生锈寿命参数必须比静态寿命长
rust lifetime parameter must outlive the static lifetime
所以我正在跟随 this tutorial 构建一个 rogue-like 并且我决定开始使用 specs dispatcher 来使注册和执行系统更容易一些。
为此,我在 State
结构中添加了 Dispatcher
:
use rltk::{GameState, Rltk};
use specs::world::World;
use specs::Dispatcher;
pub struct State<'a, 'b> { // <-- Added new lifetime params here for dispacher
pub ecs: World,
pub dsp: Dispatcher<'a, 'b>,
}
但是当我尝试为其实现 GameSate
特性时,我 运行 遇到了问题:
impl<'a, 'b> GameState for State<'a, 'b> {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
self.dsp.dispatch(&mut self.ecs);
self.ecs.maintain();
}
}
我收到这些错误:
error[E0478]: lifetime bound not satisfied
--> src/sys/state.rs:96:14
|
96 | impl<'a, 'b> GameState for State<'a, 'b> {
| ^^^^^^^^^
|
note: lifetime parameter instantiated with the lifetime `'a` as defined on the impl at 96:6
--> src/sys/state.rs:96:6
|
96 | impl<'a, 'b> GameState for State<'a, 'b> {
| ^^
= note: but lifetime parameter must outlive the static lifetime
error[E0478]: lifetime bound not satisfied
--> src/sys/state.rs:96:14
|
96 | impl<'a, 'b> GameState for State<'a, 'b> {
| ^^^^^^^^^
|
note: lifetime parameter instantiated with the lifetime `'b` as defined on the impl at 96:10
--> src/sys/state.rs:96:10
|
96 | impl<'a, 'b> GameState for State<'a, 'b> {
| ^^
= note: but lifetime parameter must outlive the static lifetime
它希望生命周期 'a, 'b
比 'static
长,这听起来不可能,因为我确信 'static
是整个程序的生命周期。
我该如何解决?
GameState
要求实现者必须是'static
:
pub trait GameState: 'static {...}
为了满足 'static
生命周期,您的类型不得包含任何短于 'static
的引用。所以,如果你不能让 'a
和 'b
都成为 'static
,唯一的选择就是不要把 Dispatcher
放在 State
.[=21 里面=]
所以我正在跟随 this tutorial 构建一个 rogue-like 并且我决定开始使用 specs dispatcher 来使注册和执行系统更容易一些。
为此,我在 State
结构中添加了 Dispatcher
:
use rltk::{GameState, Rltk};
use specs::world::World;
use specs::Dispatcher;
pub struct State<'a, 'b> { // <-- Added new lifetime params here for dispacher
pub ecs: World,
pub dsp: Dispatcher<'a, 'b>,
}
但是当我尝试为其实现 GameSate
特性时,我 运行 遇到了问题:
impl<'a, 'b> GameState for State<'a, 'b> {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
self.dsp.dispatch(&mut self.ecs);
self.ecs.maintain();
}
}
我收到这些错误:
error[E0478]: lifetime bound not satisfied
--> src/sys/state.rs:96:14
|
96 | impl<'a, 'b> GameState for State<'a, 'b> {
| ^^^^^^^^^
|
note: lifetime parameter instantiated with the lifetime `'a` as defined on the impl at 96:6
--> src/sys/state.rs:96:6
|
96 | impl<'a, 'b> GameState for State<'a, 'b> {
| ^^
= note: but lifetime parameter must outlive the static lifetime
error[E0478]: lifetime bound not satisfied
--> src/sys/state.rs:96:14
|
96 | impl<'a, 'b> GameState for State<'a, 'b> {
| ^^^^^^^^^
|
note: lifetime parameter instantiated with the lifetime `'b` as defined on the impl at 96:10
--> src/sys/state.rs:96:10
|
96 | impl<'a, 'b> GameState for State<'a, 'b> {
| ^^
= note: but lifetime parameter must outlive the static lifetime
它希望生命周期 'a, 'b
比 'static
长,这听起来不可能,因为我确信 'static
是整个程序的生命周期。
我该如何解决?
GameState
要求实现者必须是'static
:
pub trait GameState: 'static {...}
为了满足 'static
生命周期,您的类型不得包含任何短于 'static
的引用。所以,如果你不能让 'a
和 'b
都成为 'static
,唯一的选择就是不要把 Dispatcher
放在 State
.[=21 里面=]