在 Swift 浮点值和 "X" 中创建类型:Polloquin 练习符号

Making Types in Swift Floating Point Value and "X": Polloquin Exercise Notation

我正在尝试为举重编写时间代码。重复有四个阶段:

古怪(降低重量所花费的时间) 底部(在电梯底部停留的时间) 同心(举重所花费的时间) 顶部(在电梯顶部花费的时间)

格式如下:1030

所以在那个例子中,一个人会用 1 秒的时间放下重物,然后立即用 3 秒的时间举起重物,到达动作的终点并停下来完成一次重复。

class rep {

    var eccentric:Float //  time spent lowering the weight
    var bottom:Float // time spent at the bottom of the repetition.
    var concentric:Float  // time spent raising the weight.
    var top:Float // time spent at the top of the repetition.

    var notation:String

    init(timeDown:Float, timeBottom:Float, timeUp:Float, timeTop:Float)        {

    eccentric = timeDown
    bottom = timeBottom
    concentric = timeUp
    top = timeTop

    notation = "\(eccentric),\(bottom),\(concentric),\(top)"

}

func displayNotation() -> String{

    print(notation)

    return notation

    }

}





class ViewController: UIViewController {

override func viewDidLoad() {
    super.viewDidLoad()


   let repetition = rep(timeDown: 1,timeBottom: 0,timeUp: 3,timeTop: 0)

  repetition.displayNotation()



}

这输出 1.0,0.0,3.0,0.0

我想要做的是有一个额外的字符 "X" 来指示 "as fast as possible." 我在想我需要为此创建一个新类型吗?所以我希望能够接受一个浮点数或那个特定的字符......完全不知道如何去做。

感谢您的回复

好的,这是一种解决方法。

首先为您的数据创建一个模型:

class Data {
    var string: String
    var value: Double?

    init(string: String, value: Double?) {
        self.string = string
        self.value = value
    }
}

string用于显示,value用于计算。我将 value 设置为可选项,稍后会解释。


然后为 UIPickerView 创建一个数据源并填充它:

var dataSource: [Data] = []

// Adds all values from 0.0 to 9.9 and the "additional character".
func populateDataSource() {
    for i in 0..<100 {
        let value = Double(i) / 10
        dataSource.append(Data(string: value.description, value: value))
    }
    dataSource.append(Data(string: "X", value: nil))
}

我在这里所做的是将附加字符的 value 设置为 nil


假设您已经配置了 UIPickerView,请添加 UIPickerViewDataSource 方法:

func numberOfComponentsInPickerView(pickerView: UIPickerView) -> Int {
    return 1
}

func pickerView(pickerView: UIPickerView, numberOfRowsInComponent component: Int) -> Int {
    return dataSource.count
}

func pickerView(pickerView: UIPickerView, titleForRow row: Int, forComponent component: Int) -> String? {
    return dataSource[row].string
}

// This variable will be used to hold the user selection.
var selected: Data?

// If you want it to default to e.g. 0.0, just create it as:
// var selected = dataSource.first

func pickerView(pickerView: UIPickerView, didSelectRow row: Int, inComponent component: Int) {
    self.selected = dataSource[row]
}

现在您可以根据选择进行计算:

// You should check that selection isn't nil before doing this.
// Depends on how you create it.

if let value = selection.value {
    // The selection has a value between 0.0 and 9.9.
    // So, do your standard calculations for that.
} else {
    // The selection does not have a value, which means it's your custom character.
    // So, take that into account in your calculations.
}

我是如何最终使用下面的解决方案的。仍然觉得应该有一种方法可以使用 CharacterSets 或 Enums 来做到这一点,但现在是时候继续了。

import UIKit

class Data {

    var string: String
    var value: Int?

    init(string:String, value:Int?){

        self.string = string
        self.value = value

    }

}


var dataSource: [Data] = []

func populateDataSource(){

    for i in 0..<10{

        dataSource.append(  Data(string:i.description, value:i)  )

    }

    dataSource.append(  Data(string:"X", value: nil)    )

}

class Notation {

    var concentric: Data
    var bottom: Data
    var eccentric: Data
    var top: Data

    var display: String

    init(down:Data,bottom:Data,up:Data,top:Data){

        self.concentric = down
        self.bottom = bottom
        self.eccentric = up
        self.top = top

        display = "\(self.concentric.string)/\(self.bottom.string)/\(self.eccentric.string)/\(self.top.string)"

    }
}


class Exercise{
    var sets, reps, rest, weight:Int
    var tempo:Notation

    init(sets:Int,reps:Int,rest:Int,weight:Int?,tempo:Notation){

        self.sets = sets
        self.reps = reps
        self.rest = rest
        self.weight = weight!
        self.tempo = tempo

    }

}

populateDataSource()


var maxStrengthTempo = Notation(
    down: dataSource[3],    // 1
    bottom: dataSource[1],  // 1
    up: dataSource[10],     // X
    top: dataSource[0]      // 0
)

var deadlift = Exercise(sets: 3, reps: 5, rest: 60, weight:200, tempo: maxStrengthTempo)


print(deadlift.tempo.display)

// console:   3/1/X/0