变量前缀为下划线

时间:2011-06-08 01:56:37

标签: flash actionscript-3 naming-conventions flash-cs4

我之前已经问过这个问题并且因为我无法提供它所写的语言而关闭了。目前我正在查看这些AS3代码并且变量以_为前缀,我可以知道为什么吗?是因为一个惯例,如果是这样,为什么要放一个_?为什么你甚至需要放一个_?

/**
 * Enemy AI - Random movement
 * ---------------------
 * VERSION: 1.0
 * DATE: 1/25/2011
 * AS3
 * UPDATES AND DOCUMENTATION AT: http://www.FreeActionScript.com
 **/
package
{
    import flash.display.MovieClip;
    import flash.events.Event;
    import flash.events.MouseEvent;
    public class Main extends MovieClip
    {
        // player settings
        private var _moveSpeedMax:Number = 1000;
        private var _rotateSpeedMax:Number = 15;
        private var _decay:Number = .98;
        private var _destinationX:int = 150;
        private var _destinationY:int = 150;
        private var _minX:Number = 0;
        private var _minY:Number = 0;
        private var _maxX:Number = 550;
        private var _maxY:Number = 400;
        // player
        private var _player:MovieClip;
        // global
        private var _dx:Number = 0;
        private var _dy:Number = 0;
        private var _vx:Number = 0;
        private var _vy:Number = 0;
        private var _trueRotation:Number = 0;
        /**
         * Constructor
         */
        public function Main()
        {
            // create player object
            createPlayer();
            // add listeners
            stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
        }
        /**
         * Creates player
         */
        private function createPlayer():void
        {
            _player = new Player();
            _player.x = stage.stageWidth / 2;
            _player.y = stage.stageHeight / 2;
            stage.addChild(_player);
        }
        /**
         * EnterFrame Handlers
         */
        private function enterFrameHandler(event:Event):void
        {
            updateCollision();
            updatePosition();
            updateRotation();
        }
        /**
         * Calculate Rotation
         */
        private function updateRotation():void
        {
            // calculate rotation
            _dx = _player.x - _destinationX;
            _dy = _player.y - _destinationY;
            // which way to rotate
            var rotateTo:Number = getDegrees(getRadians(_dx, _dy));
            // keep rotation positive, between 0 and 360 degrees
            if (rotateTo > _player.rotation + 180) rotateTo -= 360;
            if (rotateTo < _player.rotation - 180) rotateTo += 360;
            // ease rotation
            _trueRotation = (rotateTo - _player.rotation) / _rotateSpeedMax;
            // update rotation
            _player.rotation += _trueRotation;
        }
        /**
         * Calculate Position
         */
        private function updatePosition():void
        {
            // update velocity
            _vx += (_destinationX - _player.x) / _moveSpeedMax;
            _vy += (_destinationY - _player.y) / _moveSpeedMax;
            // if close to target
            if (getDistance(_dx, _dy) < 50)
            {
                getRandomDestination();
            }
            // apply decay (drag)
            _vx *= _decay;
            _vy *= _decay;
            // update position
            _player.x += _vx;
            _player.y += _vy;
        }
        /**
         * updateCollision
         */
        protected function updateCollision():void
        {
            // Check X
            // Check if hit top
            if (((_player.x - _player.width / 2) < _minX) && (_vx < 0))
            {
              _vx = -_vx;
            }
            // Check if hit bottom
            if ((_player.x + _player.width / 2) > _maxX && (_vx > 0))
            {
              _vx = -_vx;
            }
            // Check Y
            // Check if hit left side
            if (((_player.y - _player.height / 2) < _minY) && (_vy < 0))
            {
              _vy = -_vy
            }
            // Check if hit right side
            if (((_player.y + _player.height / 2) > _maxY) && (_vy > 0))
            {
              _vy = -_vy;
            }
        }
        /**
         * Calculates a random destination based on stage size
         */
        private function getRandomDestination():void
        {
            _destinationX = Math.random() * (_maxX - _player.width) + _player.width / 2;
            _destinationY = Math.random() * (_maxY - _player.height) + _player.height / 2;
        }
        /**
         * Get distance
         * @param   delta_x
         * @param   delta_y
         * @return
         */
        public function getDistance(delta_x:Number, delta_y:Number):Number
        {
            return Math.sqrt((delta_x*delta_x)+(delta_y*delta_y));
        }
        /**
         * Get radians
         * @param   delta_x
         * @param   delta_y
         * @return
         */
        public function getRadians(delta_x:Number, delta_y:Number):Number
        {
            var r:Number = Math.atan2(delta_y, delta_x);
            if (delta_y < 0)
            {
                r += (2 * Math.PI);
            }
            return r;
        }
        /**
         * Get degrees
         * @param   radians
         * @return
         */
        public function getDegrees(radians:Number):Number
        {
            return Math.floor(radians/(Math.PI/180));
        }
    }
}

4 个答案:

答案 0 :(得分:2)

我这样做有两个原因:

  1. 明确指出哪些变量为private
  2. 当您将变量添加到get / set前缀时,定义getter / setter更有意义。
  3. 以下是一个例子:

    private var _thing:String = "hello";
    
    public function get thing():String
    {
        return _thing;
    }
    

    正如您所看到的,_thing是只读的,可通过更好的class.thing访问 - 它也更易读,即您可以轻松查看哪些变量与哪些getter和setter相关。

    回答你问题的后半部分;不,你没有需要在私有财产/方法的前面添加下划线,虽然我建议你养成这个习惯 - 你会感谢你自己在轨道上,合作者也是如此任何

答案 1 :(得分:1)

这是一种命名约定,通常表示私有类级变量。它应该通过允许您确定变量的范围来使代码更容易阅读。

答案 2 :(得分:1)

考虑:

..
public class SomeClass{

private var _param1:uint;
private var _param2:string;
private var _param3:displayObject

protected var __param4:int;

public function SomeClass(param1:uint, param2:string, param3:displayObject):void{
    super();
    _param1 = param1;
    _param2 = param2;
    _param3 = param3;
    __param4 = 123;
    //etc...

不添加任何新内容,只是说明了在使用下划线私有时可以开发的非常有用的语义关系,尤其是与从外部源派生的方法参数相关。

另请注意,有时会为__变量使用双下划线protected

答案 3 :(得分:0)

它的目的是使它们成为实例变量的方法更清晰。

在某些环境中,C ++中的约定是为了相同的原因添加前缀“m”或“m_”(对于“member”)。