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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 a
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<h1 id="深入了解特征"><a class="header" href="#深入了解特征">深入了解特征</a></h1>
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<p>特征之于 Rust 更甚于接口之于其他语言,因此特征在 Rust 中很重要也相对较为复杂,我们决定把特征分为两篇进行介绍,<a href="https://course.rs/basic/trait/trait.html">第一篇</a>在之前已经讲过,现在就是第二篇:关于特征的进阶篇,会讲述一些不常用到但是你该了解的特性。</p>
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<h2 id="关联类型"><a class="header" href="#关联类型">关联类型</a></h2>
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<p>在方法一章中,我们讲到了<a href="https://course.rs/basic/method#%E5%85%B3%E8%81%94%E5%87%BD%E6%95%B0">关联函数</a>,但是实际上关联类型和关联函数并没有任何交集,虽然它们的名字有一半的交集。</p>
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<p>关联类型是在特征定义的语句块中,申明一个自定义类型,这样就可以在特征的方法签名中使用该类型:</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>pub trait Iterator {
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type Item;
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fn next(&mut self) -> Option<Self::Item>;
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p>以上是标准库中的迭代器特征 <code>Iterator</code>,它有一个 <code>Item</code> 关联类型,用于替代遍历的值的类型。</p>
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<p>同时,<code>next</code> 方法也返回了一个 <code>Item</code> 类型,不过使用 <code>Option</code> 枚举进行了包裹,假如迭代器中的值是 <code>i32</code> 类型,那么调用 <code>next</code> 方法就将获取一个 <code>Option<i32></code> 的值。</p>
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<p>还记得 <code>Self</code> 吧?在之前的章节<a href="https://course.rs/basic/trait/trait-object#self-%E4%B8%8E-self">提到过</a>, <strong><code>Self</code> 用来指代当前调用者的具体类型,那么 <code>Self::Item</code> 就用来指代该类型实现中定义的 <code>Item</code> 类型</strong>:</p>
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<pre><pre class="playground"><code class="language-rust edition2021">impl Iterator for Counter {
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type Item = u32;
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fn next(&mut self) -> Option<Self::Item> {
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// --snip--
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}
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}
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fn main() {
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let c = Counter{..}
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c.next()
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}
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</code></pre></pre>
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<p>在上述代码中,我们为 <code>Counter</code> 类型实现了 <code>Iterator</code> 特征,变量 <code>c</code> 是特征 <code>Iterator</code> 的实例,也是 <code>next</code> 方法的调用者。 结合之前的黑体内容可以得出:对于 <code>next</code> 方法而言,<code>Self</code> 是调用者 <code>c</code> 的具体类型: <code>Counter</code>,而 <code>Self::Item</code> 是 <code>Counter</code> 中定义的 <code>Item</code> 类型: <code>u32</code>。</p>
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<p>聪明的读者之所以聪明,是因为你们喜欢联想和举一反三,同时你们也喜欢提问:为何不用泛型,例如如下代码:</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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|
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|
</span>pub trait Iterator<Item> {
|
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|
|
|
fn next(&mut self) -> Option<Item>;
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p>答案其实很简单,为了代码的可读性,当你使用了泛型后,你需要在所有地方都写 <code>Iterator<Item></code>,而使用了关联类型,你只需要写 <code>Iterator</code>,当类型定义复杂时,这种写法可以极大的增加可读性:</p>
|
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|
<pre><pre class="playground"><code class="language-rust edition2021">
|
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|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span>pub trait CacheableItem: Clone + Default + fmt::Debug + Decodable + Encodable {
|
|
|
|
|
type Address: AsRef<[u8]> + Clone + fmt::Debug + Eq + Hash;
|
|
|
|
|
fn is_null(&self) -> bool;
|
|
|
|
|
}
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<p>例如上面的代码,<code>Address</code> 的写法自然远比 <code>AsRef<[u8]> + Clone + fmt::Debug + Eq + Hash</code> 要简单的多,而且含义清晰。</p>
|
|
|
|
|
<p>再例如,如果使用泛型,你将得到以下的代码:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">
|
|
|
|
|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span>trait Container<A,B> {
|
|
|
|
|
fn contains(&self,a: A,b: B) -> bool;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn difference<A,B,C>(container: &C) -> i32
|
|
|
|
|
where
|
|
|
|
|
C : Container<A,B> {...}
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<p>可以看到,由于使用了泛型,导致函数头部也必须增加泛型的声明,而使用关联类型,将得到可读性好得多的代码:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">
|
|
|
|
|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span>trait Container{
|
|
|
|
|
type A;
|
|
|
|
|
type B;
|
|
|
|
|
fn contains(&self, a: &Self::A, b: &Self::B) -> bool;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn difference<C: Container>(container: &C) {}
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<h2 id="默认泛型类型参数"><a class="header" href="#默认泛型类型参数">默认泛型类型参数</a></h2>
|
|
|
|
|
<p>当使用泛型类型参数时,可以为其指定一个默认的具体类型,例如标准库中的 <code>std::ops::Add</code> 特征:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">
|
|
|
|
|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span>trait Add<RHS=Self> {
|
|
|
|
|
type Output;
|
|
|
|
|
|
|
|
|
|
fn add(self, rhs: RHS) -> Self::Output;
|
|
|
|
|
}
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<p>它有一个泛型参数 <code>RHS</code>,但是与我们以往的用法不同,这里它给 <code>RHS</code> 一个默认值,也就是当用户不指定 <code>RHS</code> 时,默认使用两个同样类型的值进行相加,然后返回一个关联类型 <code>Output</code>。</p>
|
|
|
|
|
<p>可能上面那段不太好理解,下面我们用代码来举例:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">use std::ops::Add;
|
|
|
|
|
|
|
|
|
|
#[derive(Debug, PartialEq)]
|
|
|
|
|
struct Point {
|
|
|
|
|
x: i32,
|
|
|
|
|
y: i32,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
impl Add for Point {
|
|
|
|
|
type Output = Point;
|
|
|
|
|
|
|
|
|
|
fn add(self, other: Point) -> Point {
|
|
|
|
|
Point {
|
|
|
|
|
x: self.x + other.x,
|
|
|
|
|
y: self.y + other.y,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
|
assert_eq!(Point { x: 1, y: 0 } + Point { x: 2, y: 3 },
|
|
|
|
|
Point { x: 3, y: 3 });
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>上面的代码主要干了一件事,就是为 <code>Point</code> 结构体提供 <code>+</code> 的能力,这就是<strong>运算符重载</strong>,不过 Rust 并不支持创建自定义运算符,你也无法为所有运算符进行重载,目前来说,只有定义在 <code>std::ops</code> 中的运算符才能进行重载。</p>
|
|
|
|
|
<p>跟 <code>+</code> 对应的特征是 <code>std::ops::Add</code>,我们在之前也看过它的定义 <code>trait Add<RHS=Self></code>,但是上面的例子中并没有为 <code>Point</code> 实现 <code>Add<RHS></code> 特征,而是实现了 <code>Add</code> 特征(没有默认泛型类型参数),这意味着我们使用了 <code>RHS</code> 的默认类型,也就是 <code>Self</code>。换句话说,我们这里定义的是两个相同的 <code>Point</code> 类型相加,因此无需指定 <code>RHS</code>。</p>
|
|
|
|
|
<p>与上面的例子相反,下面的例子,我们来创建两个不同类型的相加:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">
|
|
|
|
|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span>use std::ops::Add;
|
|
|
|
|
|
|
|
|
|
struct Millimeters(u32);
|
|
|
|
|
struct Meters(u32);
|
|
|
|
|
|
|
|
|
|
impl Add<Meters> for Millimeters {
|
|
|
|
|
type Output = Millimeters;
|
|
|
|
|
|
|
|
|
|
fn add(self, other: Meters) -> Millimeters {
|
|
|
|
|
Millimeters(self.0 + (other.0 * 1000))
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<p>这里,是进行 <code>Millimeters + Meters</code> 两种数据类型的 <code>+</code> 操作,因此此时不能再使用默认的 <code>RHS</code>,否则就会变成 <code>Millimeters + Millimeters</code> 的形式。使用 <code>Add<Meters></code> 可以将 <code>RHS</code> 指定为 <code>Meters</code>,那么 <code>fn add(self, rhs: RHS)</code> 自然而言的变成了 <code>Millimeters</code> 和 <code>Meters</code> 的相加。</p>
|
|
|
|
|
<p>默认类型参数主要用于两个方面:</p>
|
|
|
|
|
<ol>
|
|
|
|
|
<li>减少实现的样板代码</li>
|
|
|
|
|
<li>扩展类型但是无需大幅修改现有的代码</li>
|
|
|
|
|
</ol>
|
|
|
|
|
<p>之前的例子就是第一点,虽然效果也就那样。在 <code>+</code> 左右两边都是同样类型时,只需要 <code>impl Add</code> 即可,否则你需要 <code>impl Add<SOME_TYPE></code>,嗯,会多写几个字:)</p>
|
|
|
|
|
<p>对于第二点,也很好理解,如果你在一个复杂类型的基础上,新引入一个泛型参数,可能需要修改很多地方,但是如果新引入的泛型参数有了默认类型,情况就会好很多,添加泛型参数后,使用这个类型的代码需要逐个在类型提示部分添加泛型参数,就很麻烦;但是有了默认参数(且默认参数取之前的实现里假设的值的情况下)之后,原有的使用这个类型的代码就不需要做改动了。</p>
|
|
|
|
|
<p>归根到底,默认泛型参数,是有用的,但是大多数情况下,咱们确实用不到,当需要用到时,大家再回头来查阅本章即可,<strong>手上有剑,心中不慌</strong>。</p>
|
|
|
|
|
<h2 id="调用同名的方法"><a class="header" href="#调用同名的方法">调用同名的方法</a></h2>
|
|
|
|
|
<p>不同特征拥有同名的方法是很正常的事情,你没有任何办法阻止这一点;甚至除了特征上的同名方法外,在你的类型上,也有同名方法:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">
|
|
|
|
|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span>trait Pilot {
|
|
|
|
|
fn fly(&self);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
trait Wizard {
|
|
|
|
|
fn fly(&self);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
struct Human;
|
|
|
|
|
|
|
|
|
|
impl Pilot for Human {
|
|
|
|
|
fn fly(&self) {
|
|
|
|
|
println!("This is your captain speaking.");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
impl Wizard for Human {
|
|
|
|
|
fn fly(&self) {
|
|
|
|
|
println!("Up!");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
impl Human {
|
|
|
|
|
fn fly(&self) {
|
|
|
|
|
println!("*waving arms furiously*");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<p>这里,不仅仅两个特征 <code>Pilot</code> 和 <code>Wizard</code> 有 <code>fly</code> 方法,就连实现那两个特征的 <code>Human</code> 单元结构体,也拥有一个同名方法 <code>fly</code> (这世界怎么了,非要这么卷吗?程序员何苦难为程序员,哎)。</p>
|
|
|
|
|
<p>既然代码已经不可更改,那下面我们来讲讲该如何调用这些 <code>fly</code> 方法。</p>
|
|
|
|
|
<h4 id="优先调用类型上的方法"><a class="header" href="#优先调用类型上的方法">优先调用类型上的方法</a></h4>
|
|
|
|
|
<p>当调用 <code>Human</code> 实例的 <code>fly</code> 时,编译器默认调用该类型中定义的方法:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">fn main() {
|
|
|
|
|
let person = Human;
|
|
|
|
|
person.fly();
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>这段代码会打印 <code>*waving arms furiously*</code>,说明直接调用了类型上定义的方法。</p>
|
|
|
|
|
<h4 id="调用特征上的方法"><a class="header" href="#调用特征上的方法">调用特征上的方法</a></h4>
|
|
|
|
|
<p>为了能够调用两个特征的方法,需要使用显式调用的语法:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">fn main() {
|
|
|
|
|
let person = Human;
|
|
|
|
|
Pilot::fly(&person); // 调用Pilot特征上的方法
|
|
|
|
|
Wizard::fly(&person); // 调用Wizard特征上的方法
|
|
|
|
|
person.fly(); // 调用Human类型自身的方法
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>运行后依次输出:</p>
|
|
|
|
|
<pre><code class="language-console">This is your captain speaking.
|
|
|
|
|
Up!
|
|
|
|
|
*waving arms furiously*
|
|
|
|
|
</code></pre>
|
|
|
|
|
<p>因为 <code>fly</code> 方法的参数是 <code>self</code>,当显式调用时,编译器就可以根据调用的类型( <code>self</code> 的类型)决定具体调用哪个方法。</p>
|
|
|
|
|
<p>这个时候问题又来了,如果方法没有 <code>self</code> 参数呢?稍等,估计有读者会问:还有方法没有 <code>self</code> 参数?看到这个疑问,作者的眼泪不禁流了下来,大明湖畔的<a href="https://course.rs/basic/method.html#%E5%85%B3%E8%81%94%E5%87%BD%E6%95%B0">关联函数</a>,你还记得嘛?</p>
|
|
|
|
|
<p>但是成年人的世界,就算再伤心,事还得做,咱们继续:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">trait Animal {
|
|
|
|
|
fn baby_name() -> String;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
struct Dog;
|
|
|
|
|
|
|
|
|
|
impl Dog {
|
|
|
|
|
fn baby_name() -> String {
|
|
|
|
|
String::from("Spot")
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
impl Animal for Dog {
|
|
|
|
|
fn baby_name() -> String {
|
|
|
|
|
String::from("puppy")
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
|
println!("A baby dog is called a {}", Dog::baby_name());
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>就像人类妈妈会给自己的宝宝起爱称一样,狗妈妈也会。狗妈妈称呼自己的宝宝为<strong>Spot</strong>,其它动物称呼狗宝宝为<strong>puppy</strong>,这个时候假如有动物不知道该如何称呼狗宝宝,它需要查询一下。</p>
|
|
|
|
|
<p><code>Dog::baby_name()</code> 的调用方式显然不行,因为这只是狗妈妈对宝宝的爱称,可能你会想到通过下面的方式查询其他动物对狗狗的称呼:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">fn main() {
|
|
|
|
|
println!("A baby dog is called a {}", Animal::baby_name());
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>铛铛,无情报错了:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">
|
|
|
|
|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span>error[E0283]: type annotations needed // 需要类型注释
|
|
|
|
|
--> src/main.rs:20:43
|
|
|
|
|
|
|
|
|
|
|
20 | println!("A baby dog is called a {}", Animal::baby_name());
|
|
|
|
|
| ^^^^^^^^^^^^^^^^^ cannot infer type // 无法推断类型
|
|
|
|
|
|
|
|
|
|
|
= note: cannot satisfy `_: Animal`
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<p>因为单纯从 <code>Animal::baby_name()</code> 上,编译器无法得到任何有效的信息:实现 <code>Animal</code> 特征的类型可能有很多,你究竟是想获取哪个动物宝宝的名称?狗宝宝?猪宝宝?还是熊宝宝?</p>
|
|
|
|
|
<p>此时,就需要使用<strong>完全限定语法</strong>。</p>
|
|
|
|
|
<h5 id="完全限定语法"><a class="header" href="#完全限定语法">完全限定语法</a></h5>
|
|
|
|
|
<p>完全限定语法是调用函数最为明确的方式:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">fn main() {
|
|
|
|
|
println!("A baby dog is called a {}", <Dog as Animal>::baby_name());
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>在尖括号中,通过 <code>as</code> 关键字,我们向 Rust 编译器提供了类型注解,也就是 <code>Animal</code> 就是 <code>Dog</code>,而不是其他动物,因此最终会调用 <code>impl Animal for Dog</code> 中的方法,获取到其它动物对狗宝宝的称呼:<strong>puppy</strong>。</p>
|
|
|
|
|
<p>言归正题,完全限定语法定义为:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">
|
|
|
|
|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span><Type as Trait>::function(receiver_if_method, next_arg, ...);
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<p>上面定义中,第一个参数是方法接收器 <code>receiver</code> (三种 <code>self</code>),只有方法才拥有,例如关联函数就没有 <code>receiver</code>。</p>
|
|
|
|
|
<p>完全限定语法可以用于任何函数或方法调用,那么我们为何很少用到这个语法?原因是 Rust 编译器能根据上下文自动推导出调用的路径,因此大多数时候,我们都无需使用完全限定语法。只有当存在多个同名函数或方法,且 Rust 无法区分出你想调用的目标函数时,该用法才能真正有用武之地。</p>
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<h2 id="特征定义中的特征约束"><a class="header" href="#特征定义中的特征约束">特征定义中的特征约束</a></h2>
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<p>有时,我们会需要让某个特征 A 能使用另一个特征 B 的功能(另一种形式的特征约束),这种情况下,不仅仅要为类型实现特征 A,还要为类型实现特征 B 才行,这就是 <code>supertrait</code> (实在不知道该如何翻译,有大佬指导下嘛?)</p>
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<p>例如有一个特征 <code>OutlinePrint</code>,它有一个方法,能够对当前的实现类型进行格式化输出:</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>use std::fmt::Display;
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trait OutlinePrint: Display {
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fn outline_print(&self) {
|
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let output = self.to_string();
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let len = output.len();
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println!("{}", "*".repeat(len + 4));
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println!("*{}*", " ".repeat(len + 2));
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println!("* {} *", output);
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println!("*{}*", " ".repeat(len + 2));
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println!("{}", "*".repeat(len + 4));
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}
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p>等等,这里有一个眼熟的语法: <code>OutlinePrint: Display</code>,感觉很像之前讲过的<strong>特征约束</strong>,只不过用在了特征定义中而不是函数的参数中,是的,在某种意义上来说,这和特征约束非常类似,都用来说明一个特征需要实现另一个特征,这里就是:如果你想要实现 <code>OutlinePrint</code> 特征,首先你需要实现 <code>Display</code> 特征。</p>
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<p>想象一下,假如没有这个特征约束,那么 <code>self.to_string</code> 还能够调用吗( <code>to_string</code> 方法会为实现 <code>Display</code> 特征的类型自动实现)?编译器肯定是不愿意的,会报错说当前作用域中找不到用于 <code>&Self</code> 类型的方法 <code>to_string</code> :</p>
|
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|
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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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|
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|
</span>struct Point {
|
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|
x: i32,
|
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y: i32,
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}
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impl OutlinePrint for Point {}
|
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|
<span class="boring">}
|
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|
|
|
</span></code></pre></pre>
|
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<p>因为 <code>Point</code> 没有实现 <code>Display</code> 特征,会得到下面的报错:</p>
|
|
|
|
|
<pre><code class="language-console">error[E0277]: the trait bound `Point: std::fmt::Display` is not satisfied
|
|
|
|
|
--> src/main.rs:20:6
|
|
|
|
|
|
|
|
|
|
|
20 | impl OutlinePrint for Point {}
|
|
|
|
|
| ^^^^^^^^^^^^ `Point` cannot be formatted with the default formatter;
|
|
|
|
|
try using `:?` instead if you are using a format string
|
|
|
|
|
|
|
|
|
|
|
= help: the trait `std::fmt::Display` is not implemented for `Point`
|
|
|
|
|
</code></pre>
|
|
|
|
|
<p>既然我们有求于编译器,那只能选择满足它咯:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">
|
|
|
|
|
<span class="boring">#![allow(unused)]
|
|
|
|
|
</span><span class="boring">fn main() {
|
|
|
|
|
</span>use std::fmt;
|
|
|
|
|
|
|
|
|
|
impl fmt::Display for Point {
|
|
|
|
|
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
|
|
|
|
write!(f, "({}, {})", self.x, self.y)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
<span class="boring">}
|
|
|
|
|
</span></code></pre></pre>
|
|
|
|
|
<p>上面代码为 <code>Point</code> 实现了 <code>Display</code> 特征,那么 <code>to_string</code> 方法也将自动实现:最终获得字符串是通过这里的 <code>fmt</code> 方法获得的。</p>
|
|
|
|
|
<h2 id="在外部类型上实现外部特征newtype"><a class="header" href="#在外部类型上实现外部特征newtype">在外部类型上实现外部特征(newtype)</a></h2>
|
|
|
|
|
<p>在<a href="https://course.rs/basic/trait/trait#%E7%89%B9%E5%BE%81%E5%AE%9A%E4%B9%89%E4%B8%8E%E5%AE%9E%E7%8E%B0%E7%9A%84%E4%BD%8D%E7%BD%AE%E5%AD%A4%E5%84%BF%E8%A7%84%E5%88%99">特征</a>章节中,有提到孤儿规则,简单来说,就是特征或者类型必需至少有一个是本地的,才能在此类型上定义特征。</p>
|
|
|
|
|
<p>这里提供一个办法来绕过孤儿规则,那就是使用<strong>newtype 模式</strong>,简而言之:就是为一个<a href="https://course.rs/basic/compound-type/struct#%E5%85%83%E7%BB%84%E7%BB%93%E6%9E%84%E4%BD%93tuple-struct">元组结构体</a>创建新类型。该元组结构体封装有一个字段,该字段就是希望实现特征的具体类型。</p>
|
|
|
|
|
<p>该封装类型是本地的,因此我们可以为此类型实现外部的特征。</p>
|
|
|
|
|
<p><code>newtype</code> 不仅仅能实现以上的功能,而且它在运行时没有任何性能损耗,因为在编译期,该类型会被自动忽略。</p>
|
|
|
|
|
<p>下面来看一个例子,我们有一个动态数组类型: <code>Vec<T></code>,它定义在标准库中,还有一个特征 <code>Display</code>,它也定义在标准库中,如果没有 <code>newtype</code>,我们是无法为 <code>Vec<T></code> 实现 <code>Display</code> 的:</p>
|
|
|
|
|
<pre><code class="language-console">error[E0117]: only traits defined in the current crate can be implemented for arbitrary types
|
|
|
|
|
--> src/main.rs:5:1
|
|
|
|
|
|
|
|
|
|
|
5 | impl<T> std::fmt::Display for Vec<T> {
|
|
|
|
|
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^------
|
|
|
|
|
| | |
|
|
|
|
|
| | Vec is not defined in the current crate
|
|
|
|
|
| impl doesn't use only types from inside the current crate
|
|
|
|
|
|
|
|
|
|
|
= note: define and implement a trait or new type instead
|
|
|
|
|
</code></pre>
|
|
|
|
|
<p>编译器给了我们提示: <code>define and implement a trait or new type instead</code>,重新定义一个特征,或者使用 <code>new type</code>,前者当然不可行,那么来试试后者:</p>
|
|
|
|
|
<pre><pre class="playground"><code class="language-rust edition2021">use std::fmt;
|
|
|
|
|
|
|
|
|
|
struct Wrapper(Vec<String>);
|
|
|
|
|
|
|
|
|
|
impl fmt::Display for Wrapper {
|
|
|
|
|
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
|
|
|
|
write!(f, "[{}]", self.0.join(", "))
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
|
let w = Wrapper(vec![String::from("hello"), String::from("world")]);
|
|
|
|
|
println!("w = {}", w);
|
|
|
|
|
}
|
|
|
|
|
</code></pre></pre>
|
|
|
|
|
<p>其中,<code>struct Wrapper(Vec<String>)</code> 就是一个元组结构体,它定义了一个新类型 <code>Wrapper</code>,代码很简单,相信大家也很容易看懂。</p>
|
|
|
|
|
<p>既然 <code>new type</code> 有这么多好处,它有没有不好的地方呢?答案是肯定的。注意到我们怎么访问里面的数组吗?<code>self.0.join(", ")</code>,是的,很啰嗦,因为需要先从 <code>Wrapper</code> 中取出数组: <code>self.0</code>,然后才能执行 <code>join</code> 方法。</p>
|
|
|
|
|
<p>类似的,任何数组上的方法,你都无法直接调用,需要先用 <code>self.0</code> 取出数组,然后再进行调用。</p>
|
|
|
|
|
<p>当然,解决办法还是有的,要不怎么说 Rust 是极其强大灵活的编程语言!Rust 提供了一个特征叫 <a href="https://course.rs/advance/smart-pointer/deref.html"><code>Deref</code></a>,实现该特征后,可以自动做一层类似类型转换的操作,可以将 <code>Wrapper</code> 变成 <code>Vec<String></code> 来使用。这样就会像直接使用数组那样去使用 <code>Wrapper</code>,而无需为每一个操作都添加上 <code>self.0</code>。</p>
|
|
|
|
|
<p>同时,如果不想 <code>Wrapper</code> 暴露底层数组的所有方法,我们还可以为 <code>Wrapper</code> 去重载这些方法,实现隐藏的目的。</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/generics-traits/advanced-traits.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/generics-traits/advanced-trait.md">习题解答</a>。</p>
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</blockquote>
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