struct Level{
i_vec: ~[int]
}
pub struct GameManager{
lvl: Level
}
impl GameManager {
pub fn new() -> GameManager{
GameManager {lvl: Level{i_vec: ~[]}}
}
pub fn new_game(f: ~fn()) {
do spawn {
f();
}
}
pub fn default_game_loop(lvl: &Level ,f: &fn() ){
loop {
f();
break;
}
}
}
fn main() {
let mut gm = GameManager::new();
do GameManager::new_game(){
// I know I could move "gm" here, but I would like
// to know how to capture mutable variables.
do GameManager::default_game_loop(&gm.lvl){
}
}
}
/*
/home/maik/source/test.rs:28:43: 28:45 error: mutable variables cannot be implicitly captured
/home/maik/source/test.rs:28 do GameManager::default_game_loop(&gm.lvl){
^~
error: aborting due to previous error
[Finished in 0.2s with exit code 101]
*/
如何捕获可变变量?
我也尝试制作那些函数方法,但之后一切都破了,因为它试图将自己移动到闭包中,如
do gm.default_game_loop(){
let level = &gm.lvl;
}
我可以使用自我参数吗?因为gm本身应该在闭包中可用,如
do gm.default_game_loop(){
let level = self.lvl;
}
答案 0 :(得分:1)
您遇到的问题是您无法直接在两个任务之间共享内存。处理此问题的传统方法是将数据移动到线程。这是一个例子:
use std::task;
struct Level {
i_vec: ~[int]
}
pub struct GameManager {
lvl: Level
}
impl GameManager {
pub fn new() -> GameManager {
GameManager { lvl: Level { i_vec: ~[] } }
}
pub fn new_game<A: Send>(a: A, f: ~fn(A)) {
task::spawn_with(a, f)
}
pub fn default_game_loop(lvl: &Level, f: &fn()) {
loop {
f();
break;
}
}
}
fn main() {
let mut gm = GameManager::new();
do GameManager::new_game(gm) |gm| {
// I know I could move "gm" here, but I would like
// to know how to capture mutable variables.
do GameManager::default_game_loop(&gm.lvl) {
}
}
}
如果你需要以某种方式在多个线程之间共享可变状态,那就有点棘手了。为此,您可以设置一个拥有可变状态的任务,并通过std::comm::stream个频道或通过受互斥锁保护的extra::arc::RWArc进行修改。