修复枚举中的.

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shanks
2016-11-15 09:59:00 +08:00
committed by GitHub
parent 7d3aa4650d
commit 9b3a98b473

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@ -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
> 3.0.1shanks2016-11-13
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。
<a name="the_self_property"></a>
### 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。
<a name="modifying_value_types_from_within_instance_methods"></a>
### 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
```
```
<a name="assigning_to_self_within_a_mutating_method"></a>
### 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"
```