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Rust Essentials

You're reading from   Rust Essentials A quick guide to writing fast, safe, and concurrent systems and applications

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Product type Paperback
Published in Nov 2017
Publisher
ISBN-13 9781788390019
Length 264 pages
Edition 2nd Edition
Languages
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Author (1):
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Ivo Balbaert Ivo Balbaert
Author Profile Icon Ivo Balbaert
Ivo Balbaert
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Toc

Table of Contents (13) Chapters Close

Preface 1. Starting with Rust FREE CHAPTER 2. Using Variables and Types 3. Using Functions and Control Structures 4. Structuring Data and Matching Patterns 5. Higher Order Functions and Error-Handling 6. Using Traits and OOP in Rust 7. Ensuring Memory Safety and Pointers 8. Organizing Code and Macros 9. Concurrency - Coding for Multicore Execution 10. Programming at the Boundaries 11. Exploring the Standard Library 12. The Ecosystem of Crates

Traits


What if our game is really diversely populated, and besides Aliens we have also Zombies and Predators, and, needless to say, they all want to attack. Can we abstract their common behavior into something they all share? Of course, in Rust we say that they have a trait in common, analogous to an interface or superclass in other languages. Let's call that trait Monster, and because they all want to attack, a first version could be:

// see code in Chapter 6/code/traits.rs 
trait Monster { 
    fn attack(&self); 
} 

A trait mostly contains a description of methods, that is, their type declarations or signatures, but no real implementation (as we will see later in the example, a trait can contain a default implementation of a method). This is logical, because Zombies, Predators, and Aliens could each have their own method of attack. So there is no code body between {} after the function signature, but don't forget the ;(semicolon) to close it off.

When we want to implement the Monster...

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