我正在寻找一种在字典中存储泛型子类的方法,但是遇到了问题。
在下面的示例中,我试图创建一个对象字典,该对象将成为Entity<T>
的子类。我已成功将子类FloatEntity
和StringEntity
的单个实例存储在Entity
类型的var中,但是当我尝试将它们存储在Dictionary<String, Entity>
类型的字典中时,出现错误。
class Entity<T> {
var _value: T
var value: T { get { return _value } set {_value = newValue}}
init (defaultValue: T) {
_value = defaultValue
}
}
class FloatEntity: Entity<Float> {
}
class StringEntity: Entity<String> {
}
func run () {
let variable1: Entity = FloatEntity (defaultValue: 1)
let variable2: Entity = StringEntity (defaultValue: "")
var dictionary: Dictionary<String, Entity> = [
"One": FloatEntity (defaultValue: 1),
"Two": StringEntity (defaultValue: ""),
]
print (variable1)
print (variable2)
print (dictionary)
}
错误:
无法将“ FloatEntitiy”类型的值转换为预期的字典值 输入“实体”
有人可以建议我如何使用字典来存储这样的泛型吗?
答案 0 :(得分:2)
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import javax.swing.*;
public class Testing extends JPanel implements ActionListener {
private int x, y, xinc, yinc;
public void paintComponent(Graphics g) {
// added this statement.
super.paintComponent(g);
Graphics2D gimg = (Graphics2D) g;
Rectangle2D rect = new Rectangle2D.Double(50, 50, 10, 300);
CubicCurve2D cub1 =
new CubicCurve2D.Double(60, 50, x, 10, y, 100, 200, 50);
gimg.draw(cub1);
CubicCurve2D cub2 =
new CubicCurve2D.Double(60, 100, x, 60, y, 150, 200, 100);
gimg.draw(cub2);
CubicCurve2D cub3 =
new CubicCurve2D.Double(60, 150, x, 110, y, 200, 200, 150);
gimg.draw(cub3);
Line2D l1 = new Line2D.Double(200, 50, 200, 150);
gimg.draw(l1);
GeneralPath gp1 = new GeneralPath();
GeneralPath gp2 = new GeneralPath();
gp1.moveTo(60, 50);
gp1.curveTo(x, 10, y, 100, 200, 50);
gp1.lineTo(200, 100);
gp1.curveTo(y, 150, x, 60, 60, 100);
gp1.lineTo(60, 50);
gimg.setColor(Color.WHITE);
gimg.fill(gp1);
gimg.setColor(Color.GRAY);
gimg.fill(rect);
gp2.moveTo(60, 100);
gp2.curveTo(x, 60, y, 150, 200, 100);
gp2.lineTo(200, 150);
gp2.curveTo(y, 200, x, 110, 60, 150);
gp2.lineTo(60, 100);
gimg.setColor(Color.RED);
gimg.fill(gp2);
}
public void moveFlag() { // waving animation
Timer timer = new Timer(20, this);
timer.start();
// moved the next four statements from paintComponents. They
// are initializations. In paintComponent you kept resetting them.
xinc = 10;
yinc = 10;
x = 101;
y = 151;
repaint();
}
@Override
public void actionPerformed(ActionEvent e) {
//moved all of these from moveFlag to here. This is called by
//the timer event to update the x and y coordinates.
x = x + xinc;
y = y + yinc;
if (x <= 60 || (x + xinc) >= 130)
xinc *= -1;
if (y <= 50 || (y + yinc) >= 230)
yinc *= -1;
// revalidate();
repaint();
}
public static void main(String[] args) {
JFrame frame = new JFrame();
Testing test = new Testing();
frame.setContentPane(test);
frame.setSize(500, 500);
frame.setVisible(true);
test.moveFlag();
}
}
和variable1
的类型不是variable2
,但实际上是两种不相关的类型Entity
和Entity<Float>
。使用Entity<String>
来团结他们:
protocol
答案 1 :(得分:1)
从您到目前为止提供的内容来看,这似乎不太适合泛型使用。如果想法是将值存储在字典中,其中每个值可能是字符串或可能是浮点数,这听起来更像是带有关联值的枚举(这是游乐场代码):
enum StringOrFloat {
case string(String)
case float(Float)
}
let v1 = StringOrFloat.string("meaning of life")
let v2 = StringOrFloat.float(42)
var d = Dictionary<String,StringOrFloat>()
d["hey"] = v1
d["ho"] = v2
这是一种提取值的方法:
if let val = d["hey"] {
switch val {
case .string(let s):
print("it is a string, namely", s)
case .float(let f):
print("it is a float, namely", f)
}
}
答案 2 :(得分:0)
Swift泛型是不变的,因此Entity<B>
并不是Entity<A>
的子类,即使B是A的子类也是如此。因此,您无法使用{{1}的超类来存储相同的类型}在字典中。
通过使用Entity
作为字典值,例如使用以下代码:-
AnyObject
我认为您不能从中提取经过类型擦除的var dictionary: Dictionary<String, AnyObject> = [
"One": FloatEntity (defaultValue: 1),
"Two": FloatEntity (defaultValue: 2),
]
(很高兴得到纠正)。但是您可以执行以下操作:-
Entity