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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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<div id="content" class="content">
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<main>
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<h2><a class="header" href="#separating-modules-into-different-files" id="separating-modules-into-different-files">Separating Modules into Different Files</a></h2>
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<p>So far, all the examples in this chapter defined multiple modules in one file.
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When modules get large, you might want to move their definitions to a separate
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file to make the code easier to navigate.</p>
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<p>For example, let’s start from the code in Listing 7-17 and move the
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<code>front_of_house</code> module to its own file <em>src/front_of_house.rs</em> by changing the
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crate root file so it contains the code shown in Listing 7-21. In this case,
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the crate root file is <em>src/lib.rs</em>, but this procedure also works with binary
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crates whose crate root file is <em>src/main.rs</em>.</p>
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<p><span class="filename">Filename: src/lib.rs</span></p>
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<pre><code class="language-rust ignore">mod front_of_house;
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pub use crate::front_of_house::hosting;
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pub fn eat_at_restaurant() {
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hosting::add_to_waitlist();
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hosting::add_to_waitlist();
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hosting::add_to_waitlist();
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}
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</code></pre>
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<p><span class="caption">Listing 7-21: Declaring the <code>front_of_house</code> module whose
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body will be in <em>src/front_of_house.rs</em></span></p>
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<p>And <em>src/front_of_house.rs</em> gets the definitions from the body of the
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<code>front_of_house</code> module, as shown in Listing 7-22.</p>
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<p><span class="filename">Filename: src/front_of_house.rs</span></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>pub mod hosting {
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pub fn add_to_waitlist() {}
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 7-22: Definitions inside the <code>front_of_house</code>
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module in <em>src/front_of_house.rs</em></span></p>
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<p>Using a semicolon after <code>mod front_of_house</code> rather than using a block tells
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Rust to load the contents of the module from another file with the same name as
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the module. To continue with our example and extract the <code>hosting</code> module to
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its own file as well, we change <em>src/front_of_house.rs</em> to contain only the
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declaration of the <code>hosting</code> module:</p>
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<p><span class="filename">Filename: src/front_of_house.rs</span></p>
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<pre><code>pub mod hosting;
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</code></pre>
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<p>Then we create a <em>src/front_of_house</em> directory and a file
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<em>src/front_of_house/hosting.rs</em> to contain the definitions made in the
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<code>hosting</code> module:</p>
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<p><span class="filename">Filename: src/front_of_house/hosting.rs</span></p>
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<pre><code>pub fn add_to_waitlist() {}
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</code></pre>
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<p>The module tree remains the same, and the function calls in <code>eat_at_restaurant</code>
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will work without any modification, even though the definitions live in
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different files. This technique lets you move modules to new files as they grow
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in size.</p>
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<p>Note that the <code>pub use crate::front_of_house::hosting</code> statement in
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<em>src/lib.rs</em> also hasn’t changed, nor does <code>use</code> have any impact on what files
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are compiled as part of the crate. The <code>mod</code> keyword declares modules, and Rust
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looks in a file with the same name as the module for the code that goes into
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that module.</p>
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<h2><a class="header" href="#summary" id="summary">Summary</a></h2>
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<p>Rust lets you split a package into multiple crates and a crate into modules
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so you can refer to items defined in one module from another module. You can do
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this by specifying absolute or relative paths. These paths can be brought into
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scope with a <code>use</code> statement so you can use a shorter path for multiple uses of
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the item in that scope. Module code is private by default, but you can make
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definitions public by adding the <code>pub</code> keyword.</p>
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<p>In the next chapter, we’ll look at some collection data structures in the
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standard library that you can use in your neatly organized code.</p>
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