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Rust Essentials
Rust Essentials

Rust Essentials: A quick guide to writing fast, safe, and concurrent systems and applications , Second Edition

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Rust Essentials

Using Variables and Types

In this chapter, we look at the basic building blocks of a Rust program, like variables and types. We discuss variables of primitive types, whether their type has to be declared or not, and the scope of variables. Immutability, one of the cornerstones of Rust's safety strategy, is also discussed and illustrated.

We will cover the following topics:

  • Comments
  • Global constants
  • Values and primitive types
  • Binding variables to values
  • Scope of a variable and shadowing
  • Type checking and conversions
  • Expressions
  • The stack and the heap

Our code examples will center on building a text-based game called Monster Attack.

Comments

Ideally, a program should be self-documenting by using descriptive variable names and easy-to-read code, but there are always cases where additional comments about a program's structure or algorithms are needed. Rust follows the C convention and has:

  • // line comments; everything on the line after // is commentary and not compiled
  • /* */block or multi-line comments; everything between the start /*and the end */ is not compiled

However, the preferred Rust style is to use only the // comment, also for multiple lines, as shown in the following code:

// see Chapter 2/code/comments.rs 
fn main() { 
  // Here starts the execution of the Game. 
  // We begin with printing a welcome message: 
  println!("Welcome to the Game!"); 
} 

Use the /* */ comments only to comment out code.

Rust also has a doc comment with ///, useful in larger projects that require an official...

Global constants

Often, an application needs a few values that are in fact constants, meaning that they do not change in the course of the program. In our game, for example, the game name Monster Attack could be a constant, as could the maximum health amount, which is the number 100. We must be able to use them in the main() function or any other function in our program, so they are placed at the top of the code file. They live in the global scope of the program. Such constants are declared with the keyword static, as follows:

// see Chapter 2/code/constants1.rs 
static MAX_HEALTH: i32 = 100; 
static GAME_NAME: &str = "Monster Attack"; 
 
fn main() { 
} 

Names of constants must be in uppercase, underscores can be used to separate word parts. Their type must also be indicated; the variable MAX_HEALTH is a 32-bit integer (i32) and the variable GAME_NAME is a string...

Values and primitive types

Constants that have been initialized have a value. Values exist in different types: 70 is an integer, 3.14 is a float, and Z and θ are the type of a character. Characters are Unicode values that take four bytes of memory each. Godzilla is a string of type &str (which is Unicode UTF8 by default), true and false are the type of Boolean values. Integers can be written in different formats:

  • Hexadecimal format with 0x, like 0x46 for 70.
  • Octal format with 0o, like 0o106 for 70.
  • Binary format with 0b, like 0b1000110.
  • Underscores can be used for readability, as in 1_000_000. Sometimes the compiler will urge you to indicate more explicitly the type of number with a suffix, for example (the number after u or i is the number of memory bits used, namely: 8, 16, 32, or 64).
  • The 10usize denotes an unsigned integer of machine word size (usize), which can...

Binding variables to values

Storing all values in constants is not an option. It is not good because constants live as long as the program and moreover can't change, and often we want to change values. In Rust, we can bind a value to a variable by using a let binding.

// see Chapter 2/code/bindings.rs 
fn main() { 
  let energy = 5; // value 5 is bound to variable energy 
} 

Unlike in many other languages, such as Python or Go, the semicolon,;, is needed here to end the statement. Otherwise, the compiler throws an error, as follows:

error: expected one of `.`, `;`, or an operator, found `}`

We also want to create bindings only when they are used in the rest of the program, but don't worry, the Rust compiler warns us about that. The warning looks like the following:

    
values.rs:2:6: 2:7 warning: unused variable: `energy`, #[warn(unused_variables)] on by default
  ...

Scope of a variable and shadowing

All variables defined in the program bindings.rs have local scope delimited by the { } of the function which happens to be the main() function here, but this applies to any function. After the ending, }, they go out of scope and their memory allocation is freed.

We can even make a more limited scope inside a function by defining a code block as all code contained within a pair of curly braces { }, as in the following snippet:

// see Chapter 2/code/scope.rs 
fn main() { 
  let outer = 42; 
   { // start of code block 
        let inner = 3.14; 
        println!("block variable: {}", inner); 
        let outer = 99; // shadows the first outer variable 
        println!("block variable outer: {}", outer); 
    } // end of code block 
    println!("outer variable: {}", outer); 
} 

The preceding code gives the following...

Comments


Ideally, a program should be self-documenting by using descriptive variable names and easy-to-read code, but there are always cases where additional comments about a program's structure or algorithms are needed. Rust follows the C convention and has:

  • // line comments; everything on the line after // is commentary and not compiled
  • /* */block or multi-line comments; everything between the start /*and the end */ is not compiled

However, the preferred Rust style is to use only the // comment, also for multiple lines, as shown in the following code:

// see Chapter 2/code/comments.rs 
fn main() { 
  // Here starts the execution of the Game. 
  // We begin with printing a welcome message: 
  println!("Welcome to the Game!"); 
} 

Use the /* */ comments only to comment out code.

Rust also has a doc comment with ///, useful in larger projects that require an official documentation for customers and developers. Such comments have to appear before an item (like a function) on a separate line to document...

Global constants


Often, an application needs a few values that are in fact constants, meaning that they do not change in the course of the program. In our game, for example, the game name Monster Attack could be a constant, as could the maximum health amount, which is the number 100. We must be able to use them in the main() function or any other function in our program, so they are placed at the top of the code file. They live in the global scope of the program. Such constants are declared with the keyword static, as follows:

// see Chapter 2/code/constants1.rs 
static MAX_HEALTH: i32 = 100; 
static GAME_NAME: &str = "Monster Attack"; 
 
fn main() { 
} 

Names of constants must be in uppercase, underscores can be used to separate word parts. Their type must also be indicated; the variable MAX_HEALTH is a 32-bit integer (i32) and the variable GAME_NAME is a string (str) type. As we will discuss further, the declaration of types for variables is done in exactly the same way, although it...

Values and primitive types


Constants that have been initialized have a value. Values exist in different types: 70 is an integer, 3.14 is a float, and Z and θ are the type of a character. Characters are Unicode values that take four bytes of memory each. Godzilla is a string of type &str (which is Unicode UTF8 by default), true and false are the type of Boolean values. Integers can be written in different formats:

  • Hexadecimal format with 0x, like 0x46 for 70.
  • Octal format with 0o, like 0o106 for 70.
  • Binary format with 0b, like 0b1000110.
  • Underscores can be used for readability, as in 1_000_000. Sometimes the compiler will urge you to indicate more explicitly the type of number with a suffix, for example (the number after u or i is the number of memory bits used, namely: 8, 16, 32, or 64).
  • The 10usize denotes an unsigned integer of machine word size (usize), which can be any of the following types: u8, u16, u32, u64.
  • The 10isize denotes a signed integer of machine word size (isize), which can...

Binding variables to values


Storing all values in constants is not an option. It is not good because constants live as long as the program and moreover can't change, and often we want to change values. In Rust, we can bind a value to a variable by using a let binding.

// see Chapter 2/code/bindings.rs 
fn main() { 
  let energy = 5; // value 5 is bound to variable energy 
} 

Unlike in many other languages, such as Python or Go, the semicolon,;, is needed here to end the statement. Otherwise, the compiler throws an error, as follows:

error: expected one of `.`, `;`, or an operator, found `}`

We also want to create bindings only when they are used in the rest of the program, but don't worry, the Rust compiler warns us about that. The warning looks like the following:

    
values.rs:2:6: 2:7 warning: unused variable: `energy`, #[warn(unused_variables)] on by default
    
  

For prototyping purposes, you can suppress that warning by prefixing the variable name with an _, like in let _ energy = 5;...

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Key benefits

  • Get started with Rust to build scalable and high performance applications
  • Enhance your application development skills using the power of Rust
  • Discover the power of Rust when developing concurrent applications for large and scalable software

Description

Rust is the new, open source, fast, and safe systems programming language for the 21st century, developed at Mozilla Research, and with a steadily growing community. It was created to solve the dilemma between high-level, slow code with minimal control over the system, and low-level, fast code with maximum system control. It is no longer necessary to learn C/C++ to develop resource intensive and low-level systems applications. This book will give you a head start to solve systems programming and application tasks with Rust. We start off with an argumentation of Rust's unique place in today's landscape of programming languages. You'll install Rust and learn how to work with its package manager Cargo. The various concepts are introduced step by step: variables, types, functions, and control structures to lay the groundwork. Then we explore more structured data such as strings, arrays, and enums, and you’ll see how pattern matching works. Throughout all this, we stress the unique ways of reasoning that the Rust compiler uses to produce safe code. Next we look at Rust's specific way of error handling, and the overall importance of traits in Rust code. The pillar of memory safety is treated in depth as we explore the various pointer kinds. Next, you’ll see how macros can simplify code generation, and how to compose bigger projects with modules and crates. Finally, you’ll discover how we can write safe concurrent code in Rust and interface with C programs, get a view of the Rust ecosystem, and explore the use of the standard library.

Who is this book for?

The book is for developers looking for a quick entry into using Rust and understanding the core features of the language. Basic programming knowledge is assumed.

What you will learn

  • Set up your Rust environment to achieve the highest productivity
  • Bridge the performance gap between safe and unsafe languages
  • Use pattern matching to create flexible code
  • Apply generics and traits to develop widely applicable code
  • Organize your code in modules and crates
  • Build macros to extend Rust's capabilities and reach
  • Apply tasks to tackle problems concurrently in a distributed environment
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Language : English
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Table of Contents

12 Chapters
Starting with Rust Chevron down icon Chevron up icon
Using Variables and Types Chevron down icon Chevron up icon
Using Functions and Control Structures Chevron down icon Chevron up icon
Structuring Data and Matching Patterns Chevron down icon Chevron up icon
Higher Order Functions and Error-Handling Chevron down icon Chevron up icon
Using Traits and OOP in Rust Chevron down icon Chevron up icon
Ensuring Memory Safety and Pointers Chevron down icon Chevron up icon
Organizing Code and Macros Chevron down icon Chevron up icon
Concurrency - Coding for Multicore Execution Chevron down icon Chevron up icon
Programming at the Boundaries Chevron down icon Chevron up icon
Exploring the Standard Library Chevron down icon Chevron up icon
The Ecosystem of Crates Chevron down icon Chevron up icon

Customer reviews

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hartmut Feb 17, 2018
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I just had time to take a short look into the book. The author compresses the complexity so that it helps starting into rust.
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