考虑以下示例,
myList = [1, 2, 3, 4, 5, 6]
要打印最后一个索引,
# Non - pythonic
if len(myList) >= 6:
print(myList[5])
else:
print('Index does not exist')
# Pythonic
try:
print(myList[5])
except:
print('Index does not exist')
在获得许可的情况下,请求宽恕的偏好背后的理念是什么?
答案 0 :(得分:0)
我不能说是否有某些东西是Pythonic,但我可以说出为什么它会导致更简洁的代码。一般来说,你做了很多事情,而不只是看一个索引。那么考虑当我在字典中查看几个属性时会发生什么:
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.*;
public class Snake1 extends JPanel implements ActionListener, KeyListener{
JFrame frame;
JPanel Panel;
Timer timer = new Timer(20, this);
ArrayList<Point> snakeParts = new ArrayList<Point>();
int UP = 0, DOWN = 1, LEFT = 2, RIGHT = 3;
int ticks = 0, direction = DOWN, score, tailLength = 10, time;
Point head, cherry;
Random random;
boolean over = false, paused;
//konstruktor
public Snake1(){
//skapa objekt
frame = new JFrame("Snake");
Panel = new JPanel();
head = new Point(0, -1);
random = new Random();
cherry = new Point(random.nextInt(79), random.nextInt(66));
//sätta egenskaper
over = false;
paused = false;
time = 0;
score = 0;
tailLength = 14;
ticks = 0;
direction = DOWN;
timer.start();
//sätt layout
/*snakeParts.clear();*/
//lägg på lysnnare
frame.addKeyListener(this);
//bygga fönsteret
this.add(Panel);
frame.add(this);
//obligatoriska delar
frame.setVisible(true);
frame.setSize(805, 700);
frame.setResizable(false);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.white);
g.fillRect(0, 0, 800, 700);
g.setColor(Color.black);
for (Point point : snakeParts){
g.fillRect(point.x * 10, point.y * 10, 10, 10);
}
g.fillRect(head.x * 10, head.y * 10, 10, 10);
g.setColor(Color.RED);
g.fillRect(cherry.x * 10, cherry.y * 10, 10, 10);
String string = "Score: " + score + ", Length: " +tailLength + ", Time: " + time / 40;
g.setColor(Color.black);
g.drawString(string, (int) (getWidth() / 2 - string.length() * 2.5), 10);
string = "Game Over!";
if (over)
{
g.drawString(string, (int) (380),300);
}
string = "Paused!";
if (paused && !over)
{
g.drawString(string, (int) (380),300);
}
}
public static void main(String[] e) {
new Snake1();
}
public void actionPerformed(ActionEvent arg0)
{
Panel.repaint();
ticks++;
if (ticks % 1 == 0 && head != null && !over && !paused)
{
time++;
snakeParts.add(new Point(head.x, head.y));
if (direction == UP)
{
if (head.y - 1 >= 0 && noTailAt(head.x, head.y - 1))
{
head = new Point(head.x, head.y - 1);
}
else
{
over = true;
}
}
if (direction == DOWN)
{
if (head.y + 1 < 67 && noTailAt(head.x, head.y + 1))
{
head = new Point(head.x, head.y + 1);
}
else
{
over = true;
}
}
if (direction == LEFT)
{
if (head.x - 1 >= 0 && noTailAt(head.x - 1, head.y))
{
head = new Point(head.x - 1, head.y);
}
else
{
over = true;
}
}
if (direction == RIGHT)
{
if (head.x + 1 < 80 && noTailAt(head.x + 1, head.y))
{
head = new Point(head.x + 1, head.y);
}
else
{
over = true;
}
}
if (snakeParts.size() > tailLength)
{
snakeParts.remove(0);
}
if (cherry != null)
{
if (head.equals(cherry))
{
score += 10;
tailLength+=7;
cherry.setLocation(random.nextInt(80), random.nextInt(26));
}
}
}
}
public boolean noTailAt(int x, int y)
{
for (Point point : snakeParts)
{
if (point.equals(new Point(x, y)))
{
return false;
}
}
return true;
}
@Override
public void keyPressed(KeyEvent e) {
int i = e.getKeyCode();
if ((i == KeyEvent.VK_A || i == KeyEvent.VK_LEFT) && direction != RIGHT)
{
direction = LEFT;
}
if ((i == KeyEvent.VK_D || i == KeyEvent.VK_RIGHT) && direction != LEFT)
{
direction = RIGHT;
}
if ((i == KeyEvent.VK_W || i == KeyEvent.VK_UP) && direction != DOWN)
{
direction = UP;
}
if ((i == KeyEvent.VK_S || i == KeyEvent.VK_DOWN) && direction != UP)
{
direction = DOWN;
}
if (i == KeyEvent.VK_SPACE)
{
if (over)
{
}
else
{
paused = !paused;
}
}
}
@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
}
这些分配中的每一个都必须是if语句而不使用异常处理。也就是说,您可以在try块中执行的操作越多,整体代码处理错误所需的百分比就越少。