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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" class="active"><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"><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 expanded "><a href="ch07-02-defining-modules-to-control-scope-and-privacy.html"><strong aria-hidden="true">7.2.</strong> 定义模块来控制作用域与私有性</a></li><li class="chapter-item expanded "><a href="ch07-03-paths-for-referring-to-an-item-in-the-module-tree.html"><strong aria-hidden="true">7.3.</strong> 引用模块项目的路径</a></li><li class="chapter-item expanded "><a href="ch07-04-bringing-paths-into-scope-with-the-use-keyword.html"><strong aria-hidden="true">7.4.</strong> 使用 use 关键字将路径引入作用域</a></li><li class="chapter-item expanded "><a href="ch07-05-separating-modules-into-different-files.html"><strong aria-hidden="true">7.5.</strong> 将模块拆分成多个文件</a></li></ol></li><li class="chapter-item expanded "><a href="ch08-00-common-collections.html"><strong aria-hidden="true">8.</strong> 常见集合</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch08-01-vectors.html"><strong aria-hidden="true">8.1.</strong> 使用 Vector 储存列表</a></li><li class="chapter-item expanded "><a href="ch08-02-strings.html"><strong aria-hidden="true">8.2.</strong> 使用字符串储存 UTF-8 编码的文本</a></li><li class="chapter-item expanded "><a href="ch08-03-hash-maps.html"><strong aria-hidden="true">8.3.</strong> 使用 Hash Map 储存键值对</a></li></ol></li><li class="chapter-item expanded "><a href="ch09-00-error-handling.html"><strong aria-hidden="true">9.</strong> 错误处理</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch09-01-unrecoverable-errors-with-panic.html"><strong aria-hidden="true">9.1.</strong> 用 panic! 处理不可恢复的错误</a></li><li class="chapter-item expanded "><a href="ch09-02-recoverable-errors-with-result.html"><strong aria-hidden="true">9.2.</strong> 用 Result 处理可恢复的错误</a></li><li class="chapter-item expanded "><a href="ch09-03-to-panic-or-not-to-panic.html"><strong aria-hidden="true">9.3.</strong> 要不要 panic!</a></li></ol></li><li class="chapter-item expanded "><a href="ch10-00-generics.html"><strong aria-hidden="true">10.</strong> 泛型、Trait 和生命周期</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch10-01-syntax.html"><strong aria-hidden="true">10.1.</strong> 泛型数据类型</a></li><li class="chapter-item expanded "><a href="ch10-02-traits.html"><strong aria-hidden="true">10.2.</strong> Trait:定义共同行为</a></li><li class="chapter-item expanded "><a href="ch10-03-lifetime-syntax.html"><strong aria-hidden="true">10.3.</strong> 生命周期确保引用有效</a></li></ol></li><li class="chapter-item expanded "><a href="ch11-00-testing.html"><strong aria-hidden="true">11.</strong> 编写自动化测试</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch11-01-writing-tests.html"><strong aria-hidden="true">11.1.</strong> 如何编写测试</a></li><li class="chapter-item expanded "><a href="ch11-02-running-tests.html"><strong aria-hidden="true">11.2.</strong> 控制测试如何运行</a></li><li class="chapter-item expanded "><a href="ch11-03-test-organization.html"><strong aria-hidden="true">11.3.</strong> 测试的组织结构</a></li></ol></li><li class="chapter-item expanded "><a href="ch12-00-an-io-project.html"><strong aria-hidden="true">12.</strong> 一个 I/O 项目:构建命令行程序</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch12-01-accepting-command-line-arguments.html"><strong aria-hidden="true">12.1.</strong> 接受命令行参数</a></li><li class="chapter-item expanded "><a href="ch12-02-reading-a-file.html"><strong aria-hidden="true">12.2.</strong> 读取文件</a></li><li class="chapter-item expanded "><a href="ch12-03-improving-error-handling-and-modularity.html"><strong aria-hidden="true">12.3.</strong> 重构以改进模块化与错误处理</a></li><li class="chapter-item expanded "><a href="ch12-04-testing-the-librarys-functionality.html"><strong aria-hidden="true">12.4.</strong> 采用测试驱动开发完善库的功能</a></li><li class="chapter-item expanded "><a href="ch12-05-working-with-environment-variables.html"><strong aria-hidden="true">12.5.</strong> 处理环境变量</a></li><li class="chapter-item expanded "><a href="ch12-06-writing-to-stderr-instead-of-stdout.html"><strong aria-hidden="true">12.6.</strong> 将错误信息输出到标准错误而不是标准输出</a></li></ol></li><li class="chapter-item expanded "><a href="ch13-00-functional-features.html"><strong aria-hidden="true">13.</strong> Rust 中的函数式语言功能:迭代器与闭包</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch13-01-closures.html"><strong aria-hidden="true">13.1.</strong> 闭包:可以捕获其环境的匿名函数</a></li><li class="chapter-item expanded "><a href="ch13-02-iterators.html"><strong aria-hidden="true">13.2.</strong> 使用迭代器处理元素序列</a></li><li class="chapter-item expanded "><a href="ch13-03-improving-our-io-project.html"><strong aria-hidden="true">13.3.</strong> 改进之前的 I/O 项目</a></li><li class="chapter-item expanded "><a href="ch13-04-performance.html"><strong aria-hidden="true">13.4.</strong> 性能比较:循环对迭代器</a></li></ol></li><li class="chapter-item expanded "><a href="ch14-00-more-about-cargo.html"><strong aria-hidden="true">14.</strong> 更多关于 Cargo 和 Crates.io 的内容</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch14-01-release-profiles.html"><strong aria-hidden="true">14.1.</strong> 采用发布配置自定义构建</a></li><li class="chapter-item expanded "><a href="ch14-02-publishing-to-crates-io.html"><strong aria-hidden="true">14.2.</strong> 将 crate 发布到 Crates.io</a></li><li class="chapter-item expanded "><a href="ch14-03-cargo-workspaces.html"><strong aria-hidden="true">14.3.</strong> Cargo 工作空间</a></li><li class="chapter-item expanded "><a href="ch14-04-installing-binaries.html"><strong aria-hidden="true">14.4.</strong> 使用 cargo install 安装二进制文件</a></li><li class="chapter-item expanded "><a href="ch14-05-extending-cargo.html"><strong aria-hidden="true">14.5.</strong> Cargo 自定义扩展命令</a></li></ol></li><li class="chapter-item expanded "><a href="ch15-00-smart-pointers.html"><strong aria-hidden="true">15.</strong> 智能指针</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch15-01-box.html"><strong aria-hidden="true">15.1.</strong> 使用 Box<T> 指向堆上数据</a></li><li class="chapter-item expanded "><a href="ch15-02-deref.html"><strong aria-hidden="true">15.2.</strong> 使用 Deref Trait 将智能指针当作常规引用处理</a></li><li class="chapter-item expanded "><a href="ch15-03-drop.html"><strong aria-hidden="true">15.3.</strong> 使用 Drop Trait 运行清理代码</a></li><li class="chapter-item expanded "><a href="ch15-04-rc.html"><strong aria-hidden="true">15.4.</strong> Rc<T> 引用计数智能指针</a></li><li class="chapter-item expanded "><a href="ch15-05-interior-mutability.html"><strong aria-hidden="true">15.5.</strong> RefCell<T> 与内部可变性模式</a></li><li class="chapter-item expanded "><a href="ch15-06-reference-cycles.html"><strong aria-hidden="true">15.6.</strong> 引用循环会导致内存泄漏</a></li></ol></li><li class="chapter-item expanded "><a href="ch16-00-concurrency.html"><strong aria-hidden="true">16.</strong> 无畏并发</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch16-01-threads.html"><strong aria-hidden="true">16.1.</strong> 使用线程同时地运行代码</a></li><li class="chapter-item expanded "><a href="ch16-02-message-passing.html"><strong aria-hidden="true">16.2.</strong> 使用消息传递在线程间通信</a></li><li class="chapter-item expanded "><a href="ch16-03-shared-state.html"><strong aria-hidden="true">16.3.</strong> 共享状态并发</a></li><li class="chapter-item expanded "><a href="ch16-04-extensible-concurrency-sync-and-send.html"><strong aria-hidden="true">16.4.</strong> 使用 Sync 与 Send Traits 的可扩展并发</a></li></ol></li><li class="chapter-item expanded "><a href="ch17-00-oop.html"><strong aria-hidden="true">17.</strong> Rust 的面向对象编程特性</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch17-01-what-is-oo.html"><strong aria-hidden="true">17.1.</strong> 面向对象语言的特点</a></li><li class="chapter-item expanded "><a href="ch17-02-trait-objects.html"><strong aria-hidden="true">17.2.</strong> 顾及不同类型值的 trait 对象</a></li><li class="chapter-item expanded "><a href="ch17-03-oo-design-patterns.html"><strong aria-hidden="true">17.3.</strong> 面向对象设计模式的实现</a></li></ol></li><li class="chapter-item expanded "><a href="ch18-00-patterns.html"><strong aria-hidden="true">18.</strong> 模式与模式匹配</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch18-01-all-the-places-for-patterns.html"><strong aria-hidden="true">18.1.</strong> 所有可能会用到模式的位置</a></li><li class="chapter-item expanded "><a href="ch18-02-refutability.html"><strong aria-hidden="true">18.2.</strong> Refutability(可反驳性): 模式是否会匹配失效</a></li><li class="chapter-item expanded "><a href="ch18-03-pattern-syntax.html"><strong aria-hidden="true">18.3.</strong> 模式语法</a></li></ol></li><li class="chapter-item expanded "><a href="ch19-00-advanced-features.html"><strong aria-hidden="true">19.</strong> 高级特征</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch19-01-unsafe-rust.html"><strong aria-hidden="true">19.1.</strong> 不安全的 Rust</a></li><li class="chapter-item expanded "><a href="ch19-03-advanced-traits.html"><strong aria-hidden="true">19.2.</strong> 高级 trait</a></li><li class="chapter-item expanded "><a href="ch19-04-advanced-types.html"><strong aria-hidden="true">19.3.</strong> 高级类型</a></li><li class="chapter-item expanded "><a href="ch19-05-advanced-functions-and-closures.html"><strong aria-hidden="true">19.4.</strong> 高级函数与闭包</a></li><li class="chapter-item expanded "><a href="ch19-06-macros.html"><strong aria-hidden="true">19.5.</strong> 宏</a></li></ol></li><li class="chapter-item expanded "><a href="ch20-00-final-project-a-web-server.html"><strong aria-hidden="true">20.</strong> 最后的项目:构建多线程 web server</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch20-01-single-threaded.html"><strong aria-hidden="true">20.1.</strong> 建立单线程 web server</a></li><li class="chapter-item expanded "><a href="ch20-02-multithreaded.html"><strong aria-hidden="true">20.2.</strong> 将单线程 server 变为多线程 server</a></li><li class="chapter-item expanded "><a href="ch20-03-graceful-shutdown-and-cleanup.html"><strong aria-hidden="true">20.3.</strong> 优雅停机与清理</a></li></ol></li><li class="chapter-item expanded "><a href="appendix-00.html"><strong aria-hidden="true">21.</strong> 附录</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="appendix-01-keywords.html"><strong aria-hidden="true">21.1.</strong> A - 关键字</a></li><li class="chapter-item expanded "><a href="appendix-02-operators.html"><strong aria-hidden="true">21.2.</strong> B - 运算符与符号</a></li><li class="chapter-item expanded "><a href="appendix-03-derivable-traits.html"><strong aria-hidden="true">21.3.</strong> C - 可派生的 trait</a></li><li class="chapter-item expanded "><a href="appendix-04-useful-development-tools.html"><strong aria-hidden="true">21.4.</strong> D - 实用开发工具</a></li><li class="chapter-item expanded "><a href="appendix-05-editions.html"><strong aria-hidden="true">21.5.</strong> E - 版本</a></li><li class="chapter-item expanded "><a href="appendix-06-translation.html"><strong aria-hidden="true">21.6.</strong> F - 本书译本</a></li><li class="chapter-item expanded "><a href="appendix-07-nightly-rust.html"><strong aria-hidden="true">21.7.</strong> G - Rust 是如何开发的与 “Nightly Rust”</a></li></ol></li></ol>
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<main>
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<h2 id="变量和可变性"><a class="header" href="#变量和可变性">变量和可变性</a></h2>
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<blockquote>
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<p><a href="https://github.com/rust-lang/book/blob/main/src/ch03-01-variables-and-mutability.md">ch03-01-variables-and-mutability.md</a></p>
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<p>commit 21a2ed14f4480dab62438dcc1130291bebc65379</p>
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</blockquote>
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<p>正如第二章中<a href="ch02-00-guessing-game-tutorial.html#%E4%BD%BF%E7%94%A8%E5%8F%98%E9%87%8F%E5%82%A8%E5%AD%98%E5%80%BC">“使用变量储存值”</a><!-- ignore --> 部分提到的那样,变量默认是不可改变的(immutable)。这是 Rust 提供给你的众多优势之一,让你得以充分利用 Rust 提供的安全性和简单并发性来编写代码。不过,你仍然可以使用可变变量。让我们探讨一下 Rust 为何及如何鼓励你利用不可变性,以及何时你会选择不使用不可变性。</p>
|
||
<p>当变量不可变时,一旦值被绑定一个名称上,你就不能改变这个值。为了对此进行说明,使用 <code>cargo new variables</code> 命令在 <em>projects</em> 目录生成一个叫做 <em>variables</em> 的新项目。</p>
|
||
<p>接着,在新建的 <em>variables</em> 目录,打开 <em>src/main.rs</em> 并将代码替换为如下代码,这些代码还不能编译,我们会首次检查到不可变错误(immutability error)。</p>
|
||
<p><span class="filename">文件名:src/main.rs</span></p>
|
||
<pre><code class="language-rust ignore does_not_compile">fn main() {
|
||
let x = 5;
|
||
println!("The value of x is: {x}");
|
||
x = 6;
|
||
println!("The value of x is: {x}");
|
||
}</code></pre>
|
||
<p>保存并使用 <code>cargo run</code> 运行程序。应该会看到一条与不可变性有关的错误信息,如下输出所示:</p>
|
||
<pre><code class="language-console">$ cargo run
|
||
Compiling variables v0.1.0 (file:///projects/variables)
|
||
error[E0384]: cannot assign twice to immutable variable `x`
|
||
--> src/main.rs:4:5
|
||
|
|
||
2 | let x = 5;
|
||
| -
|
||
| |
|
||
| first assignment to `x`
|
||
| help: consider making this binding mutable: `mut x`
|
||
3 | println!("The value of x is: {x}");
|
||
4 | x = 6;
|
||
| ^^^^^ cannot assign twice to immutable variable
|
||
|
||
For more information about this error, try `rustc --explain E0384`.
|
||
error: could not compile `variables` (bin "variables") due to 1 previous error
|
||
</code></pre>
|
||
<p>这个例子展示了编译器如何帮助你找出程序中的错误。虽然编译错误令人沮丧,但那只是表示程序不能安全的完成你想让它完成的工作;并 <strong>不能</strong> 说明你不是一个好程序员!经验丰富的 Rustacean 们一样会遇到编译错误。</p>
|
||
<p>错误信息指出错误的原因是 <code>不能对不可变变量 x 二次赋值</code>(<code>cannot assign twice to immutable variable `x` </code>),因为你尝试对不可变变量 <code>x</code> 赋第二个值。</p>
|
||
<p>在尝试改变预设为不可变的值时,产生编译时错误是很重要的,因为这种情况可能导致 bug。如果一部分代码假设一个值永远也不会改变,而另一部分代码改变了这个值,第一部分代码就有可能以不可预料的方式运行。不得不承认这种 bug 的起因难以跟踪,尤其是第二部分代码只是 <strong>有时</strong> 会改变值。</p>
|
||
<p>Rust 编译器保证,如果声明一个值不会变,它就真的不会变,所以你不必自己跟踪它。这意味着你的代码更易于推导。</p>
|
||
<p>不过可变性也是非常有用的,可以用来更方便地编写代码。尽管变量默认是不可变的,你仍然可以在变量名前添加 <code>mut</code> 来使其可变,正如在<a href="ch02-00-guessing-game-tutorial.html#%E4%BD%BF%E7%94%A8%E5%8F%98%E9%87%8F%E5%82%A8%E5%AD%98%E5%80%BC">第二章</a>所做的那样。<code>mut</code> 也向读者表明了其他代码将会改变这个变量值的意图。</p>
|
||
<p>例如,让我们将 <em>src/main.rs</em> 修改为如下代码:</p>
|
||
<p><span class="filename">文件名:src/main.rs</span></p>
|
||
<pre><pre class="playground"><code class="language-rust">fn main() {
|
||
let mut x = 5;
|
||
println!("The value of x is: {x}");
|
||
x = 6;
|
||
println!("The value of x is: {x}");
|
||
}</code></pre></pre>
|
||
<p>现在运行这个程序,出现如下内容:</p>
|
||
<pre><code class="language-console">$ cargo run
|
||
Compiling variables v0.1.0 (file:///projects/variables)
|
||
Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.30s
|
||
Running `target/debug/variables`
|
||
The value of x is: 5
|
||
The value of x is: 6
|
||
</code></pre>
|
||
<p>通过 <code>mut</code>,允许把绑定到 <code>x</code> 的值从 <code>5</code> 改成 <code>6</code>。是否让变量可变的最终决定权仍然在你,取决于在某个特定情况下,你是否认为变量可变会让代码更加清晰明了。</p>
|
||
<h3 id="常量"><a class="header" href="#常量">常量</a></h3>
|
||
<p>类似于不可变变量,<em>常量 (constants)</em> 是绑定到一个名称的不允许改变的值,不过常量与变量还是有一些区别。</p>
|
||
<p>首先,不允许对常量使用 <code>mut</code>。常量不光默认不可变,它总是不可变。声明常量使用 <code>const</code> 关键字而不是 <code>let</code>,并且 <em>必须</em> 注明值的类型。在下一部分,<a href="ch03-02-data-types.html#%E6%95%B0%E6%8D%AE%E7%B1%BB%E5%9E%8B">“数据类型”</a> 中会介绍类型和类型注解,现在无需关心这些细节,记住总是标注类型即可。</p>
|
||
<p>常量可以在任何作用域中声明,包括全局作用域,这在一个值需要被很多部分的代码用到时很有用。</p>
|
||
<p>最后一个区别是,常量只能被设置为常量表达式,而不可以是其他任何只能在运行时计算出的值。</p>
|
||
<p>下面是一个声明常量的例子:</p>
|
||
<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)]
|
||
</span><span class="boring">fn main() {
|
||
</span>const THREE_HOURS_IN_SECONDS: u32 = 60 * 60 * 3;
|
||
<span class="boring">}</span></code></pre></pre>
|
||
<p>常量的名称是 <code>THREE_HOURS_IN_SECONDS</code>,它的值被设置为 60(一分钟内的秒数)乘以 60(一小时内的分钟数)再乘以 3(我们在这个程序中要计算的小时数)的结果。Rust 对常量的命名约定是在单词之间使用全大写加下划线。编译器能够在编译时计算一组有限的操作,这使我们可以选择以更容易理解和验证的方式写出此值,而不是将此常量设置为值 10,800。有关声明常量时可以使用哪些操作的详细信息,请参阅 <a href="https://doc.rust-lang.org/reference/const_eval.html">Rust Reference 的常量求值部分</a>。</p>
|
||
<p>在声明它的作用域之中,常量在整个程序生命周期中都有效,此属性使得常量可以作为多处代码使用的全局范围的值,例如一个游戏中所有玩家可以获取的最高分或者光速。</p>
|
||
<p>将遍布于应用程序中的硬编码值声明为常量,能帮助后来的代码维护人员了解值的意图。如果将来需要修改硬编码值,也只需修改汇聚于一处的硬编码值。</p>
|
||
<h3 id="隐藏"><a class="header" href="#隐藏">隐藏</a></h3>
|
||
<p>正如在<a href="ch02-00-guessing-game-tutorial.html#%E6%AF%94%E8%BE%83%E7%8C%9C%E6%B5%8B%E7%9A%84%E6%95%B0%E5%AD%97%E5%92%8C%E7%A7%98%E5%AF%86%E6%95%B0%E5%AD%97">第二章</a>猜数字游戏中所讲,我们可以定义一个与之前变量同名的新变量。Rustacean 们称之为第一个变量被第二个 <strong>隐藏(Shadowing)</strong> 了,这意味着当您使用变量的名称时,编译器将看到第二个变量。实际上,第二个变量“遮蔽”了第一个变量,此时任何使用该变量名的行为中都会视为是在使用第二个变量,直到第二个变量自己也被隐藏或第二个变量的作用域结束。可以用相同变量名称来隐藏一个变量,以及重复使用 <code>let</code> 关键字来多次隐藏,如下所示:</p>
|
||
<p><span class="filename">文件名:src/main.rs</span></p>
|
||
<pre><pre class="playground"><code class="language-rust">fn main() {
|
||
let x = 5;
|
||
|
||
let x = x + 1;
|
||
|
||
{
|
||
let x = x * 2;
|
||
println!("The value of x in the inner scope is: {x}");
|
||
}
|
||
|
||
println!("The value of x is: {x}");
|
||
}</code></pre></pre>
|
||
<p>这个程序首先将 <code>x</code> 绑定到值 <code>5</code> 上。接着通过 <code>let x =</code> 创建了一个新变量 <code>x</code>,获取初始值并加 <code>1</code>,这样 <code>x</code> 的值就变成 <code>6</code> 了。然后,在使用花括号创建的内部作用域内,第三个 <code>let</code> 语句也隐藏了 <code>x</code> 并创建了一个新的变量,将之前的值乘以 <code>2</code>,<code>x</code> 得到的值是 <code>12</code>。当该作用域结束时,内部 shadowing 的作用域也结束了,<code>x</code> 又返回到 <code>6</code>。运行这个程序,它会有如下输出:</p>
|
||
<pre><code class="language-console">$ cargo run
|
||
Compiling variables v0.1.0 (file:///projects/variables)
|
||
Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.31s
|
||
Running `target/debug/variables`
|
||
The value of x in the inner scope is: 12
|
||
The value of x is: 6
|
||
</code></pre>
|
||
<p>隐藏与将变量标记为 <code>mut</code> 是有区别的。当不小心尝试对变量重新赋值时,如果没有使用 <code>let</code> 关键字,就会导致编译时错误。通过使用 <code>let</code>,我们可以用这个值进行一些计算,不过计算完之后变量仍然是不可变的。</p>
|
||
<p><code>mut</code> 与隐藏的另一个区别是,当再次使用 <code>let</code> 时,实际上创建了一个新变量,我们可以改变值的类型,并且复用这个名字。例如,假设程序请求用户输入空格字符来说明希望在文本之间显示多少个空格,接下来我们想将输入存储成数字(多少个空格):</p>
|
||
<pre><pre class="playground"><code class="language-rust"><span class="boring">fn main() {
|
||
</span> let spaces = " ";
|
||
let spaces = spaces.len();
|
||
<span class="boring">}</span></code></pre></pre>
|
||
<p>第一个 <code>spaces</code> 变量是字符串类型,第二个 <code>spaces</code> 变量是数字类型。隐藏使我们不必使用不同的名字,如 <code>spaces_str</code> 和 <code>spaces_num</code>;相反,我们可以复用 <code>spaces</code> 这个更简单的名字。然而,如果尝试使用 <code>mut</code>,将会得到一个编译时错误,如下所示:</p>
|
||
<pre><code class="language-rust ignore does_not_compile"><span class="boring">fn main() {
|
||
</span> let mut spaces = " ";
|
||
spaces = spaces.len();
|
||
<span class="boring">}</span></code></pre>
|
||
<p>这个错误说明,我们不能改变变量的类型:</p>
|
||
<pre><code class="language-console">$ cargo run
|
||
Compiling variables v0.1.0 (file:///projects/variables)
|
||
error[E0308]: mismatched types
|
||
--> src/main.rs:3:14
|
||
|
|
||
2 | let mut spaces = " ";
|
||
| ----- expected due to this value
|
||
3 | spaces = spaces.len();
|
||
| ^^^^^^^^^^^^ expected `&str`, found `usize`
|
||
|
||
For more information about this error, try `rustc --explain E0308`.
|
||
error: could not compile `variables` (bin "variables") due to 1 previous error
|
||
</code></pre>
|
||
<p>现在我们已经了解了变量如何工作,让我们看看变量可以拥有的更多数据类型。</p>
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