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<ol class="chapter"><li class="chapter-item affix "><a href="../about-book.html">关于本书</a></li><li class="chapter-item affix "><a href="../into-rust.html">进入 Rust 编程世界</a></li><li class="chapter-item affix "><a href="../first-try/sth-you-should-not-do.html">避免从入门到放弃</a></li><li class="chapter-item affix "><a href="../community.html">社区和锈书</a></li><li class="chapter-item affix "><li class="part-title">Rust 语言基础学习</li><li class="spacer"></li><li class="chapter-item "><a href="../first-try/intro.html"><strong aria-hidden="true">1.</strong> 寻找牛刀,以便小试</a><a class="toggle"><div>❱</div></a></li><li><ol class="section"><li class="chapter-item "><a href="../first-try/installation.html"><strong aria-hidden="true">1.1.</strong> 安装 Rust 环境</a></li><li class="chapter-item "><a href="../first-try/editor.html"><strong aria-hidden="true">1.2.</strong> 墙推 VSCode!</a></li><li class="chapter-item "><a href="../first-try/cargo.html"><strong aria-hidden="true">1.3.</strong> 认识 Cargo</a></li><li class="chapter-item "><a href="../first-try/hello-world.html"><strong aria-hidden="true">1.4.</strong> 不仅仅是 Hello world</a></li><li class="chapter-item "><a href="../first-try/slowly-downloading.html"><strong aria-hidden="true">1.5.</strong> 下载依赖太慢了?</a></li></ol></li><li class="chapter-item expanded "><a href="../basic/intro.html"><strong aria-hidden="true">2.</strong> Rust 基础入门</a><a class="toggle"><div>❱</div></a></li><li><ol class="section"><li class="chapter-item "><a href="../basic/variable.html"><strong aria-hidden="true">2.1.</strong> 变量绑定与解构</a></li><li class="chapter-item "><a href="../basic/base-type/index.html"><strong aria-hidden="true">2.2.</strong> 基本类型</a><a class="toggle"><div>❱</div></a></li><li><ol class="section"><li class="chapter-item "><a href="../basic/base-type/numbers.html"><strong aria-hidden="true">2.2.1.</strong> 数值类型</a></li><li class="chapter-item "><a href="../basic/base-type/char-bool.html"><strong aria-hidden="true">2.2.2.</strong> 字符、布尔、单元类型</a></li><li class="chapter-item "><a href="../basic/base-type/statement-expression.html"><strong aria-hidden="true">2.2.3.</strong> 语句与表达式</a></li><li class="chapter-item "><a href="../basic/base-type/function.html"><strong aria-hidden="true">2.2.4.</strong> 函数</a></li></ol></li><li class="chapter-item "><a href="../basic/ownership/index.html"><strong aria-hidden="true">2.3.</strong> 所有权和借用</a><a class="toggle"><div>❱</div></a></li><li><ol class="section"><li class="chapter-item "><a href="../basic/ownership/ownership.html"><strong aria-hidden="true">2.3.1.</strong> 所有权</a></li><li class="chapter-item "><a href="../basic/ownership/borrowing.html"><strong aria-hidden="true">2.3.2.</strong> 引用与借用</a></li></ol></li><li class="chapter-item "><a href="../basic/compound-type/intro.html"><strong aria-hidden="true">2.4.</strong> 复合类型</a><a class="toggle"><div>❱</div></a></li><li><ol class="section"><li class="chapter-item "><a href="../basic/compound-type/string-slice.html"><strong aria-hidden="true">2.4.1.</strong> 字符串与切片</a></li><li class="chapter-item "><a href="../basic/compound-type/tuple.html"><strong aria-hidden="true">2.4.2.</strong> 元组</a></li><li class="chapter-item "><a href="../basic/compound-type/struct.html"><strong aria-hidden="true">2.4.3.</strong> 结构体</a></li><li class="chapter-item "><a href="../basic/compound-type/enum.html"><strong aria-hidden="true">2.4.4.</strong> 枚举</a></li><li class="chapter-item "><a href="../basic/compound-type/array.html"><strong aria-hidden="true">2.4.5.</strong> 数组</a></li></ol></li><li class="chapter-item "><a href="../basic/flow-control.html"><strong aria-hidden="true">2.5.</strong> 流程控制</a></li><li class="chapter-item "><a href="../basic/match-pattern/intro.html"><strong aria-hidden="true">2.6.</strong> 模式匹配</a><a class="toggle"><div>❱</div></a>
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<main>
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<h1 id="方法-method"><a class="header" href="#方法-method">方法 Method</a></h1>
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<p>从面向对象语言过来的同学对于方法肯定不陌生,<code>class</code> 里面就充斥着方法的概念。在 Rust 中,方法的概念也大差不差,往往和对象成对出现:</p>
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<pre><pre class="playground"><code class="language-rust edition2021">
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<span class="boring">#![allow(unused)]
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</span><span class="boring">fn main() {
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</span>object.method()
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<span class="boring">}
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</span></code></pre></pre>
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<p>例如读取一个文件写入缓冲区,如果用函数的写法 <code>read(f, buffer)</code>,用方法的写法 <code>f.read(buffer)</code>。不过与其它语言 <code>class</code> 跟方法的联动使用不同(这里可能要修改下),Rust 的方法往往跟结构体、枚举、特征(Trait)一起使用,特征将在后面几章进行介绍。</p>
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<h2 id="定义方法"><a class="header" href="#定义方法">定义方法</a></h2>
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<p>Rust 使用 <code>impl</code> 来定义方法,例如以下代码:</p>
|
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<pre><pre class="playground"><code class="language-rust edition2021">
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<span class="boring">#![allow(unused)]
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|
</span><span class="boring">fn main() {
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|
</span>struct Circle {
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|
x: f64,
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|
y: f64,
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radius: f64,
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}
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impl Circle {
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|
// new是Circle的关联函数,因为它的第一个参数不是self,且new并不是关键字
|
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|
// 这种方法往往用于初始化当前结构体的实例
|
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fn new(x: f64, y: f64, radius: f64) -> Circle {
|
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|
Circle {
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|
x: x,
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y: y,
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radius: radius,
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}
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}
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// Circle的方法,&self表示借用当前的Circle结构体
|
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|
fn area(&self) -> f64 {
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|
|
std::f64::consts::PI * (self.radius * self.radius)
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|
}
|
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|
}
|
|
|
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|
<span class="boring">}
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|
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|
|
</span></code></pre></pre>
|
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|
<p>我们这里先不详细展开讲解,只是先建立对方法定义的大致印象。下面的图片将 Rust 方法定义与其它语言的方法定义做了对比:</p>
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|
<img alt="" src="https://pica.zhimg.com/80/v2-0d848e960f3279999eab4b1317f6538e_1440w.png" class="center"/>
|
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|
<p>可以看出,其它语言中所有定义都在 <code>class</code> 中,但是 Rust 的对象定义和方法定义是分离的,这种数据和使用分离的方式,会给予使用者极高的灵活度。</p>
|
|
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|
<p>再来看一个例子:</p>
|
|
|
|
|
<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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|
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|
impl Rectangle {
|
|
|
|
|
fn area(&self) -> u32 {
|
|
|
|
|
self.width * self.height
|
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|
|
}
|
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|
|
|
}
|
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|
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|
|
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|
fn main() {
|
|
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|
|
let rect1 = Rectangle { width: 30, height: 50 };
|
|
|
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|
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|
|
println!(
|
|
|
|
|
"The area of the rectangle is {} square pixels.",
|
|
|
|
|
rect1.area()
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>该例子定义了一个 <code>Rectangle</code> 结构体,并且在其上定义了一个 <code>area</code> 方法,用于计算该矩形的面积。</p>
|
|
|
|
|
<p><code>impl Rectangle {}</code> 表示为 <code>Rectangle</code> 实现方法(<code>impl</code> 是实现 <em>implementation</em> 的缩写),这样的写法表明 <code>impl</code> 语句块中的一切都是跟 <code>Rectangle</code> 相关联的。</p>
|
|
|
|
|
<h4 id="selfself-和-mut-self"><a class="header" href="#selfself-和-mut-self">self、&self 和 &mut self</a></h4>
|
|
|
|
|
<p>接下来的内容非常重要,请大家仔细看。在 <code>area</code> 的签名中,我们使用 <code>&self</code> 替代 <code>rectangle: &Rectangle</code>,<code>&self</code> 其实是 <code>self: &Self</code> 的简写(注意大小写)。在一个 <code>impl</code> 块内,<code>Self</code> 指代被实现方法的结构体类型,<code>self</code> 指代此类型的实例,换句话说,<code>self</code> 指代的是 <code>Rectangle</code> 结构体实例,这样的写法会让我们的代码简洁很多,而且非常便于理解:我们为哪个结构体实现方法,那么 <code>self</code> 就是指代哪个结构体的实例。</p>
|
|
|
|
|
<p>需要注意的是,<code>self</code> 依然有所有权的概念:</p>
|
|
|
|
|
<ul>
|
|
|
|
|
<li><code>self</code> 表示 <code>Rectangle</code> 的所有权转移到该方法中,这种形式用的较少</li>
|
|
|
|
|
<li><code>&self</code> 表示该方法对 <code>Rectangle</code> 的不可变借用</li>
|
|
|
|
|
<li><code>&mut self</code> 表示可变借用</li>
|
|
|
|
|
</ul>
|
|
|
|
|
<p>总之,<code>self</code> 的使用就跟函数参数一样,要严格遵守 Rust 的所有权规则。</p>
|
|
|
|
|
<p>回到上面的例子中,选择 <code>&self</code> 的理由跟在函数中使用 <code>&Rectangle</code> 是相同的:我们并不想获取所有权,也无需去改变它,只是希望能够读取结构体中的数据。如果想要在方法中去改变当前的结构体,需要将第一个参数改为 <code>&mut self</code>。仅仅通过使用 <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,这种使用方式往往用于把当前的对象转成另外一个对象时使用,转换完后,就不再关注之前的对象,且可以防止对之前对象的误调用。</p>
|
|
|
|
|
<p>简单总结下,使用方法代替函数有以下好处:</p>
|
|
|
|
|
<ul>
|
|
|
|
|
<li>不用在函数签名中重复书写 <code>self</code> 对应的类型</li>
|
|
|
|
|
<li>代码的组织性和内聚性更强,对于代码维护和阅读来说,好处巨大</li>
|
|
|
|
|
</ul>
|
|
|
|
|
<h4 id="方法名跟结构体字段名相同"><a class="header" href="#方法名跟结构体字段名相同">方法名跟结构体字段名相同</a></h4>
|
|
|
|
|
<p>在 Rust 中,允许方法名跟结构体的字段名相同:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">impl Rectangle {
|
|
|
|
|
fn width(&self) -> bool {
|
|
|
|
|
self.width > 0
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
|
let rect1 = Rectangle {
|
|
|
|
|
width: 30,
|
|
|
|
|
height: 50,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if rect1.width() {
|
|
|
|
|
println!("The rectangle has a nonzero width; it is {}", rect1.width);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>当我们使用 <code>rect1.width()</code> 时,Rust 知道我们调用的是它的方法,如果使用 <code>rect1.width</code>,则是访问它的字段。</p>
|
|
|
|
|
<p>一般来说,方法跟字段同名,往往适用于实现 <code>getter</code> 访问器,例如:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">pub struct Rectangle {
|
|
|
|
|
width: u32,
|
|
|
|
|
height: u32,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
impl Rectangle {
|
|
|
|
|
pub fn new(width: u32, height: u32) -> Self {
|
|
|
|
|
Rectangle { width, height }
|
|
|
|
|
}
|
|
|
|
|
pub fn width(&self) -> u32 {
|
|
|
|
|
return self.width;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
|
let rect1 = Rectangle::new(30, 50);
|
|
|
|
|
|
|
|
|
|
println!("{}", rect1.width());
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>用这种方式,我们可以把 <code>Rectangle</code> 的字段设置为私有属性,只需把它的 <code>new</code> 和 <code>width</code> 方法设置为公开可见,那么用户就可以创建一个矩形,同时通过访问器 <code>rect1.width()</code> 方法来获取矩形的宽度,因为 <code>width</code> 字段是私有的,当用户访问 <code>rect1.width</code> 字段时,就会报错。注意在此例中,<code>Self</code> 指代的就是被实现方法的结构体 <code>Rectangle</code>。</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,这时需要先解引用指针。换句话说,如果 <code>object</code> 是一个指针,那么 <code>object->something()</code> 和 <code>(*object).something()</code> 是一样的。</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>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>他是这样工作的: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>
|
|
|
|
|
<h2 id="带有多个参数的方法"><a class="header" href="#带有多个参数的方法">带有多个参数的方法</a></h2>
|
|
|
|
|
<p>方法和函数一样,可以使用多个参数:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">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
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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></pre>
|
|
|
|
|
<h2 id="关联函数"><a class="header" href="#关联函数">关联函数</a></h2>
|
|
|
|
|
<p>现在大家可以思考一个问题,如何为一个结构体定义一个构造器方法?也就是接受几个参数,然后构造并返回该结构体的实例。其实答案在开头的代码片段中就给出了,很简单,参数中不包含 <code>self</code> 即可。</p>
|
|
|
|
|
<p>这种定义在 <code>impl</code> 中且没有 <code>self</code> 的函数被称之为<strong>关联函数</strong>: 因为它没有 <code>self</code>,不能用 <code>f.read()</code> 的形式调用,因此它是一个函数而不是方法,它又在 <code>impl</code> 中,与结构体紧密关联,因此称为关联函数。</p>
|
|
|
|
|
<p>在之前的代码中,我们已经多次使用过关联函数,例如 <code>String::from</code>,用于创建一个动态字符串。</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)]
|
|
|
|
|
</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 new(w: u32, h: u32) -> Rectangle {
|
|
|
|
|
Rectangle { width: w, height: h }
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<blockquote>
|
|
|
|
|
<p>Rust 中有一个约定俗成的规则,使用 <code>new</code> 来作为构造器的名称,出于设计上的考虑,Rust 特地没有用 <code>new</code> 作为关键字。</p>
|
|
|
|
|
</blockquote>
|
|
|
|
|
<p>因为是函数,所以不能用 <code>.</code> 的方式来调用,我们需要用 <code>::</code> 来调用,例如 <code>let sq = Rectangle::new(3, 3);</code>。这个方法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。</p>
|
|
|
|
|
<h2 id="多个-impl-定义"><a class="header" href="#多个-impl-定义">多个 impl 定义</a></h2>
|
|
|
|
|
<p>Rust 允许我们为一个结构体定义多个 <code>impl</code> 块,目的是提供更多的灵活性和代码组织性,例如当方法多了后,可以把相关的方法组织在同一个 <code>impl</code> 块中,那么就可以形成多个 <code>impl</code> 块,各自完成一块儿目标:</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)]
|
|
|
|
|
</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></code></pre></pre>
|
|
|
|
|
<p>当然,就这个例子而言,我们没必要使用两个 <code>impl</code> 块,这里只是为了演示方便。</p>
|
|
|
|
|
<h2 id="为枚举实现方法"><a class="header" href="#为枚举实现方法">为枚举实现方法</a></h2>
|
|
|
|
|
<p>枚举类型之所以强大,不仅仅在于它好用、可以<a href="https://course.rs/basic/compound-type/enum.html#%E5%90%8C%E4%B8%80%E5%8C%96%E7%B1%BB%E5%9E%8B">同一化类型</a>,还在于,我们可以像结构体一样,为枚举实现方法:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">#![allow(unused)]
|
|
|
|
|
enum Message {
|
|
|
|
|
Quit,
|
|
|
|
|
Move { x: i32, y: i32 },
|
|
|
|
|
Write(String),
|
|
|
|
|
ChangeColor(i32, i32, i32),
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
impl Message {
|
|
|
|
|
fn call(&self) {
|
|
|
|
|
// 在这里定义方法体
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
|
let m = Message::Write(String::from("hello"));
|
|
|
|
|
m.call();
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>除了结构体和枚举,我们还能为特征(trait)实现方法,这将在下一章进行讲解,在此之前,先来看看泛型。</p>
|
|
|
|
|
<h2 id="课后练习"><a class="header" href="#课后练习">课后练习</a></h2>
|
|
|
|
|
<blockquote>
|
|
|
|
|
<p><a href="https://zh.practice.rs/method.html">Rust By Practice</a>,支持代码在线编辑和运行,并提供详细的<a href="https://github.com/sunface/rust-by-practice/blob/master/solutions/method.md">习题解答</a>。</p>
|
|
|
|
|
</blockquote>
|
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