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<ol class="chapter"><li class="expanded affix "><a href="title-page.html">The Rust Programming Language</a></li><li class="expanded affix "><a href="foreword.html">Foreword</a></li><li class="expanded affix "><a href="ch00-00-introduction.html">Introduction</a></li><li class="expanded "><a href="ch01-00-getting-started.html"><strong aria-hidden="true">1.</strong> Getting Started</a></li><li><ol class="section"><li class="expanded "><a href="ch01-01-installation.html"><strong aria-hidden="true">1.1.</strong> Installation</a></li><li class="expanded "><a href="ch01-02-hello-world.html"><strong aria-hidden="true">1.2.</strong> Hello, World!</a></li><li class="expanded "><a href="ch01-03-hello-cargo.html"><strong aria-hidden="true">1.3.</strong> Hello, Cargo!</a></li></ol></li><li class="expanded "><a href="ch02-00-guessing-game-tutorial.html"><strong aria-hidden="true">2.</strong> Programming a Guessing Game</a></li><li class="expanded "><a href="ch03-00-common-programming-concepts.html"><strong aria-hidden="true">3.</strong> Common Programming Concepts</a></li><li><ol class="section"><li class="expanded "><a href="ch03-01-variables-and-mutability.html"><strong aria-hidden="true">3.1.</strong> Variables and Mutability</a></li><li class="expanded "><a href="ch03-02-data-types.html"><strong aria-hidden="true">3.2.</strong> Data Types</a></li><li class="expanded "><a href="ch03-03-how-functions-work.html"><strong aria-hidden="true">3.3.</strong> Functions</a></li><li class="expanded "><a href="ch03-04-comments.html"><strong aria-hidden="true">3.4.</strong> Comments</a></li><li class="expanded "><a href="ch03-05-control-flow.html"><strong aria-hidden="true">3.5.</strong> Control Flow</a></li></ol></li><li class="expanded "><a href="ch04-00-understanding-ownership.html"><strong aria-hidden="true">4.</strong> Understanding Ownership</a></li><li><ol class="section"><li class="expanded "><a href="ch04-01-what-is-ownership.html"><strong aria-hidden="true">4.1.</strong> What is Ownership?</a></li><li class="expanded "><a href="ch04-02-references-and-borrowing.html"><strong aria-hidden="true">4.2.</strong> References and Borrowing</a></li><li class="expanded "><a href="ch04-03-slices.html"><strong aria-hidden="true">4.3.</strong> The Slice Type</a></li></ol></li><li class="expanded "><a href="ch05-00-structs.html"><strong aria-hidden="true">5.</strong> Using Structs to Structure Related Data</a></li><li><ol class="section"><li class="expanded "><a href="ch05-01-defining-structs.html"><strong aria-hidden="true">5.1.</strong> Defining and Instantiating Structs</a></li><li class="expanded "><a href="ch05-02-example-structs.html"><strong aria-hidden="true">5.2.</strong> An Example Program Using Structs</a></li><li class="expanded "><a href="ch05-03-method-syntax.html"><strong aria-hidden="true">5.3.</strong> Method Syntax</a></li></ol></li><li class="expanded "><a href="ch06-00-enums.html"><strong aria-hidden="true">6.</strong> Enums and Pattern Matching</a></li><li><ol class="section"><li class="expanded "><a href="ch06-01-defining-an-enum.html"><strong aria-hidden="true">6.1.</strong> Defining an Enum</a></li><li class="expanded "><a href="ch06-02-match.html"><strong aria-hidden="true">6.2.</strong> The match Control Flow Operator</a></li><li class="expanded "><a href="ch06-03-if-let.html"><strong aria-hidden="true">6.3.</strong> Concise Control Flow with if let</a></li></ol></li><li class="expanded "><a href="ch07-00-managing-growing-projects-with-packages-crates-and-modules.html"><strong aria-hidden="true">7.</strong> Managing Growing Projects with Packages, Crates, and Modules</a></li><li><ol class="section"><li class="expanded "><a href="ch07-01-packages-and-crates.html"><strong aria-hidden="true">7.1.</strong> Packages and Crates</a></li><li class="expanded "><a href="ch07-02-defining-modules-to-control-scope-and-privacy.html"><strong aria-hidden="true">7.2.</strong> Defining Modules to Control Scope and Privacy</a></li><li class="expanded "><a href="ch07-03-paths-for-referring-to-an-item-in-the-module-tree.html"><
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<main>
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<h2><a class="header" href="#to-panic-or-not-to-panic" id="to-panic-or-not-to-panic">To <code>panic!</code> or Not to <code>panic!</code></a></h2>
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<p>So how do you decide when you should call <code>panic!</code> and when you should return
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<code>Result</code>? When code panics, there’s no way to recover. You could call <code>panic!</code>
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for any error situation, whether there’s a possible way to recover or not, but
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then you’re making the decision on behalf of the code calling your code that a
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situation is unrecoverable. When you choose to return a <code>Result</code> value, you
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give the calling code options rather than making the decision for it. The
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calling code could choose to attempt to recover in a way that’s appropriate for
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its situation, or it could decide that an <code>Err</code> value in this case is
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unrecoverable, so it can call <code>panic!</code> and turn your recoverable error into an
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unrecoverable one. Therefore, returning <code>Result</code> is a good default choice when
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you’re defining a function that might fail.</p>
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<p>In rare situations, it’s more appropriate to write code that panics instead of
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returning a <code>Result</code>. Let’s explore why it’s appropriate to panic in examples,
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prototype code, and tests. Then we’ll discuss situations in which the compiler
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can’t tell that failure is impossible, but you as a human can. The chapter will
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conclude with some general guidelines on how to decide whether to panic in
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library code.</p>
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<h3><a class="header" href="#examples-prototype-code-and-tests" id="examples-prototype-code-and-tests">Examples, Prototype Code, and Tests</a></h3>
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<p>When you’re writing an example to illustrate some concept, having robust
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error-handling code in the example as well can make the example less clear. In
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examples, it’s understood that a call to a method like <code>unwrap</code> that could
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panic is meant as a placeholder for the way you’d want your application to
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handle errors, which can differ based on what the rest of your code is doing.</p>
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<p>Similarly, the <code>unwrap</code> and <code>expect</code> methods are very handy when prototyping,
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before you’re ready to decide how to handle errors. They leave clear markers in
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your code for when you’re ready to make your program more robust.</p>
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<p>If a method call fails in a test, you’d want the whole test to fail, even if
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that method isn’t the functionality under test. Because <code>panic!</code> is how a test
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is marked as a failure, calling <code>unwrap</code> or <code>expect</code> is exactly what should
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happen.</p>
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<h3><a class="header" href="#cases-in-which-you-have-more-information-than-the-compiler" id="cases-in-which-you-have-more-information-than-the-compiler">Cases in Which You Have More Information Than the Compiler</a></h3>
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<p>It would also be appropriate to call <code>unwrap</code> when you have some other logic
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that ensures the <code>Result</code> will have an <code>Ok</code> value, but the logic isn’t
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something the compiler understands. You’ll still have a <code>Result</code> value that you
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need to handle: whatever operation you’re calling still has the possibility of
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failing in general, even though it’s logically impossible in your particular
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situation. If you can ensure by manually inspecting the code that you’ll never
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have an <code>Err</code> variant, it’s perfectly acceptable to call <code>unwrap</code>. Here’s an
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example:</p>
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<pre><pre class="playpen"><code class="language-rust">
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<span class="boring">#![allow(unused_variables)]
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</span><span class="boring">fn main() {
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</span>use std::net::IpAddr;
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let home: IpAddr = "127.0.0.1".parse().unwrap();
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<span class="boring">}
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</span></code></pre></pre>
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<p>We’re creating an <code>IpAddr</code> instance by parsing a hardcoded string. We can see
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that <code>127.0.0.1</code> is a valid IP address, so it’s acceptable to use <code>unwrap</code>
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here. However, having a hardcoded, valid string doesn’t change the return type
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of the <code>parse</code> method: we still get a <code>Result</code> value, and the compiler will
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still make us handle the <code>Result</code> as if the <code>Err</code> variant is a possibility
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because the compiler isn’t smart enough to see that this string is always a
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valid IP address. If the IP address string came from a user rather than being
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hardcoded into the program and therefore <em>did</em> have a possibility of failure,
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we’d definitely want to handle the <code>Result</code> in a more robust way instead.</p>
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<h3><a class="header" href="#guidelines-for-error-handling" id="guidelines-for-error-handling">Guidelines for Error Handling</a></h3>
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<p>It’s advisable to have your code panic when it’s possible that your code
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could end up in a bad state. In this context, a <em>bad state</em> is when some
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assumption, guarantee, contract, or invariant has been broken, such as when
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invalid values, contradictory values, or missing values are passed to your
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code—plus one or more of the following:</p>
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<ul>
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<li>The bad state is not something that’s <em>expected</em> to happen occasionally.</li>
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<li>Your code after this point needs to rely on not being in this bad state.</li>
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<li>There’s not a good way to encode this information in the types you use.</li>
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</ul>
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<p>If someone calls your code and passes in values that don’t make sense, the best
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choice might be to call <code>panic!</code> and alert the person using your library to the
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bug in their code so they can fix it during development. Similarly, <code>panic!</code> is
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often appropriate if you’re calling external code that is out of your control
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and it returns an invalid state that you have no way of fixing.</p>
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<p>However, when failure is expected, it’s more appropriate to return a <code>Result</code>
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than to make a <code>panic!</code> call. Examples include a parser being given malformed
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data or an HTTP request returning a status that indicates you have hit a rate
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limit. In these cases, returning a <code>Result</code> indicates that failure is an
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expected possibility that the calling code must decide how to handle.</p>
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<p>When your code performs operations on values, your code should verify the
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values are valid first and panic if the values aren’t valid. This is mostly for
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safety reasons: attempting to operate on invalid data can expose your code to
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vulnerabilities. This is the main reason the standard library will call
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<code>panic!</code> if you attempt an out-of-bounds memory access: trying to access memory
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that doesn’t belong to the current data structure is a common security problem.
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Functions often have <em>contracts</em>: their behavior is only guaranteed if the
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inputs meet particular requirements. Panicking when the contract is violated
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makes sense because a contract violation always indicates a caller-side bug and
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it’s not a kind of error you want the calling code to have to explicitly
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handle. In fact, there’s no reasonable way for calling code to recover; the
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calling <em>programmers</em> need to fix the code. Contracts for a function,
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especially when a violation will cause a panic, should be explained in the API
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documentation for the function.</p>
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<p>However, having lots of error checks in all of your functions would be verbose
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and annoying. Fortunately, you can use Rust’s type system (and thus the type
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checking the compiler does) to do many of the checks for you. If your function
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has a particular type as a parameter, you can proceed with your code’s logic
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|||
|
knowing that the compiler has already ensured you have a valid value. For
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|||
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example, if you have a type rather than an <code>Option</code>, your program expects to
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|||
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have <em>something</em> rather than <em>nothing</em>. Your code then doesn’t have to handle
|
|||
|
two cases for the <code>Some</code> and <code>None</code> variants: it will only have one case for
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|||
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definitely having a value. Code trying to pass nothing to your function won’t
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even compile, so your function doesn’t have to check for that case at runtime.
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Another example is using an unsigned integer type such as <code>u32</code>, which ensures
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the parameter is never negative.</p>
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|
<h3><a class="header" href="#creating-custom-types-for-validation" id="creating-custom-types-for-validation">Creating Custom Types for Validation</a></h3>
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|
<p>Let’s take the idea of using Rust’s type system to ensure we have a valid value
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|||
|
one step further and look at creating a custom type for validation. Recall the
|
|||
|
guessing game in Chapter 2 in which our code asked the user to guess a number
|
|||
|
between 1 and 100. We never validated that the user’s guess was between those
|
|||
|
numbers before checking it against our secret number; we only validated that
|
|||
|
the guess was positive. In this case, the consequences were not very dire: our
|
|||
|
output of “Too high” or “Too low” would still be correct. But it would be a
|
|||
|
useful enhancement to guide the user toward valid guesses and have different
|
|||
|
behavior when a user guesses a number that’s out of range versus when a user
|
|||
|
types, for example, letters instead.</p>
|
|||
|
<p>One way to do this would be to parse the guess as an <code>i32</code> instead of only a
|
|||
|
<code>u32</code> to allow potentially negative numbers, and then add a check for the
|
|||
|
number being in range, like so:</p>
|
|||
|
<pre><code class="language-rust ignore">loop {
|
|||
|
// --snip--
|
|||
|
|
|||
|
let guess: i32 = match guess.trim().parse() {
|
|||
|
Ok(num) => num,
|
|||
|
Err(_) => continue,
|
|||
|
};
|
|||
|
|
|||
|
if guess < 1 || guess > 100 {
|
|||
|
println!("The secret number will be between 1 and 100.");
|
|||
|
continue;
|
|||
|
}
|
|||
|
|
|||
|
match guess.cmp(&secret_number) {
|
|||
|
// --snip--
|
|||
|
}
|
|||
|
</code></pre>
|
|||
|
<p>The <code>if</code> expression checks whether our value is out of range, tells the user
|
|||
|
about the problem, and calls <code>continue</code> to start the next iteration of the loop
|
|||
|
and ask for another guess. After the <code>if</code> expression, we can proceed with the
|
|||
|
comparisons between <code>guess</code> and the secret number knowing that <code>guess</code> is
|
|||
|
between 1 and 100.</p>
|
|||
|
<p>However, this is not an ideal solution: if it was absolutely critical that the
|
|||
|
program only operated on values between 1 and 100, and it had many functions
|
|||
|
with this requirement, having a check like this in every function would be
|
|||
|
tedious (and might impact performance).</p>
|
|||
|
<p>Instead, we can make a new type and put the validations in a function to create
|
|||
|
an instance of the type rather than repeating the validations everywhere. That
|
|||
|
way, it’s safe for functions to use the new type in their signatures and
|
|||
|
confidently use the values they receive. Listing 9-10 shows one way to define a
|
|||
|
<code>Guess</code> type that will only create an instance of <code>Guess</code> if the <code>new</code> function
|
|||
|
receives a value between 1 and 100.</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>pub struct Guess {
|
|||
|
value: i32,
|
|||
|
}
|
|||
|
|
|||
|
impl Guess {
|
|||
|
pub fn new(value: i32) -> Guess {
|
|||
|
if value < 1 || value > 100 {
|
|||
|
panic!("Guess value must be between 1 and 100, got {}.", value);
|
|||
|
}
|
|||
|
|
|||
|
Guess {
|
|||
|
value
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
pub fn value(&self) -> i32 {
|
|||
|
self.value
|
|||
|
}
|
|||
|
}
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p><span class="caption">Listing 9-10: A <code>Guess</code> type that will only continue with
|
|||
|
values between 1 and 100</span></p>
|
|||
|
<p>First, we define a struct named <code>Guess</code> that has a field named <code>value</code> that
|
|||
|
holds an <code>i32</code>. This is where the number will be stored.</p>
|
|||
|
<p>Then we implement an associated function named <code>new</code> on <code>Guess</code> that creates
|
|||
|
instances of <code>Guess</code> values. The <code>new</code> function is defined to have one
|
|||
|
parameter named <code>value</code> of type <code>i32</code> and to return a <code>Guess</code>. The code in the
|
|||
|
body of the <code>new</code> function tests <code>value</code> to make sure it’s between 1 and 100.
|
|||
|
If <code>value</code> doesn’t pass this test, we make a <code>panic!</code> call, which will alert
|
|||
|
the programmer who is writing the calling code that they have a bug they need
|
|||
|
to fix, because creating a <code>Guess</code> with a <code>value</code> outside this range would
|
|||
|
violate the contract that <code>Guess::new</code> is relying on. The conditions in which
|
|||
|
<code>Guess::new</code> might panic should be discussed in its public-facing API
|
|||
|
documentation; we’ll cover documentation conventions indicating the possibility
|
|||
|
of a <code>panic!</code> in the API documentation that you create in Chapter 14. If
|
|||
|
<code>value</code> does pass the test, we create a new <code>Guess</code> with its <code>value</code> field set
|
|||
|
to the <code>value</code> parameter and return the <code>Guess</code>.</p>
|
|||
|
<p>Next, we implement a method named <code>value</code> that borrows <code>self</code>, doesn’t have any
|
|||
|
other parameters, and returns an <code>i32</code>. This kind of method is sometimes called
|
|||
|
a <em>getter</em>, because its purpose is to get some data from its fields and return
|
|||
|
it. This public method is necessary because the <code>value</code> field of the <code>Guess</code>
|
|||
|
struct is private. It’s important that the <code>value</code> field be private so code
|
|||
|
using the <code>Guess</code> struct is not allowed to set <code>value</code> directly: code outside
|
|||
|
the module <em>must</em> use the <code>Guess::new</code> function to create an instance of
|
|||
|
<code>Guess</code>, thereby ensuring there’s no way for a <code>Guess</code> to have a <code>value</code> that
|
|||
|
hasn’t been checked by the conditions in the <code>Guess::new</code> function.</p>
|
|||
|
<p>A function that has a parameter or returns only numbers between 1 and 100 could
|
|||
|
then declare in its signature that it takes or returns a <code>Guess</code> rather than an
|
|||
|
<code>i32</code> and wouldn’t need to do any additional checks in its body.</p>
|
|||
|
<h2><a class="header" href="#summary" id="summary">Summary</a></h2>
|
|||
|
<p>Rust’s error handling features are designed to help you write more robust code.
|
|||
|
The <code>panic!</code> macro signals that your program is in a state it can’t handle and
|
|||
|
lets you tell the process to stop instead of trying to proceed with invalid or
|
|||
|
incorrect values. The <code>Result</code> enum uses Rust’s type system to indicate that
|
|||
|
operations might fail in a way that your code could recover from. You can use
|
|||
|
<code>Result</code> to tell code that calls your code that it needs to handle potential
|
|||
|
success or failure as well. Using <code>panic!</code> and <code>Result</code> in the appropriate
|
|||
|
situations will make your code more reliable in the face of inevitable problems.</p>
|
|||
|
<p>Now that you’ve seen useful ways that the standard library uses generics with
|
|||
|
the <code>Option</code> and <code>Result</code> enums, we’ll talk about how generics work and how you
|
|||
|
can use them in your code.</p>
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