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<ol class="chapter"><li class="chapter-item expanded affix "><a href="title-page.html">Rust 程序设计语言</a></li><li class="chapter-item expanded affix "><a href="foreword.html">前言</a></li><li class="chapter-item expanded affix "><a href="ch00-00-introduction.html">简介</a></li><li class="chapter-item expanded "><a href="ch01-00-getting-started.html"><strong aria-hidden="true">1.</strong> 入门指南</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch01-01-installation.html"><strong aria-hidden="true">1.1.</strong> 安装</a></li><li class="chapter-item expanded "><a href="ch01-02-hello-world.html"><strong aria-hidden="true">1.2.</strong> Hello, World!</a></li><li class="chapter-item expanded "><a href="ch01-03-hello-cargo.html"><strong aria-hidden="true">1.3.</strong> Hello, Cargo!</a></li></ol></li><li class="chapter-item expanded "><a href="ch02-00-guessing-game-tutorial.html"><strong aria-hidden="true">2.</strong> 写个猜数字游戏</a></li><li class="chapter-item expanded "><a href="ch03-00-common-programming-concepts.html"><strong aria-hidden="true">3.</strong> 常见编程概念</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch03-01-variables-and-mutability.html"><strong aria-hidden="true">3.1.</strong> 变量与可变性</a></li><li class="chapter-item expanded "><a href="ch03-02-data-types.html"><strong aria-hidden="true">3.2.</strong> 数据类型</a></li><li class="chapter-item expanded "><a href="ch03-03-how-functions-work.html"><strong aria-hidden="true">3.3.</strong> 函数</a></li><li class="chapter-item expanded "><a href="ch03-04-comments.html"><strong aria-hidden="true">3.4.</strong> 注释</a></li><li class="chapter-item expanded "><a href="ch03-05-control-flow.html"><strong aria-hidden="true">3.5.</strong> 控制流</a></li></ol></li><li class="chapter-item expanded "><a href="ch04-00-understanding-ownership.html"><strong aria-hidden="true">4.</strong> 认识所有权</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch04-01-what-is-ownership.html"><strong aria-hidden="true">4.1.</strong> 什么是所有权?</a></li><li class="chapter-item expanded "><a href="ch04-02-references-and-borrowing.html"><strong aria-hidden="true">4.2.</strong> 引用与借用</a></li><li class="chapter-item expanded "><a href="ch04-03-slices.html"><strong aria-hidden="true">4.3.</strong> Slice 类型</a></li></ol></li><li class="chapter-item expanded "><a href="ch05-00-structs.html"><strong aria-hidden="true">5.</strong> 使用结构体组织相关联的数据</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch05-01-defining-structs.html"><strong aria-hidden="true">5.1.</strong> 结构体的定义和实例化</a></li><li class="chapter-item expanded "><a href="ch05-02-example-structs.html"><strong aria-hidden="true">5.2.</strong> 结构体示例程序</a></li><li class="chapter-item expanded "><a href="ch05-03-method-syntax.html" class="active"><strong aria-hidden="true">5.3.</strong> 方法语法</a></li></ol></li><li class="chapter-item expanded "><a href="ch06-00-enums.html"><strong aria-hidden="true">6.</strong> 枚举和模式匹配</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch06-01-defining-an-enum.html"><strong aria-hidden="true">6.1.</strong> 枚举的定义</a></li><li class="chapter-item expanded "><a href="ch06-02-match.html"><strong aria-hidden="true">6.2.</strong> match 控制流结构</a></li><li class="chapter-item expanded "><a href="ch06-03-if-let.html"><strong aria-hidden="true">6.3.</strong> if let 简洁控制流</a></li></ol></li><li class="chapter-item expanded "><a href="ch07-00-managing-growing-projects-with-packages-crates-and-modules.html"><strong aria-hidden="true">7.</strong> 使用包、Crate 和模块管理不断增长的项目</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch07-01-packages-and-crates.html"><strong aria-hidden="true">7.1.</strong> 包和 Crate</a></li><li class="chapter-item
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<main>
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<h2 id="方法语法"><a class="header" href="#方法语法">方法语法</a></h2>
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<blockquote>
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<p><a href="https://github.com/rust-lang/book/blob/main/src/ch05-03-method-syntax.md">ch05-03-method-syntax.md</a>
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<br>
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commit d339373a838fd312a8a9bcc9487e1ffbc9e1582f</p>
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</blockquote>
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<p><strong>方法</strong>(method)与函数类似:它们使用 <code>fn</code> 关键字和名称声明,可以拥有参数和返回值,同时包含在某处调用该方法时会执行的代码。不过方法与函数是不同的,因为它们在结构体的上下文中被定义(或者是枚举或 trait 对象的上下文,将分别在<a href="ch06-00-enums.html">第六章</a>和<a href="ch18-02-trait-objects.html">第十八章</a>讲解),并且它们第一个参数总是 <code>self</code>,它代表调用该方法的结构体实例。</p>
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<h3 id="定义方法"><a class="header" href="#定义方法">定义方法</a></h3>
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<p>让我们把前面实现的获取一个 <code>Rectangle</code> 实例作为参数的 <code>area</code> 函数,改写成一个定义于 <code>Rectangle</code> 结构体上的 <code>area</code> 方法,如示例 5-13 所示:</p>
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<p><span class="filename">文件名:src/main.rs</span></p>
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<pre><pre class="playground"><code class="language-rust edition2021">#[derive(Debug)]
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struct Rectangle {
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width: u32,
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height: u32,
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}
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impl Rectangle {
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fn area(&self) -> u32 {
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self.width * self.height
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}
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}
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fn main() {
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let rect1 = Rectangle {
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width: 30,
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height: 50,
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};
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println!(
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"The area of the rectangle is {} square pixels.",
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rect1.area()
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);
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}</code></pre></pre>
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<p><span class="caption">示例 5-13:在 <code>Rectangle</code> 结构体上定义 <code>area</code> 方法</span></p>
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<p>为了使函数定义于 <code>Rectangle</code> 的上下文中,我们开始了一个 <code>impl</code> 块(<code>impl</code> 是 <em>implementation</em> 的缩写),这个 <code>impl</code> 块中的所有内容都将与 <code>Rectangle</code> 类型相关联。接着将 <code>area</code> 函数移动到 <code>impl</code> 大括号中,并将签名中的第一个(在这里也是唯一一个)参数和函数体中其他地方的对应参数改成 <code>self</code>。然后在 <code>main</code> 中将我们先前调用 <code>area</code> 方法并传递 <code>rect1</code> 作为参数的地方,改成使用 <strong>方法语法</strong>(<em>method syntax</em>)在 <code>Rectangle</code> 实例上调用 <code>area</code> 方法。方法语法获取一个实例并加上一个点号,后跟方法名、圆括号以及任何参数。</p>
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<p>在 <code>area</code> 的签名中,使用 <code>&self</code> 来替代 <code>rectangle: &Rectangle</code>,<code>&self</code> 实际上是 <code>self: &Self</code> 的缩写。在一个 <code>impl</code> 块中,<code>Self</code> 类型是 <code>impl</code> 块的类型的别名。方法的第一个参数必须有一个名为 <code>self</code> 的<code>Self</code> 类型的参数,所以 Rust 让你在第一个参数位置上只用 <code>self</code> 这个名字来简化。注意,我们仍然需要在 <code>self</code> 前面使用 <code>&</code> 来表示这个方法借用了 <code>Self</code> 实例,就像我们在 <code>rectangle: &Rectangle</code> 中做的那样。方法可以选择获得 <code>self</code> 的所有权,或者像我们这里一样不可变地借用 <code>self</code>,或者可变地借用 <code>self</code>,就跟其他参数一样。</p>
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<p>这里选择 <code>&self</code> 的理由跟在函数版本中使用 <code>&Rectangle</code> 是相同的:我们并不想获取所有权,只希望能够读取结构体中的数据,而不是写入。如果想要在方法中改变调用方法的实例,需要将第一个参数改为 <code>&mut self</code>。通过仅仅使用 <code>self</code> 作为第一个参数来使方法获取实例的所有权是很少见的;这种技术通常用在当方法将 <code>self</code> 转换成别的实例的时候,这时我们想要防止调用者在转换之后使用原始的实例。</p>
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<p>使用方法替代函数,除了可使用方法语法和不需要在每个函数签名中重复 <code>self</code> 的类型之外,其主要好处在于组织性。我们将某个类型实例能做的所有事情都一起放入 <code>impl</code> 块中,而不是让将来的用户在我们的库中到处寻找 <code>Rectangle</code> 的功能。</p>
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<p>请注意,我们可以选择将方法的名称与结构中的一个字段相同。例如,我们可以在 <code>Rectangle</code> 上定义一个方法,并命名为 <code>width</code>:</p>
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<p><span class="filename">文件名:src/main.rs</span></p>
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<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#[derive(Debug)]
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</span><span class="boring">struct Rectangle {
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</span><span class="boring"> width: u32,
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</span><span class="boring"> height: u32,
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</span><span class="boring">}
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</span><span class="boring">
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</span>impl Rectangle {
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fn width(&self) -> bool {
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self.width > 0
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}
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}
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fn main() {
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let rect1 = Rectangle {
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width: 30,
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|||
|
height: 50,
|
|||
|
};
|
|||
|
|
|||
|
if rect1.width() {
|
|||
|
println!("The rectangle has a nonzero width; it is {}", rect1.width);
|
|||
|
}
|
|||
|
}</code></pre></pre>
|
|||
|
<p>在这里,我们选择让 <code>width</code> 方法在实例的 <code>width</code> 字段的值大于 <code>0</code> 时返回 <code>true</code>,等于 <code>0</code> 时则返回 <code>false</code>:我们可以出于任何目的,在同名的方法中使用同名的字段。在 <code>main</code> 中,当我们在 <code>rect1.width</code> 后面加上括号时。Rust 知道我们指的是方法 <code>width</code>。当我们不使用圆括号时,Rust 知道我们指的是字段 <code>width</code>。</p>
|
|||
|
<p>通常,但并不总是如此,与字段同名的方法将被定义为只返回字段中的值,而不做其他事情。这样的方法被称为 <em>getters</em>,Rust 并不像其他一些语言那样为结构字段自动实现它们。Getters 很有用,因为你可以把字段变成私有的,但方法是公共的,这样就可以把对字段的只读访问作为该类型公共 API 的一部分。我们将在<a href="ch07-03-paths-for-referring-to-an-item-in-the-module-tree.html#%E4%BD%BF%E7%94%A8-pub-%E5%85%B3%E9%94%AE%E5%AD%97%E6%9A%B4%E9%9C%B2%E8%B7%AF%E5%BE%84">第七章</a>中讨论什么是公有和私有,以及如何将一个字段或方法指定为公有或私有。</p>
|
|||
|
<blockquote>
|
|||
|
<h3 id="--运算符到哪去了"><a class="header" href="#--运算符到哪去了"><code>-></code> 运算符到哪去了?</a></h3>
|
|||
|
<p>在 C/C++ 语言中,有两个不同的运算符来调用方法:<code>.</code> 直接在对象上调用方法,而 <code>-></code> 在一个对象的指针上调用方法,这时需要先解引用(dereference)指针。换句话说,如果 <code>object</code> 是一个指针,那么 <code>object->something()</code> 就像 <code>(*object).something()</code> 一样。</p>
|
|||
|
<p>Rust 并没有一个与 <code>-></code> 等效的运算符;相反,Rust 有一个叫 <strong>自动引用和解引用</strong>(<em>automatic referencing and dereferencing</em>)的功能。方法调用是 Rust 中少数几个拥有这种行为的地方。</p>
|
|||
|
<p>它是这样工作的:当使用 <code>object.something()</code> 调用方法时,Rust 会自动为 <code>object</code> 添加 <code>&</code>、<code>&mut</code> 或 <code>*</code> 以便使 <code>object</code> 与方法签名匹配。也就是说,这些代码是等价的:</p>
|
|||
|
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span><span class="boring">#[derive(Debug,Copy,Clone)]
|
|||
|
</span><span class="boring">struct Point {
|
|||
|
</span><span class="boring"> x: f64,
|
|||
|
</span><span class="boring"> y: f64,
|
|||
|
</span><span class="boring">}
|
|||
|
</span><span class="boring">
|
|||
|
</span><span class="boring">impl Point {
|
|||
|
</span><span class="boring"> fn distance(&self, other: &Point) -> f64 {
|
|||
|
</span><span class="boring"> let x_squared = f64::powi(other.x - self.x, 2);
|
|||
|
</span><span class="boring"> let y_squared = f64::powi(other.y - self.y, 2);
|
|||
|
</span><span class="boring">
|
|||
|
</span><span class="boring"> f64::sqrt(x_squared + y_squared)
|
|||
|
</span><span class="boring"> }
|
|||
|
</span><span class="boring">}
|
|||
|
</span><span class="boring">let p1 = Point { x: 0.0, y: 0.0 };
|
|||
|
</span><span class="boring">let p2 = Point { x: 5.0, y: 6.5 };
|
|||
|
</span>p1.distance(&p2);
|
|||
|
(&p1).distance(&p2);
|
|||
|
<span class="boring">}</span></code></pre></pre>
|
|||
|
<p>第一行看起来简洁的多。这种自动引用的行为之所以有效,是因为方法有一个明确的接收者———— <code>self</code> 的类型。在给出接收者和方法名的前提下,Rust 可以明确地计算出方法是仅仅读取(<code>&self</code>),做出修改(<code>&mut self</code>)或者是获取所有权(<code>self</code>)。事实上,Rust 对方法接收者的隐式借用让所有权在实践中更友好。</p>
|
|||
|
</blockquote>
|
|||
|
<h3 id="带有更多参数的方法"><a class="header" href="#带有更多参数的方法">带有更多参数的方法</a></h3>
|
|||
|
<p>让我们通过实现 <code>Rectangle</code> 结构体上的另一方法来练习使用方法。这回,我们让一个 <code>Rectangle</code> 的实例获取另一个 <code>Rectangle</code> 实例,如果 <code>self</code> (第一个 <code>Rectangle</code>)能完全包含第二个长方形则返回 <code>true</code>;否则返回 <code>false</code>。一旦我们定义了 <code>can_hold</code> 方法,就可以编写示例 5-14 中的代码。</p>
|
|||
|
<p><span class="filename">文件名:src/main.rs</span></p>
|
|||
|
<pre><code class="language-rust ignore">fn main() {
|
|||
|
let rect1 = Rectangle {
|
|||
|
width: 30,
|
|||
|
height: 50,
|
|||
|
};
|
|||
|
let rect2 = Rectangle {
|
|||
|
width: 10,
|
|||
|
height: 40,
|
|||
|
};
|
|||
|
let rect3 = Rectangle {
|
|||
|
width: 60,
|
|||
|
height: 45,
|
|||
|
};
|
|||
|
|
|||
|
println!("Can rect1 hold rect2? {}", rect1.can_hold(&rect2));
|
|||
|
println!("Can rect1 hold rect3? {}", rect1.can_hold(&rect3));
|
|||
|
}</code></pre>
|
|||
|
<p><span class="caption">示例 5-14:使用还未实现的 <code>can_hold</code> 方法</span></p>
|
|||
|
<p>同时我们希望看到如下输出,因为 <code>rect2</code> 的两个维度都小于 <code>rect1</code>,而 <code>rect3</code> 比 <code>rect1</code> 要宽:</p>
|
|||
|
<pre><code class="language-text">Can rect1 hold rect2? true
|
|||
|
Can rect1 hold rect3? false
|
|||
|
</code></pre>
|
|||
|
<p>因为我们想定义一个方法,所以它应该位于 <code>impl Rectangle</code> 块中。方法名是 <code>can_hold</code>,并且它会获取另一个 <code>Rectangle</code> 的不可变借用作为参数。通过观察调用方法的代码可以看出参数是什么类型的:<code>rect1.can_hold(&rect2)</code> 传入了 <code>&rect2</code>,它是一个 <code>Rectangle</code> 的实例 <code>rect2</code> 的不可变借用。这是可以理解的,因为我们只需要读取 <code>rect2</code>(而不是写入,这意味着我们需要一个不可变借用),而且希望 <code>main</code> 保持 <code>rect2</code> 的所有权,这样就可以在调用这个方法后继续使用它。<code>can_hold</code> 的返回值是一个布尔值,其实现会分别检查 <code>self</code> 的宽高是否都大于另一个 <code>Rectangle</code>。让我们在示例 5-13 的 <code>impl</code> 块中增加这个新的 <code>can_hold</code> 方法,如示例 5-15 所示:</p>
|
|||
|
<p><span class="filename">文件名:src/main.rs</span></p>
|
|||
|
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#[derive(Debug)]
|
|||
|
</span><span class="boring">struct Rectangle {
|
|||
|
</span><span class="boring"> width: u32,
|
|||
|
</span><span class="boring"> height: u32,
|
|||
|
</span><span class="boring">}
|
|||
|
</span><span class="boring">
|
|||
|
</span>impl Rectangle {
|
|||
|
fn area(&self) -> u32 {
|
|||
|
self.width * self.height
|
|||
|
}
|
|||
|
|
|||
|
fn can_hold(&self, other: &Rectangle) -> bool {
|
|||
|
self.width > other.width && self.height > other.height
|
|||
|
}
|
|||
|
}
|
|||
|
<span class="boring">
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span><span class="boring"> let rect1 = Rectangle {
|
|||
|
</span><span class="boring"> width: 30,
|
|||
|
</span><span class="boring"> height: 50,
|
|||
|
</span><span class="boring"> };
|
|||
|
</span><span class="boring"> let rect2 = Rectangle {
|
|||
|
</span><span class="boring"> width: 10,
|
|||
|
</span><span class="boring"> height: 40,
|
|||
|
</span><span class="boring"> };
|
|||
|
</span><span class="boring"> let rect3 = Rectangle {
|
|||
|
</span><span class="boring"> width: 60,
|
|||
|
</span><span class="boring"> height: 45,
|
|||
|
</span><span class="boring"> };
|
|||
|
</span><span class="boring">
|
|||
|
</span><span class="boring"> println!("Can rect1 hold rect2? {}", rect1.can_hold(&rect2));
|
|||
|
</span><span class="boring"> println!("Can rect1 hold rect3? {}", rect1.can_hold(&rect3));
|
|||
|
</span><span class="boring">}</span></code></pre></pre>
|
|||
|
<p><span class="caption">示例 5-15:在 <code>Rectangle</code> 上实现 <code>can_hold</code> 方法,它获取另一个 <code>Rectangle</code> 实例作为参数</span></p>
|
|||
|
<p>如果结合示例 5-14 的 <code>main</code> 函数来运行,就会看到期望的输出。在方法签名中,可以在 <code>self</code> 后增加多个参数,而且这些参数就像函数中的参数一样工作。</p>
|
|||
|
<h3 id="关联函数"><a class="header" href="#关联函数">关联函数</a></h3>
|
|||
|
<p>所有在 <code>impl</code> 块中定义的函数被称为 <strong>关联函数</strong>(<em>associated functions</em>),因为它们与 <code>impl</code> 后面命名的类型相关。我们可以定义不以 <code>self</code> 为第一参数的关联函数(因此不是方法),因为它们并不作用于一个结构体的实例。我们已经使用了一个这样的函数:在 <code>String</code> 类型上定义的 <code>String::from</code> 函数。</p>
|
|||
|
<p>不是方法的关联函数经常被用作返回一个结构体新实例的构造函数。这些函数的名称通常为 <code>new</code> ,但 <code>new</code> 并不是一个关键字。例如我们可以提供一个叫做 <code>square</code> 关联函数,它接受一个维度参数并且同时作为宽和高,这样可以更轻松的创建一个正方形 <code>Rectangle</code> 而不必指定两次同样的值:</p>
|
|||
|
<p><span class="filename">文件名:src/main.rs</span></p>
|
|||
|
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#[derive(Debug)]
|
|||
|
</span><span class="boring">struct Rectangle {
|
|||
|
</span><span class="boring"> width: u32,
|
|||
|
</span><span class="boring"> height: u32,
|
|||
|
</span><span class="boring">}
|
|||
|
</span><span class="boring">
|
|||
|
</span>impl Rectangle {
|
|||
|
fn square(size: u32) -> Self {
|
|||
|
Self {
|
|||
|
width: size,
|
|||
|
height: size,
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
<span class="boring">
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span><span class="boring"> let sq = Rectangle::square(3);
|
|||
|
</span><span class="boring">}</span></code></pre></pre>
|
|||
|
<p>关键字 <code>Self</code> 在函数的返回类型中代指在 <code>impl</code> 关键字后出现的类型,在这里是 <code>Rectangle</code></p>
|
|||
|
<p>使用结构体名和 <code>::</code> 语法来调用这个关联函数:比如 <code>let sq = Rectangle::square(3);</code>。这个函数位于结构体的命名空间中:<code>::</code> 语法用于关联函数和模块创建的命名空间。<a href="ch07-02-defining-modules-to-control-scope-and-privacy.html">第七章</a>会讲到模块。</p>
|
|||
|
<h3 id="多个-impl-块"><a class="header" href="#多个-impl-块">多个 <code>impl</code> 块</a></h3>
|
|||
|
<p>每个结构体都允许拥有多个 <code>impl</code> 块。例如,示例 5-16 中的代码等同于示例 5-15,但每个方法有其自己的 <code>impl</code> 块。</p>
|
|||
|
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#[derive(Debug)]
|
|||
|
</span><span class="boring">struct Rectangle {
|
|||
|
</span><span class="boring"> width: u32,
|
|||
|
</span><span class="boring"> height: u32,
|
|||
|
</span><span class="boring">}
|
|||
|
</span><span class="boring">
|
|||
|
</span>impl Rectangle {
|
|||
|
fn area(&self) -> u32 {
|
|||
|
self.width * self.height
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
impl Rectangle {
|
|||
|
fn can_hold(&self, other: &Rectangle) -> bool {
|
|||
|
self.width > other.width && self.height > other.height
|
|||
|
}
|
|||
|
}
|
|||
|
<span class="boring">
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span><span class="boring"> let rect1 = Rectangle {
|
|||
|
</span><span class="boring"> width: 30,
|
|||
|
</span><span class="boring"> height: 50,
|
|||
|
</span><span class="boring"> };
|
|||
|
</span><span class="boring"> let rect2 = Rectangle {
|
|||
|
</span><span class="boring"> width: 10,
|
|||
|
</span><span class="boring"> height: 40,
|
|||
|
</span><span class="boring"> };
|
|||
|
</span><span class="boring"> let rect3 = Rectangle {
|
|||
|
</span><span class="boring"> width: 60,
|
|||
|
</span><span class="boring"> height: 45,
|
|||
|
</span><span class="boring"> };
|
|||
|
</span><span class="boring">
|
|||
|
</span><span class="boring"> println!("Can rect1 hold rect2? {}", rect1.can_hold(&rect2));
|
|||
|
</span><span class="boring"> println!("Can rect1 hold rect3? {}", rect1.can_hold(&rect3));
|
|||
|
</span><span class="boring">}</span></code></pre></pre>
|
|||
|
<p><span class="caption">示例 5-16:使用多个 <code>impl</code> 块重写示例 5-15</span></p>
|
|||
|
<p>这里没有理由将这些方法分散在多个 <code>impl</code> 块中,不过这是有效的语法。第十章讨论泛型和 trait 时会看到实用的多 <code>impl</code> 块的用例。</p>
|
|||
|
<h2 id="总结"><a class="header" href="#总结">总结</a></h2>
|
|||
|
<p>结构体让你可以创建出在你的领域中有意义的自定义类型。通过结构体,我们可以将相关联的数据片段联系起来并命名它们,这样可以使得代码更加清晰。在 <code>impl</code> 块中,你可以定义与你的类型相关联的函数,而方法是一种相关联的函数,让你指定结构体的实例所具有的行为。</p>
|
|||
|
<p>但结构体并不是创建自定义类型的唯一方法:让我们转向 Rust 的枚举功能,为你的工具箱再添一个工具。</p>
|
|||
|
|
|||
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