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<title>析构函数 | Swift 编程语言</title>
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<title>析构过程 | Swift 编程语言</title>
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<div class="book" data-level="2.15" data-basepath=".." data-revision="1402189909808">
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<li class="chapter " data-level="2.14" data-path="chapter2/14_Initialization.html">
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<a href="../chapter2/14_Initialization.html">
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<i class="fa fa-check"></i> <b>2.14.</b> 构造函数
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<i class="fa fa-check"></i> <b>2.14.</b> 构造过程
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<a href="../chapter2/15_Deinitialization.html">
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<i class="fa fa-check"></i> <b>2.15.</b> 析构函数
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<i class="fa fa-check"></i> <b>2.15.</b> 析构过程
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</a>
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<div class="page-inner">
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<section class="normal" id="section-gitbook_25">
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<h1 id="-">析构过程</h1>
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<p>在一个类的实例被释放之前,析构函数被立即调用。用关键字deinit来标示析构函数,类似于初始化函数用init来标示。析构函数只适用于类类型。</p>
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<h2 id="-">析构过程原理</h2>
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<p>Swift会自动释放不再需要的实例以释放资源。如自动引用计数那一章描述,Swift通过自动引用计数(ARC)处理实例的内存管理。通常当你的实例被释放时不需要手动的去清理。但是,当使用自己的资源时,你可能需要进行一些额外的清理。例如,如果创建了一个自定义的类来打开一个文件,并写入一些数据,你可能需要在类实例被释放之前关闭该文件。</p>
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<p>在类的定义中,每个类最多只能有一个析构函数。析构函数不带任何参数,在写法上不带括号:</p>
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<pre><code>1 deinit {
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2 // 执行析构过程
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3 }
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</code></pre><p>析构函数是在实例释放发生前一步被自动调用。不允许主动调用自己的析构函数。子类继承了父类的析构函数,并且在子类析构函数实现的最后,父类的析构函数被自动调用。即使子类没有提供自己的析构函数,父类的析构函数也总是被调用。</p>
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<p>因为直到实例的析构函数被调用时,实例才会被释放,所以析构函数可以访问所有请求实例的属性,并且根据那些属性可以修改它的行为(比如查找一个需要被关闭的文件的名称)。</p>
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<h2 id="-">析构函数操作</h2>
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<p>这里是一个析构函数操作的例子。这个例子是一个简单的游戏,定义了两种新类型,Bank和Player。Bank结构体管理一个虚拟货币的流通,在这个流通中Bank永远不可能拥有超过10,000的硬币。在这个游戏中有且只能有一个Bank存在,因此Bank由带有静态属性和静态方法的结构体实现,从而存储和管理其当前的状态。</p>
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<pre><code>1 struct Bank {
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2 static var coinsInBank = 10_000
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3 static func vendCoins(var numberOfCoinsToVend: Int) -> Int {
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4 numberOfCoinsToVend = min(numberOfCoinsToVend, coinsInBank)
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5 coinsInBank -= numberOfCoinsToVend
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6 return numberOfCoinsToVend
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7 }
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8 static func receiveCoins(coins: Int) {
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9 coinsInBank += coins
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10 }
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11 }
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</code></pre><p>Bank根据它的coinsInBank属性来跟踪当前它拥有的硬币数量。银行还提供两个方法—vendCoins和receiveCoins,用来处理硬币的分发和收集。</p>
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<p>vendCoins方法在bank分发硬币之前检查是否有足够的硬币。如果没有足够多的硬币,bank返回一个比请求时小的数字(如果没有硬币留在bank中就返回0)。vendCoins方法声明numberOfCoinsToVend为一个变量参数,这样就可以在方法体的内部修改数字,而不需要定义一个新的变量。vendCoins方法返回一个整型值,表明了提供的硬币的实际数目。</p>
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<p>receiveCoins方法只是将bank的硬币存储和接收到的硬币数目相加,再保存回bank。</p>
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<p>Player类描述了游戏中的一个玩家。每一个player在任何时刻都有一定数量的硬币存储在他们的钱包中。这通过player的coinsInPurse属性来体现:</p>
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<pre><code> 1 class Player {
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2 var coinsInPurse: Int
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3 init(coins: Int) {
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4 coinsInPurse = Bank.vendCoins(coins)
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5 }
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6 func winCoins(coins: Int) {
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7 coinsInPurse += Bank.vendCoins(coins)
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8 }
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9 deinit {
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10 Bank.receiveCoins(coinsInPurse)
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11 }
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12 }
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</code></pre><p>每个Player实例都由一个指定数目硬币组成的启动额度初始化,这些硬币在bank初始化的过程中得到。如果没有足够的硬币可用,Player实例可能收到比指定数目少的硬币。</p>
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<p>Player类定义了一个winCoins方法,该方法从bank获取一定数量的硬币,并把它们添加到player的钱包。Player类还实现了一个析构函数,这个析构函数在Player实例释放前一步被调用。这里析构函数只是将player的所有硬币都返回给bank:</p>
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<pre><code>1 var playerOne: Player? = Player(coins: 100)
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2 println("A new player has joined the game with \ (playerOne!.coinsInPurse) coins")
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3 // 输出 "A new player has joined the game with 100 coins"
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4 println("There are now \(Bank.coinsInBank) coins left in the bank")
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5 // 输出 "There are now 9900 coins left in the bank"
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</code></pre><p>一个新的Player实例随着一个100个硬币(如果有)的请求而被创建。这个Player实例存储在一个名为playerOne的可选Player变量中。这里使用一个可选变量,是因为players可以随时离开游戏。设置为可选使得你可以跟踪当前是否有player在游戏中。</p>
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<p>因为playerOne是可选的,所以由一个感叹号(!)来修饰,每当其winCoins方法被调用时,coinsInPurse属性被访问并打印出它的默认硬币数目。</p>
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<pre><code>1 playerOne!.winCoins(2_000)
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2 println("PlayerOne won 2000 coins & now has \ (playerOne!.coinsInPurse) coins")
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3 // 输出 "PlayerOne won 2000 coins & now has 2100 coins"
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4 println("The bank now only has \(Bank.coinsInBank) coins left")
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5 // 输出 "The bank now only has 7900 coins left"
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</code></pre><p>这里,player已经赢得了2,000硬币。player的钱包现在有2,100硬币,bank只剩余7,900硬币。</p>
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<pre><code>1 playerOne = nil
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2 println("PlayerOne has left the game")
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3 // 输出 "PlayerOne has left the game"
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4 println("The bank now has \(Bank.coinsInBank) coins")
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5 // 输出 "The bank now has 10000 coins"
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</code></pre><p>player现在已经离开了游戏。这表明是要将可选的playerOne变量设置为nil,意思是"没有Player实例"。当这种情况发生的时候,playerOne变量对Player实例的引用被破坏了。没有其它属性或者变量引用Player实例,因此为了清空它占用的内存从而释放它。在这发生前一步,其析构函数被自动调用,其硬币被返回到bank。</p>
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</section>
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</div>
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</div>
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</div>
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