`Counter`能被用来对一个动作发生的次数进行计数:
```swift
-class Counter {
- var count = 0
- func increment() {
- count += 1
- }
- func increment(by amount: Int) {
- count += amount
- }
- func reset() {
- count = 0
- }
+class Counter {
+ var count = 0
+ func increment() {
+ count += 1
+ }
+ func increment(by amount: Int) {
+ count += amount
+ }
+ func reset() {
+ count = 0
+ }
}
```
@@ -62,15 +62,15 @@ let counter = Counter()
// 初始计数值是0
counter.increment()
// 计数值现在是1
-counter.increment(by: 5)
+counter.increment(by: 5)
// 计数值现在是6
counter.reset()
// 计数值现在是0
```
-函数参数可以同时有一个局部名称(在函数体内部使用)和一个外部名称(在调用函数时使用),详情参见[指定外部参数名](./06_Functions.html#specifying_external_parameter_names)。方法参数也一样,因为方法就是函数,只是这个函数与某个类型相关联了。
-
-
+函数参数可以同时有一个局部名称(在函数体内部使用)和一个外部名称(在调用函数时使用),详情参见[指定外部参数名](./06_Functions.html#specifying_external_parameter_names)。方法参数也一样,因为方法就是函数,只是这个函数与某个类型相关联了。
+
+
### self 属性
@@ -104,8 +104,8 @@ if somePoint.isToTheRightOfX(1.0) {
// 打印 "This point is to the right of the line where x == 1.0"
```
-如果不使用`self`前缀,Swift 就认为两次使用的`x`都指的是名称为`x`的函数参数。
-
+如果不使用`self`前缀,Swift 就认为两次使用的`x`都指的是名称为`x`的函数参数。
+
### 在实例方法中修改值类型
@@ -137,19 +137,19 @@ print("The point is now at (\(somePoint.x), \(somePoint.y))")
let fixedPoint = Point(x: 3.0, y: 3.0)
fixedPoint.moveByX(2.0, y: 3.0)
// 这里将会报告一个错误
-```
-
+```
+
### 在可变方法中给 self 赋值
可变方法能够赋给隐含属性`self`一个全新的实例。上面`Point`的例子可以用下面的方式改写:
```swift
-struct Point {
- var x = 0.0, y = 0.0
- mutating func moveBy(x deltaX: Double, y deltaY: Double) {
- self = Point(x: x + deltaX, y: y + deltaY)
- }
+struct Point {
+ var x = 0.0, y = 0.0
+ mutating func moveBy(x deltaX: Double, y deltaY: Double) {
+ self = Point(x: x + deltaX, y: y + deltaY)
+ }
}
```
@@ -162,12 +162,12 @@ enum TriStateSwitch {
case Off, Low, High
mutating func next() {
switch self {
- case Off:
- self = Low
- case Low:
- self = High
- case High:
- self = Off
+ case .Off:
+ self = .Low
+ case .Low:
+ self = .High
+ case .High:
+ self = .Off
}
}
}
@@ -208,27 +208,27 @@ SomeClass.someTypeMethod()
游戏初始时,所有的游戏等级(除了等级 1)都被锁定。每次有玩家完成一个等级,这个等级就对这个设备上的所有玩家解锁。`LevelTracker`结构体用类型属性和方法监测游戏的哪个等级已经被解锁。它还监测每个玩家的当前等级。
```swift
-struct LevelTracker {
- static var highestUnlockedLevel = 1
- var currentLevel = 1
-
- static func unlock(_ level: Int) {
- if level > highestUnlockedLevel { highestUnlockedLevel = level }
- }
-
- static func isUnlocked(_ level: Int) -> Bool {
- return level <= highestUnlockedLevel
- }
-
- @discardableResult
- mutating func advance(to level: Int) -> Bool {
- if LevelTracker.isUnlocked(level) {
- currentLevel = level
- return true
- } else {
- return false
- }
- }
+struct LevelTracker {
+ static var highestUnlockedLevel = 1
+ var currentLevel = 1
+
+ static func unlock(_ level: Int) {
+ if level > highestUnlockedLevel { highestUnlockedLevel = level }
+ }
+
+ static func isUnlocked(_ level: Int) -> Bool {
+ return level <= highestUnlockedLevel
+ }
+
+ @discardableResult
+ mutating func advance(to level: Int) -> Bool {
+ if LevelTracker.isUnlocked(level) {
+ currentLevel = level
+ return true
+ } else {
+ return false
+ }
+ }
}
```
@@ -243,16 +243,16 @@ struct LevelTracker {
下面,`Player`类使用`LevelTracker`来监测和更新每个玩家的发展进度:
```swift
-class Player {
- var tracker = LevelTracker()
- let playerName: String
- func complete(level: Int) {
- LevelTracker.unlock(level + 1)
- tracker.advance(to: level + 1)
- }
- init(name: String) {
- playerName = name
- }
+class Player {
+ var tracker = LevelTracker()
+ let playerName: String
+ func complete(level: Int) {
+ LevelTracker.unlock(level + 1)
+ tracker.advance(to: level + 1)
+ }
+ init(name: String) {
+ playerName = name
+ }
}
```
@@ -261,8 +261,8 @@ class Player {
你还可以为一个新的玩家创建一个`Player`的实例,然后看这个玩家完成等级一时发生了什么:
```swift
-var player = Player(name: "Argyrios")
-player.complete(level: 1)
+var player = Player(name: "Argyrios")
+player.complete(level: 1)
print("highest unlocked level is now \(LevelTracker.highestUnlockedLevel)")
// 打印 "highest unlocked level is now 2"
```
@@ -270,11 +270,11 @@ print("highest unlocked level is now \(LevelTracker.highestUnlockedLevel)")
如果你创建了第二个玩家,并尝试让他开始一个没有被任何玩家解锁的等级,那么试图设置玩家当前等级将会失败:
```swift
-player = Player(name: "Beto")
-if player.tracker.advance(to: 6) {
- print("player is now on level 6")
-} else {
- print("level 6 has not yet been unlocked")
+player = Player(name: "Beto")
+if player.tracker.advance(to: 6) {
+ print("player is now on level 6")
+} else {
+ print("level 6 has not yet been unlocked")
}
// 打印 "level 6 has not yet been unlocked"
```