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<ol class="chapter"><li class="chapter-item expanded affix "><a href="title-page.html">Rust 程序设计语言</a></li><li class="chapter-item expanded affix "><a href="foreword.html">前言</a></li><li class="chapter-item expanded affix "><a href="ch00-00-introduction.html">简介</a></li><li class="chapter-item expanded "><a href="ch01-00-getting-started.html"><strong aria-hidden="true">1.</strong> 入门指南</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch01-01-installation.html"><strong aria-hidden="true">1.1.</strong> 安装</a></li><li class="chapter-item expanded "><a href="ch01-02-hello-world.html"><strong aria-hidden="true">1.2.</strong> Hello, World!</a></li><li class="chapter-item expanded "><a href="ch01-03-hello-cargo.html"><strong aria-hidden="true">1.3.</strong> Hello, Cargo!</a></li></ol></li><li class="chapter-item expanded "><a href="ch02-00-guessing-game-tutorial.html"><strong aria-hidden="true">2.</strong> 写个猜数字游戏</a></li><li class="chapter-item expanded "><a href="ch03-00-common-programming-concepts.html"><strong aria-hidden="true">3.</strong> 常见编程概念</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch03-01-variables-and-mutability.html"><strong aria-hidden="true">3.1.</strong> 变量与可变性</a></li><li class="chapter-item expanded "><a href="ch03-02-data-types.html"><strong aria-hidden="true">3.2.</strong> 数据类型</a></li><li class="chapter-item expanded "><a href="ch03-03-how-functions-work.html"><strong aria-hidden="true">3.3.</strong> 函数</a></li><li class="chapter-item expanded "><a href="ch03-04-comments.html"><strong aria-hidden="true">3.4.</strong> 注释</a></li><li class="chapter-item expanded "><a href="ch03-05-control-flow.html"><strong aria-hidden="true">3.5.</strong> 控制流</a></li></ol></li><li class="chapter-item expanded "><a href="ch04-00-understanding-ownership.html"><strong aria-hidden="true">4.</strong> 认识所有权</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch04-01-what-is-ownership.html"><strong aria-hidden="true">4.1.</strong> 什么是所有权?</a></li><li class="chapter-item expanded "><a href="ch04-02-references-and-borrowing.html"><strong aria-hidden="true">4.2.</strong> 引用与借用</a></li><li class="chapter-item expanded "><a href="ch04-03-slices.html"><strong aria-hidden="true">4.3.</strong> Slice 类型</a></li></ol></li><li class="chapter-item expanded "><a href="ch05-00-structs.html"><strong aria-hidden="true">5.</strong> 使用结构体组织相关联的数据</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch05-01-defining-structs.html"><strong aria-hidden="true">5.1.</strong> 结构体的定义和实例化</a></li><li class="chapter-item expanded "><a href="ch05-02-example-structs.html"><strong aria-hidden="true">5.2.</strong> 结构体示例程序</a></li><li class="chapter-item expanded "><a href="ch05-03-method-syntax.html"><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 h
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<h2 id="定义模块来控制作用域与私有性"><a class="header" href="#定义模块来控制作用域与私有性">定义模块来控制作用域与私有性</a></h2>
<blockquote>
<p><a href="https://github.com/rust-lang/book/blob/main/src/ch07-02-defining-modules-to-control-scope-and-privacy.md">ch07-02-defining-modules-to-control-scope-and-privacy.md</a>
<br>
commit 310ea6cb0dd855eaf510c9ba05648bc5836ead0c</p>
</blockquote>
<p>在本节,我们将讨论模块和其它一些关于模块系统的部分,如允许你命名项的 <em>路径</em><em>paths</em>);用来将路径引入作用域的 <code>use</code> 关键字;以及使项变为公有的 <code>pub</code> 关键字。我们还将讨论 <code>as</code> 关键字、外部包和 glob 运算符。现在,让我们把注意力放在模块上!</p>
<p>首先,我们将从一系列的规则开始,在你未来组织代码的时候,这些规则可被用作简单的参考。接下来我们将会详细的解释每条规则。</p>
<h2 id="模块小抄"><a class="header" href="#模块小抄">模块小抄</a></h2>
<p>这里我们提供一个简单的参考,用来解释模块、路径、<code>use</code>关键词和<code>pub</code>关键词如何在编译器中工作,以及大部分开发者如何组织他们的代码。我们将在本章节中举例说明每条规则,不过这是一个解释模块工作方式的良好参考。</p>
<ul>
<li><strong>从 crate 根节点开始</strong>: 当编译一个 crate, 编译器首先在 crate 根文件(通常,对于一个库 crate 而言是<em>src/lib.rs</em>,对于一个二进制 crate 而言是<em>src/main.rs</em>)中寻找需要被编译的代码。</li>
<li><strong>声明模块</strong>: 在 crate 根文件中,你可以声明一个新模块;比如,你用<code>mod garden;</code>声明了一个叫做<code>garden</code>的模块。编译器会在下列路径中寻找模块代码:
<ul>
<li>内联,在大括号中,当<code>mod garden</code>后方不是一个分号而是一个大括号</li>
<li>在文件 <em>src/garden.rs</em></li>
<li>在文件 <em>src/garden/mod.rs</em></li>
</ul>
</li>
<li><strong>声明子模块</strong>: 在除了 crate 根节点以外的其他文件中,你可以定义子模块。比如,你可能在<em>src/garden.rs</em>中定义了<code>mod vegetables;</code>。编译器会在以父模块命名的目录中寻找子模块代码:
<ul>
<li>内联,在大括号中,当<code>mod vegetables</code>后方不是一个分号而是一个大括号</li>
<li>在文件 <em>src/garden/vegetables.rs</em></li>
<li>在文件 <em>src/garden/vegetables/mod.rs</em></li>
</ul>
</li>
<li><strong>模块中的代码路径</strong>: 一旦一个模块是你 crate 的一部分,你可以在隐私规则允许的前提下,从同一个 crate 内的任意地方,通过代码路径引用该模块的代码。举例而言,一个 garden vegetables 模块下的<code>Asparagus</code>类型可以在<code>crate::garden::vegetables::Asparagus</code>被找到。</li>
<li><strong>私有 vs 公用</strong>: 一个模块里的代码默认对其父模块私有。为了使一个模块公用,应当在声明时使用<code>pub mod</code>替代<code>mod</code>。为了使一个公用模块内部的成员公用,应当在声明前使用<code>pub</code></li>
<li><strong><code>use</code> 关键字</strong>: 在一个作用域内,<code>use</code>关键字创建了一个成员的快捷方式,用来减少长路径的重复。在任何可以引用<code>crate::garden::vegetables::Asparagus</code>的作用域,你可以通过 <code>use crate::garden::vegetables::Asparagus;</code>创建一个快捷方式,然后你就可以在作用域中只写<code>Asparagus</code>来使用该类型。</li>
</ul>
<p>这里我们创建一个名为<code>backyard</code>的二进制 crate 来说明这些规则。该 crate 的路径同样命名为<code>backyard</code>,该路径包含了这些文件和目录:</p>
<pre><code class="language-text">backyard
├── Cargo.lock
├── Cargo.toml
└── src
├── garden
│   └── vegetables.rs
├── garden.rs
└── main.rs
</code></pre>
<p>这个例子中的 crate 根文件是<em>src/main.rs</em>,该文件包括了:</p>
<p><span class="filename">文件名src/main.rs</span></p>
<pre><code class="language-rust noplayground ignore">use crate::garden::vegetables::Asparagus;
pub mod garden;
fn main() {
let plant = Asparagus {};
println!("I'm growing {plant:?}!");
}</code></pre>
<p><code>pub mod garden;</code>行告诉编译器应该包含在<em>src/garden.rs</em>文件中发现的代码:</p>
<p><span class="filename">文件名src/garden.rs</span></p>
<pre><code class="language-rust noplayground ignore">pub mod vegetables;</code></pre>
<p>在此处, <code>pub mod vegetables;</code>意味着在<em>src/garden/vegetables.rs</em>中的代码也应该被包括。这些代码是:</p>
<pre><code class="language-rust noplayground ignore">#[derive(Debug)]
pub struct Asparagus {}</code></pre>
<p>现在让我们深入了解这些规则的细节并在实际中演示它们!</p>
<h3 id="在模块中对相关代码进行分组"><a class="header" href="#在模块中对相关代码进行分组">在模块中对相关代码进行分组</a></h3>
<p><em>模块</em> 让我们可以将一个 crate 中的代码进行分组,以提高可读性与重用性。因为一个模块中的代码默认是私有的,所以还可以利用模块控制项的 <em>私有性</em>。私有项是不可为外部使用的内在详细实现。我们也可以将模块和它其中的项标记为公开的,这样,外部代码就可以使用并依赖与它们。</p>
<p>在餐饮业,餐馆中会有一些地方被称之为 <em>前台</em><em>front of house</em>),还有另外一些地方被称之为 <em>后台</em><em>back of house</em>)。前台是招待顾客的地方,在这里,店主可以为顾客安排座位,服务员接受顾客下单和付款,调酒师会制作饮品。后台则是由厨师工作的厨房,洗碗工的工作地点,以及经理做行政工作的地方组成。</p>
<p>我们可以将函数放置到嵌套的模块中,来使我们的 crate 结构与实际的餐厅结构相同。通过执行 <code>cargo new --lib restaurant</code>,来创建一个新的名为 <code>restaurant</code> 的库。然后将示例 7-1 中所罗列出来的代码放入 <em>src/lib.rs</em> 中,来定义一些模块和函数。</p>
<p><span class="filename">文件名src/lib.rs</span></p>
<pre><code class="language-rust noplayground">mod front_of_house {
mod hosting {
fn add_to_waitlist() {}
fn seat_at_table() {}
}
mod serving {
fn take_order() {}
fn serve_order() {}
fn take_payment() {}
}
}</code></pre>
<p><span class="caption">示例 7-1一个包含了其他内置了函数的模块的 <code>front_of_house</code> 模块</span></p>
<p>我们定义一个模块,是以 <code>mod</code> 关键字为起始,然后指定模块的名字(本例中叫做 <code>front_of_house</code>),并且用花括号包围模块的主体。在模块内,我们还可以定义其他的模块,就像本例中的 <code>hosting</code><code>serving</code> 模块。模块还可以保存一些定义的其他项,比如结构体、枚举、常量、特性、或者函数。</p>
<p>通过使用模块,我们可以将相关的定义分组到一起,并指出它们为什么相关。程序员可以通过使用这段代码,更加容易地找到他们想要的定义,因为他们可以基于分组来对代码进行导航,而不需要阅读所有的定义。程序员向这段代码中添加一个新的功能时,他们也会知道代码应该放置在何处,可以保持程序的组织性。</p>
<p>在前面我们提到了,<code>src/main.rs</code><code>src/lib.rs</code> 叫做 crate 根。之所以这样叫它们是因为这两个文件的内容都分别在 crate 模块结构的根组成了一个名为 <code>crate</code> 的模块,该结构被称为 <em>模块树</em><em>module tree</em>)。</p>
<p>示例 7-2 展示了示例 7-1 中的模块树的结构。</p>
<pre><code class="language-text">crate
└── front_of_house
├── hosting
│ ├── add_to_waitlist
│ └── seat_at_table
└── serving
├── take_order
├── serve_order
└── take_payment
</code></pre>
<p><span class="caption">示例 7-2: 示例 7-1 中代码的模块树</span></p>
<p>这个树展示了一些模块是如何被嵌入到另一个模块的(例如,<code>hosting</code> 嵌套在 <code>front_of_house</code> 中)。这个树还展示了一些模块是互为 <em>兄弟</em><em>siblings</em>)的,这意味着它们定义在同一模块中(<code>hosting</code><code>serving</code> 被一起定义在 <code>front_of_house</code> 中)。继续沿用家庭关系的比喻,如果一个模块 A 被包含在模块 B 中,我们将模块 A 称为模块 B 的 <em></em><em>child</em>),模块 B 则是模块 A 的 <em></em><em>parent</em>)。注意,整个模块树都植根于名为 <code>crate</code> 的隐式模块下。</p>
<p>这个模块树可能会令你想起电脑上文件系统的目录树;这是一个非常恰当的类比!就像文件系统的目录,你可以使用模块来组织你的代码。并且,就像目录中的文件,我们需要一种方法来找到模块。</p>
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