golang定义一个方法
介绍 (Introduction)
Functions allow you to organize logic into repeatable procedures that can use different arguments each time they run. In the course of defining functions, you’ll often find that multiple functions might operate on the same piece of data each time. Go recognizes this pattern and allows you to define special functions, called methods, whose purpose is to operate on instances of some specific type, called a receiver. Adding methods to types allows you to communicate not only what the data is, but also how that data should be used.
函数使您可以将逻辑组织为可重复的过程,这些过程每次运行时都可以使用不同的参数。 在定义函数的过程中,您经常会发现多个函数可能每次都对相同的数据进行操作。 Go可以识别这种模式,并允许您定义称为方法的特殊功能,其目的是对某些特定类型的实例(称为接收器)进行操作 。 向类型添加方法不仅使您可以传达数据是什么,还可以传达如何使用数据。
定义方法 (Defining a Method)
The syntax for defining a method is similar to the syntax for defining a function. The only difference is the addition of an extra parameter after the func
keyword for specifying the receiver of the method. The receiver is a declaration of the type that you wish to define the method on. The following example defines a method on a struct type:
定义方法的语法类似于定义函数的语法。 唯一的区别是在func
关键字之后添加了一个额外的参数,用于指定方法的接收者。 接收器是您希望在其上定义方法的类型的声明。 以下示例在结构类型上定义了一个方法:
package main
import "fmt"
type Creature struct {
Name string
Greeting string
}
func (c Creature) Greet() {
fmt.Printf("%s says %s", c.Name, c.Greeting)
}
func main() {
sammy := Creature{
Name: "Sammy",
Greeting: "Hello!",
}
Creature.Greet(sammy)
}
If you run this code, the output will be:
如果运行此代码,输出将是:
Output
Sammy says Hello!
We created a struct called Creature
with string
fields for a Name
and a Greeting
. This Creature
has a single method defined, Greet
. Within the receiver declaration, we assigned the instance of Creature
to the variable c
so that we could refer to the fields of the Creature
as we assemble the greeting message in fmt.Printf
.
我们创建了一个名为Creature
的结构,其中包含Name
和Greeting
string
字段。 这个Creature
有一个定义的方法Greet
。 在接收者声明中,我们将Creature
的实例分配给了变量c
以便在我们在fmt.Printf
组装问候消息时fmt.Printf
Creature
的字段。
In other languages, the receiver of method invocations is typically referred to by a keyword (e.g. this
or self
). Go considers the receiver to be a variable like any other, so you’re free to name it whatever you like. The style preferred by the community for this parameter is a lower-case version of the first character of the receiver type. In this example, we used c
because the receiver type was Creature
.
在其他语言中,方法调用的接收者通常由关键字(例如this
或self
)引用。 Go认为接收器是一个和其他变量一样的变量,因此您可以随意命名。 社区对此参数首选的样式是接收器类型的第一个字符的小写版本。 在此示例中,我们使用c
因为接收器类型为Creature
。
Within the body of main
, we created an instance of Creature
and specified values for its Name
and Greeting
fields. We invoked the Greet
method here by joining the name of the type and the name of the method with a .
and supplying the instance of Creature
as the first argument.
在main
,我们创建了Creature
的实例,并为其Name
和Greeting
字段指定了值。 我们在此处通过将类型名称和方法名称与进行连接来调用Greet
方法.
并提供Creature
实例作为第一个参数。
Go provides another, more convenient, way of calling methods on instances of a struct as shown in this example:
Go提供了另一种更方便的在结构实例上调用方法的方式,如以下示例所示:
package main
import "fmt"
type Creature struct {
Name string
Greeting string
}
func (c Creature) Greet() {
fmt.Printf("%s says %s", c.Name, c.Greeting)
}
func main() {
sammy := Creature{
Name: "Sammy",
Greeting: "Hello!",
}
sammy.Greet()
}
If you run this, the output will be the same as the previous example:
如果运行此命令,则输出将与前面的示例相同:
Output
Sammy says Hello!
This example is identical to the previous one, but this time we have used dot notation to invoke the Greet
method using the Creature
stored in the sammy
variable as the receiver. This is a shorthand notation for the function invocation in the first example. The standard library and the Go community prefers this style so much that you will rarely see the function invocation style shown earlier.
这个示例与上一个示例相同,但是这次我们使用点符号来调用Greet
方法,该方法使用存储在sammy
变量中的Creature
作为接收者。 这是第一个示例中函数调用的简写形式。 标准库和Go社区非常喜欢这种样式,以致您几乎看不到前面显示的函数调用样式。
The next example shows one reason why dot notation is more prevalent:
下一个示例显示了点表示法更加普遍的一个原因:
package main
import "fmt"
type Creature struct {
Name string
Greeting string
}
func (c Creature) Greet() Creature {
fmt.Printf("%s says %s!\n", c.Name, c.Greeting)
return c
}
func (c Creature) SayGoodbye(name string) {
fmt.Println("Farewell", name, "!")
}
func main() {
sammy := Creature{
Name: "Sammy",
Greeting: "Hello!",
}
sammy.Greet().SayGoodbye("gophers")
Creature.SayGoodbye(Creature.Greet(sammy), "gophers")
}
If you run this code, the output looks like this:
如果运行此代码,则输出如下所示:
Output
Sammy says Hello!!
Farewell gophers !
Sammy says Hello!!
Farewell gophers !
We’ve modified the earlier examples to introduce another method called SayGoodbye
and also changed Greet
to return a Creature
so that we can invoke further methods on that instance. In the body of main
we call the methods Greet
and SayGoodbye
on the sammy
variable first using dot notation and then using the functional invocation style.
我们已经修改了前面的示例,以引入另一个名为SayGoodbye
方法,还更改了Greet
以返回Creature
以便我们可以在该实例上调用其他方法。 在体内main
我们调用的方法Greet
和SayGoodbye
对sammy
变量首先使用点符号,然后使用功能的调用风格。
Both styles output the same results, but the example using dot notation is far more readable. The chain of dots also tells us the sequence in which methods will be invoked, where the functional style inverts this sequence. The addition of a parameter to the SayGoodbye
call further obscures the order of method calls. The clarity of dot notation is the reason that it is the preferred style for invoking methods in Go, both in the standard library and among the third-party packages you will find throughout the Go ecosystem.
两种样式都输出相同的结果,但是使用点符号的示例更具可读性。 点链还告诉我们将调用方法的顺序,在此功能样式会反转此顺序。 向SayGoodbye
调用添加参数进一步模糊了方法调用的顺序。 点符号的清晰性是为什么它是Go中调用方法的首选样式的原因,无论是在标准库中还是在整个Go生态系统中都可以找到的第三方程序包中。
Defining methods on types, as opposed to defining functions that operate on some value, have other special significance to the Go programming language. Methods are the core concept behind interfaces.
与定义以某种值操作的函数相反,在类型上定义方法对Go编程语言具有其他特殊意义。 方法是接口背后的核心概念。
介面 (Interfaces)
When you define a method on any type in Go, that method is added to the type’s method set. The method set is the collection of functions associated with that type as methods and used by the Go compiler to determine whether some type can be assigned to a variable with an interface type. An interface type is a specification of methods used by the compiler to guarantee that a type provides implementations for those methods. Any type that has methods with the same name, same parameters, and same return values as those found in an interface’s definition are said to implement that interface and are allowed to be assigned to variables with that interface’s type. The following is the definition of the fmt.Stringer
interface from the standard library:
当您在Go中的任何类型上定义方法时,该方法都会添加到该类型的方法集中 。 方法集是与该类型关联的函数的方法集合,Go编译器使用该方法来确定是否可以将某种类型分配给具有接口类型的变量。 接口类型是编译器用来确保类型为这些方法提供实现的方法规范。 具有与在接口的定义中找到的名称,参数和返回值相同的方法的任何类型都可以实现该接口,并允许将其分配给具有该接口类型的变量。 以下是标准库中fmt.Stringer
接口的定义:
type Stringer interface {
String() string
}
For a type to implement the fmt.Stringer
interface, it needs to provide a String()
method that returns a string
. Implementing this interface will allow your type to be printed exactly as you wish (sometimes called “pretty-printed”) when you pass instances of your type to functions defined in the fmt
package. The following example defines a type that implements this interface:
对于要实现fmt.Stringer
接口的类型,它需要提供一个返回string
的String()
方法。 当您将类型的实例传递给fmt
包中定义的函数时,实现此接口将使您的类型可以完全按照您的期望进行打印(有时称为“漂亮打印”)。 以下示例定义了实现此接口的类型:
package main
import (
"fmt"
"strings"
)
type Ocean struct {
Creatures []string
}
func (o Ocean) String() string {
return strings.Join(o.Creatures, ", ")
}
func log(header string, s fmt.Stringer) {
fmt.Println(header, ":", s)
}
func main() {
o := Ocean{
Creatures: []string{
"sea urchin",
"lobster",
"shark",
},
}
log("ocean contains", o)
}
When you run the code, you’ll see this output:
运行代码时,您将看到以下输出:
Output
ocean contains : sea urchin, lobster, shark
This example defines a new struct type called Ocean
. Ocean
is said to implement the fmt.Stringer
interface because Ocean
defines a method called String
, which takes no parameters and returns a string
. In main
, we defined a new Ocean
and passed it to a log
function, which takes a string
to print out first, followed by anything that implements fmt.Stringer
. The Go compiler allows us to pass o
here because Ocean
implements all of the methods requested by fmt.Stringer
. Within log
, we use fmt.Println
, which calls the String
method of Ocean
when it encounters a fmt.Stringer
as one of its parameters.
本示例定义了一个名为Ocean
的新结构类型。 据说Ocean
实现了fmt.Stringer
接口,因为Ocean
定义了一种称为String
的方法,该方法不带任何参数并返回一个string
。 在main
,我们定义了一个新的Ocean
并将其传递给log
函数,该函数首先需要输出一个string
,然后是实现fmt.Stringer
的任何东西。 Go编译器允许我们在此处传递o
,因为Ocean
实现了fmt.Stringer
请求的所有方法。 在log
,我们使用fmt.Println
,它在遇到fmt.Stringer
作为其参数之一时调用Ocean
的String
方法。
If Ocean
did not provide a String()
method, Go would produce a compilation error, because the log
method requests a fmt.Stringer
as its argument. The error looks like this:
如果Ocean
不提供String()
方法,则Go会产生编译错误,因为log
方法请求fmt.Stringer
作为其参数。 错误看起来像这样:
Output
src/e4/main.go:24:6: cannot use o (type Ocean) as type fmt.Stringer in argument to log:
Ocean does not implement fmt.Stringer (missing String method)
Go will also make sure that the String()
method provided exactly matches the one requested by the fmt.Stringer
interface. If it does not, it will produce an error that looks like this:
Go还将确保提供的String()
方法与fmt.Stringer
接口请求的方法完全匹配。 如果没有,将产生如下错误:
Output
src/e4/main.go:26:6: cannot use o (type Ocean) as type fmt.Stringer in argument to log:
Ocean does not implement fmt.Stringer (wrong type for String method)
have String()
want String() string
In the examples so far, we have defined methods on the value receiver. That is, if we use the functional invocation of methods, the first parameter, referring to the type the method was defined on, will be a value of that type, rather than a pointer. Consequently, any modifications we make to the instance provided to the method will be discarded when the method completes execution, because the value received is a copy of the data. It’s also possible to define methods on the pointer receiver to a type.
在到目前为止的示例中,我们已经在值接收器上定义了方法。 也就是说,如果我们使用方法的功能调用,则第一个参数(指的是定义方法的类型)将是该类型的值,而不是指针 。 因此,当方法完成执行时,我们对提供给该方法的实例所做的任何修改都将被丢弃,因为接收到的值是数据的副本。 也可以在指针接收器上为类型定义方法。
指针接收器 (Pointer Receivers)
The syntax for defining methods on the pointer receiver is nearly identical to defining methods on the value receiver. The difference is prefixing the name of the type in the receiver declaration with an asterisk (*
). The following example defines a method on the pointer receiver to a type:
在指针接收器上定义方法的语法与在值接收器上定义方法的语法几乎相同。 区别在于,接收方声明中的类型名称以星号( *
)开头。 以下示例将指针接收器上的方法定义为类型:
package main
import "fmt"
type Boat struct {
Name string
occupants []string
}
func (b *Boat) AddOccupant(name string) *Boat {
b.occupants = append(b.occupants, name)
return b
}
func (b Boat) Manifest() {
fmt.Println("The", b.Name, "has the following occupants:")
for _, n := range b.occupants {
fmt.Println("\t", n)
}
}
func main() {
b := &Boat{
Name: "S.S. DigitalOcean",
}
b.AddOccupant("Sammy the Shark")
b.AddOccupant("Larry the Lobster")
b.Manifest()
}
You’ll see the following output when you run this example:
运行此示例时,将看到以下输出:
Output
The S.S. DigitalOcean has the following occupants:
Sammy the Shark
Larry the Lobster
This example defined a Boat
type with a Name
and occupants
. We want to force code in other packages to only add occupants with the AddOccupant
method, so we’ve made the occupants
field unexported by lowercasing the first letter of the field name. We also want to make sure that calling AddOccupant
will cause the instance of Boat
to be modified, which is why we defined AddOccupant
on the pointer receiver. Pointers act as a reference to a specific instance of a type rather than a copy of that type. Knowing that AddOccupant
will be invoked using a pointer to Boat
guarantees that any modifications will persist.
本示例定义了一个具有Name
和occupants
的Boat
类型。 我们要强制其他包中的代码仅使用AddOccupant
方法添加乘员,因此我们通过将字段名的首字母小写来使occupants
字段未导出。 我们还想确保调用AddOccupant
会导致Boat
实例被修改,这就是为什么我们在指针接收器上定义了AddOccupant
原因。 指针充当对类型的特定实例的引用,而不是该类型的副本。 知道将使用指向Boat
的指针来调用AddOccupant
可以确保所有修改都将持久。
Within main
, we define a new variable, b
, which will hold a pointer to a Boat
(*Boat
). We invoke the AddOccupant
method twice on this instance to add two passengers. The Manifest
method is defined on the Boat
value, because in its definition, the receiver is specified as (b Boat)
. In main
, we are still able to call Manifest
because Go is able to automatically dereference the pointer to obtain the Boat
value. b.Manifest()
here is equivalent to (*b).Manifest()
.
在main
,我们定义了一个新变量b
,它将保存一个指向Boat
( *Boat
)的指针。 我们在此实例上两次调用AddOccupant
方法以添加两个乘客。 Manifest
方法是在Boat
值上定义的,因为在其定义中,接收方被指定为(b Boat)
。 在main
,我们仍然可以调用Manifest
因为Go能够自动取消引用指针以获得Boat
值。 b.Manifest()
相当于(*b).Manifest()
。
Whether a method is defined on a pointer receiver or on a value receiver has important implications when trying to assign values to variables that are interface types.
在尝试将值分配给接口类型的变量时,在指针接收器上还是在值接收器上定义方法具有重要意义。
指针接收器和接口 (Pointer Receivers and Interfaces)
When you assign a value to a variable with an interface type, the Go compiler will examine the method set of the type being assigned to ensure that it has the methods the interface expects. The method sets for the pointer receiver and the value receiver are different because methods that receive a pointer can modify their receiver where those that receive a value cannot.
当您为具有接口类型的变量分配值时,Go编译器将检查要分配的类型的方法集,以确保其具有接口期望的方法。 指针接收者和值接收者的方法设置不同,因为接收指针的方法可以修改接收者的方法,而接收值的方法则不能。
The following example demonstrates defining two methods: one on a type’s pointer receiver and on its value receiver. However, only the pointer receiver will be able to satisfy the interface also defined in this example:
下面的示例演示了定义两种方法:一种在类型的指针接收器上,在其值接收器上。 但是,只有指针接收器才能满足在此示例中也定义的接口:
package main
import "fmt"
type Submersible interface {
Dive()
}
type Shark struct {
Name string
isUnderwater bool
}
func (s Shark) String() string {
if s.isUnderwater {
return fmt.Sprintf("%s is underwater", s.Name)
}
return fmt.Sprintf("%s is on the surface", s.Name)
}
func (s *Shark) Dive() {
s.isUnderwater = true
}
func submerge(s Submersible) {
s.Dive()
}
func main() {
s := &Shark{
Name: "Sammy",
}
fmt.Println(s)
submerge(s)
fmt.Println(s)
}
When you run the code, you’ll see this output:
运行代码时,您将看到以下输出:
Output
Sammy is on the surface
Sammy is underwater
This example defined an interface called Submersible
that expects types having a Dive()
method. We then defined a Shark
type with a Name
field and an isUnderwater
method to keep track of the state of the Shark
. We defined a Dive()
method on the pointer receiver to Shark
which modified isUnderwater
to true
. We also defined the String()
method of the value receiver so that it could cleanly print the state of the Shark
using fmt.Println
by using the fmt.Stringer
interface accepted by fmt.Println
that we looked at earlier. We also used a function submerge
that takes a Submersible
parameter.
此示例定义了一个名为Submersible
的接口,该接口期望具有Dive()
方法的类型。 然后,我们使用Name
字段和isUnderwater
方法定义了Shark
类型,以跟踪Shark
的状态。 我们在指向Shark
的指针接收器上定义了Dive()
方法,该方法将isUnderwater
修改为true
。 我们还定义String()
值接收机的方法,以便它可以清晰地打印的状态Shark
使用fmt.Println
使用fmt.Stringer
被接受的接口fmt.Println
是我们在前面。 我们还使用了带有Submersible
参数的功能submerge
。
Using the Submersible
interface rather than a *Shark
allows the submerge
function to depend only on the behavior provided by a type. This makes the submerge
function more reusable because you wouldn’t have to write new submerge
functions for a Submarine
, a Whale
, or any other future aquatic inhabitants we haven’t thought of yet. As long as they define a Dive()
method, they can be used with the submerge
function.
使用Submersible
接口而不是*Shark
允许submerge
函数仅取决于类型提供的行为。 这使得submerge
功能更加可重用,因为您不必为Submarine
, Whale
或我们尚未想到的任何其他未来水生动物编写新的submerge
功能。 只要它们定义了Dive()
方法,它们就可以与submerge
函数一起使用。
Within main
we defined a variable s
that is a pointer to a Shark
and immediately printed s
with fmt.Println
. This shows the first part of the output, Sammy is on the surface
. We passed s
to submerge
and then called fmt.Println
again with s
as its argument to see the second part of the output printed, Sammy is underwater
.
在main
我们定义了一个变量s
,它是一个指向Shark
的指针,并使用fmt.Println
立即打印出s
。 这显示了输出的第一部分, Sammy is on the surface
。 我们将s
传递给submerge
,然后再次使用s
作为参数调用fmt.Println
,以查看输出的第二部分, Sammy is underwater
。
If we changed s
to be a Shark
rather than a *Shark
, the Go compiler would produce the error:
如果将s
更改为Shark
而不是*Shark
,则Go编译器将产生错误:
Output
cannot use s (type Shark) as type Submersible in argument to submerge:
Shark does not implement Submersible (Dive method has pointer receiver)
The Go compiler helpfully tells us that Shark
does have a Dive
method, it’s just defined on the pointer receiver. When you see this message in your own code, the fix is to pass a pointer to the interface type by using the &
operator before the variable where the value type is assigned.
Go编译器有助于告诉我们Shark
确实具有Dive
方法,它只是在指针接收器上定义的。 当您在自己的代码中看到此消息时,解决方法是在分配值类型的变量之前使用&
运算符将指针传递给接口类型。
结论 (Conclusion)
Declaring methods in Go is ultimately no different than defining functions that receive different types of variables. The same rules of working with pointers apply. Go provides some conveniences for this extremely common function definition and collects these into sets of methods that can be reasoned about by interface types. Using methods effectively will allow you to work with interfaces in your code to improve testability and leaves better organization behind for future readers of your code.
在Go中声明方法最终与定义接收不同类型变量的函数没有什么不同。 适用于指针的相同规则。 Go为这种极其常见的函数定义提供了一些便利,并将它们收集到可以由接口类型推理的方法集中。 有效地使用方法将使您能够使用代码中的接口来提高可测试性,并为以后的代码读者留下更好的组织。
If you’d like to learn more about the Go programming language in general, check out our How To Code in Go series.
如果您想全面了解Go编程语言,请查看我们的如何在Go中编写代码系列 。
翻译自: https://www.digitalocean.com/community/tutorials/defining-methods-in-go
golang定义一个方法