469 lines
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<ol class="chapter"><li class="expanded affix "><a href="title-page.html">The Rust Programming Language</a></li><li class="expanded affix "><a href="foreword.html">Foreword</a></li><li class="expanded affix "><a href="ch00-00-introduction.html">Introduction</a></li><li class="expanded "><a href="ch01-00-getting-started.html"><strong aria-hidden="true">1.</strong> Getting Started</a></li><li><ol class="section"><li class="expanded "><a href="ch01-01-installation.html"><strong aria-hidden="true">1.1.</strong> Installation</a></li><li class="expanded "><a href="ch01-02-hello-world.html"><strong aria-hidden="true">1.2.</strong> Hello, World!</a></li><li class="expanded "><a href="ch01-03-hello-cargo.html"><strong aria-hidden="true">1.3.</strong> Hello, Cargo!</a></li></ol></li><li class="expanded "><a href="ch02-00-guessing-game-tutorial.html"><strong aria-hidden="true">2.</strong> Programming a Guessing Game</a></li><li class="expanded "><a href="ch03-00-common-programming-concepts.html"><strong aria-hidden="true">3.</strong> Common Programming Concepts</a></li><li><ol class="section"><li class="expanded "><a href="ch03-01-variables-and-mutability.html"><strong aria-hidden="true">3.1.</strong> Variables and Mutability</a></li><li class="expanded "><a href="ch03-02-data-types.html"><strong aria-hidden="true">3.2.</strong> Data Types</a></li><li class="expanded "><a href="ch03-03-how-functions-work.html"><strong aria-hidden="true">3.3.</strong> Functions</a></li><li class="expanded "><a href="ch03-04-comments.html"><strong aria-hidden="true">3.4.</strong> Comments</a></li><li class="expanded "><a href="ch03-05-control-flow.html"><strong aria-hidden="true">3.5.</strong> Control Flow</a></li></ol></li><li class="expanded "><a href="ch04-00-understanding-ownership.html"><strong aria-hidden="true">4.</strong> Understanding Ownership</a></li><li><ol class="section"><li class="expanded "><a href="ch04-01-what-is-ownership.html"><strong aria-hidden="true">4.1.</strong> What is Ownership?</a></li><li class="expanded "><a href="ch04-02-references-and-borrowing.html"><strong aria-hidden="true">4.2.</strong> References and Borrowing</a></li><li class="expanded "><a href="ch04-03-slices.html"><strong aria-hidden="true">4.3.</strong> The Slice Type</a></li></ol></li><li class="expanded "><a href="ch05-00-structs.html"><strong aria-hidden="true">5.</strong> Using Structs to Structure Related Data</a></li><li><ol class="section"><li class="expanded "><a href="ch05-01-defining-structs.html"><strong aria-hidden="true">5.1.</strong> Defining and Instantiating Structs</a></li><li class="expanded "><a href="ch05-02-example-structs.html"><strong aria-hidden="true">5.2.</strong> An Example Program Using Structs</a></li><li class="expanded "><a href="ch05-03-method-syntax.html" class="active"><strong aria-hidden="true">5.3.</strong> Method Syntax</a></li></ol></li><li class="expanded "><a href="ch06-00-enums.html"><strong aria-hidden="true">6.</strong> Enums and Pattern Matching</a></li><li><ol class="section"><li class="expanded "><a href="ch06-01-defining-an-enum.html"><strong aria-hidden="true">6.1.</strong> Defining an Enum</a></li><li class="expanded "><a href="ch06-02-match.html"><strong aria-hidden="true">6.2.</strong> The match Control Flow Operator</a></li><li class="expanded "><a href="ch06-03-if-let.html"><strong aria-hidden="true">6.3.</strong> Concise Control Flow with if let</a></li></ol></li><li class="expanded "><a href="ch07-00-managing-growing-projects-with-packages-crates-and-modules.html"><strong aria-hidden="true">7.</strong> Managing Growing Projects with Packages, Crates, and Modules</a></li><li><ol class="section"><li class="expanded "><a href="ch07-01-packages-and-crates.html"><strong aria-hidden="true">7.1.</strong> Packages and Crates</a></li><li class="expanded "><a href="ch07-02-defining-modules-to-control-scope-and-privacy.html"><strong aria-hidden="true">7.2.</strong> Defining Modules to Control Scope and Privacy</a></li><li class="expanded "><a href="ch07-03-paths-for-referring-to-an-item-in-the-modu
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<div id="content" class="content">
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<main>
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<h2><a class="header" href="#method-syntax" id="method-syntax">Method Syntax</a></h2>
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<p><em>Methods</em> are similar to functions: they’re declared with the <code>fn</code> keyword and
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their name, they can have parameters and a return value, and they contain some
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code that is run when they’re called from somewhere else. However, methods are
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different from functions in that they’re defined within the context of a struct
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(or an enum or a trait object, which we cover in Chapters 6 and 17,
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respectively), and their first parameter is always <code>self</code>, which represents the
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instance of the struct the method is being called on.</p>
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<h3><a class="header" href="#defining-methods" id="defining-methods">Defining Methods</a></h3>
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<p>Let’s change the <code>area</code> function that has a <code>Rectangle</code> instance as a parameter
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and instead make an <code>area</code> method defined on the <code>Rectangle</code> struct, as shown
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in Listing 5-13.</p>
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<p><span class="filename">Filename: src/main.rs</span></p>
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<pre><pre class="playpen"><code class="language-rust">#[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 { width: 30, height: 50 };
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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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}
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</code></pre></pre>
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<p><span class="caption">Listing 5-13: Defining an <code>area</code> method on the
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<code>Rectangle</code> struct</span></p>
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<p>To define the function within the context of <code>Rectangle</code>, we start an <code>impl</code>
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(implementation) block. Then we move the <code>area</code> function within the <code>impl</code>
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curly brackets and change the first (and in this case, only) parameter to be
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<code>self</code> in the signature and everywhere within the body. In <code>main</code>, where we
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called the <code>area</code> function and passed <code>rect1</code> as an argument, we can instead
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use <em>method syntax</em> to call the <code>area</code> method on our <code>Rectangle</code> instance.
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The method syntax goes after an instance: we add a dot followed by the method
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name, parentheses, and any arguments.</p>
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<p>In the signature for <code>area</code>, we use <code>&self</code> instead of <code>rectangle: &Rectangle</code>
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because Rust knows the type of <code>self</code> is <code>Rectangle</code> due to this method’s being
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inside the <code>impl Rectangle</code> context. Note that we still need to use the <code>&</code>
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before <code>self</code>, just as we did in <code>&Rectangle</code>. Methods can take ownership of
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<code>self</code>, borrow <code>self</code> immutably as we’ve done here, or borrow <code>self</code> mutably,
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just as they can any other parameter.</p>
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<p>We’ve chosen <code>&self</code> here for the same reason we used <code>&Rectangle</code> in the
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function version: we don’t want to take ownership, and we just want to read the
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data in the struct, not write to it. If we wanted to change the instance that
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we’ve called the method on as part of what the method does, we’d use <code>&mut self</code> as the first parameter. Having a method that takes ownership of the
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instance by using just <code>self</code> as the first parameter is rare; this technique is
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usually used when the method transforms <code>self</code> into something else and you want
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to prevent the caller from using the original instance after the transformation.</p>
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<p>The main benefit of using methods instead of functions, in addition to using
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method syntax and not having to repeat the type of <code>self</code> in every method’s
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signature, is for organization. We’ve put all the things we can do with an
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instance of a type in one <code>impl</code> block rather than making future users of our
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code search for capabilities of <code>Rectangle</code> in various places in the library we
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provide.</p>
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<blockquote>
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<h3><a class="header" href="#wheres-the---operator" id="wheres-the---operator">Where’s the <code>-></code> Operator?</a></h3>
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<p>In C and C++, two different operators are used for calling methods: you use
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<code>.</code> if you’re calling a method on the object directly and <code>-></code> if you’re
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calling the method on a pointer to the object and need to dereference the
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pointer first. In other words, if <code>object</code> is a pointer,
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<code>object->something()</code> is similar to <code>(*object).something()</code>.</p>
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<p>Rust doesn’t have an equivalent to the <code>-></code> operator; instead, Rust has a
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feature called <em>automatic referencing and dereferencing</em>. Calling methods is
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one of the few places in Rust that has this behavior.</p>
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<p>Here’s how it works: when you call a method with <code>object.something()</code>, Rust
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automatically adds in <code>&</code>, <code>&mut</code>, or <code>*</code> so <code>object</code> matches the signature of
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the method. In other words, the following are the same:</p>
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<pre><pre class="playpen"><code class="language-rust">
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<span class="boring">#![allow(unused_variables)]
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</span><span class="boring">fn main() {
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</span><span class="boring">#[derive(Debug,Copy,Clone)]
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</span><span class="boring">struct Point {
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</span><span class="boring"> x: f64,
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</span><span class="boring"> y: f64,
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</span><span class="boring">}
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</span><span class="boring">
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</span><span class="boring">impl Point {
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</span><span class="boring"> fn distance(&self, other: &Point) -> f64 {
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</span><span class="boring"> let x_squared = f64::powi(other.x - self.x, 2);
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</span><span class="boring"> let y_squared = f64::powi(other.y - self.y, 2);
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</span><span class="boring">
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</span><span class="boring"> f64::sqrt(x_squared + y_squared)
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</span><span class="boring"> }
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</span><span class="boring">}
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</span><span class="boring">let p1 = Point { x: 0.0, y: 0.0 };
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</span><span class="boring">let p2 = Point { x: 5.0, y: 6.5 };
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</span>p1.distance(&p2);
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(&p1).distance(&p2);
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<span class="boring">}
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</span></code></pre></pre>
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<p>The first one looks much cleaner. This automatic referencing behavior works
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because methods have a clear receiver—the type of <code>self</code>. Given the receiver
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and name of a method, Rust can figure out definitively whether the method is
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reading (<code>&self</code>), mutating (<code>&mut self</code>), or consuming (<code>self</code>). The fact
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that Rust makes borrowing implicit for method receivers is a big part of
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making ownership ergonomic in practice.</p>
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</blockquote>
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<h3><a class="header" href="#methods-with-more-parameters" id="methods-with-more-parameters">Methods with More Parameters</a></h3>
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<p>Let’s practice using methods by implementing a second method on the <code>Rectangle</code>
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struct. This time, we want an instance of <code>Rectangle</code> to take another instance
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of <code>Rectangle</code> and return <code>true</code> if the second <code>Rectangle</code> can fit completely
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within <code>self</code>; otherwise it should return <code>false</code>. That is, we want to be able
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to write the program shown in Listing 5-14, once we’ve defined the <code>can_hold</code>
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method.</p>
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<p><span class="filename">Filename: src/main.rs</span></p>
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<pre><code class="language-rust ignore">fn main() {
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let rect1 = Rectangle { width: 30, height: 50 };
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let rect2 = Rectangle { width: 10, height: 40 };
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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">Listing 5-14: Using the as-yet-unwritten <code>can_hold</code>
|
|||
|
method</span></p>
|
|||
|
<p>And the expected output would look like the following, because both dimensions
|
|||
|
of <code>rect2</code> are smaller than the dimensions of <code>rect1</code> but <code>rect3</code> is wider than
|
|||
|
<code>rect1</code>:</p>
|
|||
|
<pre><code class="language-text">Can rect1 hold rect2? true
|
|||
|
Can rect1 hold rect3? false
|
|||
|
</code></pre>
|
|||
|
<p>We know we want to define a method, so it will be within the <code>impl Rectangle</code>
|
|||
|
block. The method name will be <code>can_hold</code>, and it will take an immutable borrow
|
|||
|
of another <code>Rectangle</code> as a parameter. We can tell what the type of the
|
|||
|
parameter will be by looking at the code that calls the method:
|
|||
|
<code>rect1.can_hold(&rect2)</code> passes in <code>&rect2</code>, which is an immutable borrow to
|
|||
|
<code>rect2</code>, an instance of <code>Rectangle</code>. This makes sense because we only need to
|
|||
|
read <code>rect2</code> (rather than write, which would mean we’d need a mutable borrow),
|
|||
|
and we want <code>main</code> to retain ownership of <code>rect2</code> so we can use it again after
|
|||
|
calling the <code>can_hold</code> method. The return value of <code>can_hold</code> will be a
|
|||
|
Boolean, and the implementation will check whether the width and height of
|
|||
|
<code>self</code> are both greater than the width and height of the other <code>Rectangle</code>,
|
|||
|
respectively. Let’s add the new <code>can_hold</code> method to the <code>impl</code> block from
|
|||
|
Listing 5-13, shown in Listing 5-15.</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</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
|
|||
|
}
|
|||
|
|
|||
|
fn can_hold(&self, other: &Rectangle) -> bool {
|
|||
|
self.width > other.width && self.height > other.height
|
|||
|
}
|
|||
|
}
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p><span class="caption">Listing 5-15: Implementing the <code>can_hold</code> method on
|
|||
|
<code>Rectangle</code> that takes another <code>Rectangle</code> instance as a parameter</span></p>
|
|||
|
<p>When we run this code with the <code>main</code> function in Listing 5-14, we’ll get our
|
|||
|
desired output. Methods can take multiple parameters that we add to the
|
|||
|
signature after the <code>self</code> parameter, and those parameters work just like
|
|||
|
parameters in functions.</p>
|
|||
|
<h3><a class="header" href="#associated-functions" id="associated-functions">Associated Functions</a></h3>
|
|||
|
<p>Another useful feature of <code>impl</code> blocks is that we’re allowed to define
|
|||
|
functions within <code>impl</code> blocks that <em>don’t</em> take <code>self</code> as a parameter. These
|
|||
|
are called <em>associated functions</em> because they’re associated with the struct.
|
|||
|
They’re still functions, not methods, because they don’t have an instance of
|
|||
|
the struct to work with. You’ve already used the <code>String::from</code> associated
|
|||
|
function.</p>
|
|||
|
<p>Associated functions are often used for constructors that will return a new
|
|||
|
instance of the struct. For example, we could provide an associated function
|
|||
|
that would have one dimension parameter and use that as both width and height,
|
|||
|
thus making it easier to create a square <code>Rectangle</code> rather than having to
|
|||
|
specify the same value twice:</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</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 square(size: u32) -> Rectangle {
|
|||
|
Rectangle { width: size, height: size }
|
|||
|
}
|
|||
|
}
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>To call this associated function, we use the <code>::</code> syntax with the struct name;
|
|||
|
<code>let sq = Rectangle::square(3);</code> is an example. This function is namespaced by
|
|||
|
the struct: the <code>::</code> syntax is used for both associated functions and
|
|||
|
namespaces created by modules. We’ll discuss modules in Chapter 7.</p>
|
|||
|
<h3><a class="header" href="#multiple-impl-blocks" id="multiple-impl-blocks">Multiple <code>impl</code> Blocks</a></h3>
|
|||
|
<p>Each struct is allowed to have multiple <code>impl</code> blocks. For example, Listing
|
|||
|
5-15 is equivalent to the code shown in Listing 5-16, which has each method
|
|||
|
in its own <code>impl</code> block.</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</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><span class="caption">Listing 5-16: Rewriting Listing 5-15 using multiple <code>impl</code>
|
|||
|
blocks</span></p>
|
|||
|
<p>There’s no reason to separate these methods into multiple <code>impl</code> blocks here,
|
|||
|
but this is valid syntax. We’ll see a case in which multiple <code>impl</code> blocks are
|
|||
|
useful in Chapter 10, where we discuss generic types and traits.</p>
|
|||
|
<h2><a class="header" href="#summary" id="summary">Summary</a></h2>
|
|||
|
<p>Structs let you create custom types that are meaningful for your domain. By
|
|||
|
using structs, you can keep associated pieces of data connected to each other
|
|||
|
and name each piece to make your code clear. Methods let you specify the
|
|||
|
behavior that instances of your structs have, and associated functions let you
|
|||
|
namespace functionality that is particular to your struct without having an
|
|||
|
instance available.</p>
|
|||
|
<p>But structs aren’t the only way you can create custom types: let’s turn to
|
|||
|
Rust’s enum feature to add another tool to your toolbox.</p>
|
|||
|
|
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