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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" class="active"><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-modu
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<div id="content" class="content">
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<main>
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<h2><a class="header" href="#variables-and-mutability" id="variables-and-mutability">Variables and Mutability</a></h2>
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<p>As mentioned in Chapter 2, by default variables are immutable. This is one of
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many nudges Rust gives you to write your code in a way that takes advantage of
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the safety and easy concurrency that Rust offers. However, you still have the
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option to make your variables mutable. Let’s explore how and why Rust
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encourages you to favor immutability and why sometimes you might want to opt
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out.</p>
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<p>When a variable is immutable, once a value is bound to a name, you can’t change
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that value. To illustrate this, let’s generate a new project called <em>variables</em>
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in your <em>projects</em> directory by using <code>cargo new variables</code>.</p>
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<p>Then, in your new <em>variables</em> directory, open <em>src/main.rs</em> and replace its
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code with the following code that won’t compile just yet:</p>
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<p><span class="filename">Filename: src/main.rs</span></p>
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<pre><code class="language-rust ignore does_not_compile">fn main() {
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let x = 5;
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println!("The value of x is: {}", x);
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x = 6;
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println!("The value of x is: {}", x);
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}
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</code></pre>
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<p>Save and run the program using <code>cargo run</code>. You should receive an error
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message, as shown in this output:</p>
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<pre><code class="language-text">error[E0384]: cannot assign twice to immutable variable `x`
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--> src/main.rs:4:5
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2 | let x = 5;
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| - first assignment to `x`
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3 | println!("The value of x is: {}", x);
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4 | x = 6;
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| ^^^^^ cannot assign twice to immutable variable
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</code></pre>
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<p>This example shows how the compiler helps you find errors in your programs.
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Even though compiler errors can be frustrating, they only mean your program
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isn’t safely doing what you want it to do yet; they do <em>not</em> mean that you’re
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not a good programmer! Experienced Rustaceans still get compiler errors.</p>
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<p>The error message indicates that the cause of the error is that you <code>cannot assign twice to immutable variable x</code>, because you tried to assign a second
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value to the immutable <code>x</code> variable.</p>
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<p>It’s important that we get compile-time errors when we attempt to change a
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value that we previously designated as immutable because this very situation
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can lead to bugs. If one part of our code operates on the assumption that a
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value will never change and another part of our code changes that value, it’s
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possible that the first part of the code won’t do what it was designed to do.
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The cause of this kind of bug can be difficult to track down after the fact,
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especially when the second piece of code changes the value only <em>sometimes</em>.</p>
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<p>In Rust, the compiler guarantees that when you state that a value won’t change,
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it really won’t change. That means that when you’re reading and writing code,
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you don’t have to keep track of how and where a value might change. Your code
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is thus easier to reason through.</p>
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<p>But mutability can be very useful. Variables are immutable only by default; as
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you did in Chapter 2, you can make them mutable by adding <code>mut</code> in front of the
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variable name. In addition to allowing this value to change, <code>mut</code> conveys
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intent to future readers of the code by indicating that other parts of the code
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will be changing this variable’s value.</p>
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<p>For example, let’s change <em>src/main.rs</em> to the following:</p>
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<p><span class="filename">Filename: src/main.rs</span></p>
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<pre><pre class="playpen"><code class="language-rust">fn main() {
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let mut x = 5;
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println!("The value of x is: {}", x);
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x = 6;
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println!("The value of x is: {}", x);
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}
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</code></pre></pre>
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<p>When we run the program now, we get this:</p>
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<pre><code class="language-text">$ cargo run
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Compiling variables v0.1.0 (file:///projects/variables)
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Finished dev [unoptimized + debuginfo] target(s) in 0.30 secs
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Running `target/debug/variables`
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The value of x is: 5
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The value of x is: 6
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</code></pre>
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<p>We’re allowed to change the value that <code>x</code> binds to from <code>5</code> to <code>6</code> when <code>mut</code>
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is used. In some cases, you’ll want to make a variable mutable because it makes
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the code more convenient to write than if it had only immutable variables.</p>
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<p>There are multiple trade-offs to consider in addition to the prevention of
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bugs. For example, in cases where you’re using large data structures, mutating
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an instance in place may be faster than copying and returning newly allocated
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instances. With smaller data structures, creating new instances and writing in
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a more functional programming style may be easier to think through, so lower
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performance might be a worthwhile penalty for gaining that clarity.</p>
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<h3><a class="header" href="#differences-between-variables-and-constants" id="differences-between-variables-and-constants">Differences Between Variables and Constants</a></h3>
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<p>Being unable to change the value of a variable might have reminded you of
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another programming concept that most other languages have: <em>constants</em>. Like
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immutable variables, constants are values that are bound to a name and are not
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allowed to change, but there are a few differences between constants and
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variables.</p>
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<p>First, you aren’t allowed to use <code>mut</code> with constants. Constants aren’t just
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immutable by default—they’re always immutable.</p>
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<p>You declare constants using the <code>const</code> keyword instead of the <code>let</code> keyword,
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and the type of the value <em>must</em> be annotated. We’re about to cover types and
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type annotations in the next section, <a href="ch03-02-data-types.html#data-types">“Data Types,”</a><!-- ignore
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--> so don’t worry about the details right now. Just know that you must always
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annotate the type.</p>
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<p>Constants can be declared in any scope, including the global scope, which makes
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them useful for values that many parts of code need to know about.</p>
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<p>The last difference is that constants may be set only to a constant expression,
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not the result of a function call or any other value that could only be
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computed at runtime.</p>
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<p>Here’s an example of a constant declaration where the constant’s name is
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<code>MAX_POINTS</code> and its value is set to 100,000. (Rust’s naming convention for
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constants is to use all uppercase with underscores between words, and
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underscores can be inserted in numeric literals to improve readability):</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>const MAX_POINTS: u32 = 100_000;
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<span class="boring">}
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</span></code></pre></pre>
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<p>Constants are valid for the entire time a program runs, within the scope they
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were declared in, making them a useful choice for values in your application
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domain that multiple parts of the program might need to know about, such as the
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maximum number of points any player of a game is allowed to earn or the speed
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of light.</p>
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<p>Naming hardcoded values used throughout your program as constants is useful in
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conveying the meaning of that value to future maintainers of the code. It also
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helps to have only one place in your code you would need to change if the
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hardcoded value needed to be updated in the future.</p>
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<h3><a class="header" href="#shadowing" id="shadowing">Shadowing</a></h3>
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<p>As you saw in the guessing game tutorial in the <a href="ch02-00-guessing-game-tutorial.html#comparing-the-guess-to-the-secret-number">“Comparing the Guess to the
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Secret Number”</a><!-- ignore -->
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|
section in Chapter 2, you can declare a new variable with the same name as a
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previous variable, and the new variable shadows the previous variable.
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|||
|
Rustaceans say that the first variable is <em>shadowed</em> by the second, which means
|
|||
|
that the second variable’s value is what appears when the variable is used. We
|
|||
|
can shadow a variable by using the same variable’s name and repeating the use
|
|||
|
of the <code>let</code> keyword as follows:</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">fn main() {
|
|||
|
let x = 5;
|
|||
|
|
|||
|
let x = x + 1;
|
|||
|
|
|||
|
let x = x * 2;
|
|||
|
|
|||
|
println!("The value of x is: {}", x);
|
|||
|
}
|
|||
|
</code></pre></pre>
|
|||
|
<p>This program first binds <code>x</code> to a value of <code>5</code>. Then it shadows <code>x</code> by
|
|||
|
repeating <code>let x =</code>, taking the original value and adding <code>1</code> so the value of
|
|||
|
<code>x</code> is then <code>6</code>. The third <code>let</code> statement also shadows <code>x</code>, multiplying the
|
|||
|
previous value by <code>2</code> to give <code>x</code> a final value of <code>12</code>. When we run this
|
|||
|
program, it will output the following:</p>
|
|||
|
<pre><code class="language-text">$ cargo run
|
|||
|
Compiling variables v0.1.0 (file:///projects/variables)
|
|||
|
Finished dev [unoptimized + debuginfo] target(s) in 0.31 secs
|
|||
|
Running `target/debug/variables`
|
|||
|
The value of x is: 12
|
|||
|
</code></pre>
|
|||
|
<p>Shadowing is different from marking a variable as <code>mut</code>, because we’ll get a
|
|||
|
compile-time error if we accidentally try to reassign to this variable without
|
|||
|
using the <code>let</code> keyword. By using <code>let</code>, we can perform a few transformations
|
|||
|
on a value but have the variable be immutable after those transformations have
|
|||
|
been completed.</p>
|
|||
|
<p>The other difference between <code>mut</code> and shadowing is that because we’re
|
|||
|
effectively creating a new variable when we use the <code>let</code> keyword again, we can
|
|||
|
change the type of the value but reuse the same name. For example, say our
|
|||
|
program asks a user to show how many spaces they want between some text by
|
|||
|
inputting space characters, but we really want to store that input as a number:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>let spaces = " ";
|
|||
|
let spaces = spaces.len();
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>This construct is allowed because the first <code>spaces</code> variable is a string type
|
|||
|
and the second <code>spaces</code> variable, which is a brand-new variable that happens to
|
|||
|
have the same name as the first one, is a number type. Shadowing thus spares us
|
|||
|
from having to come up with different names, such as <code>spaces_str</code> and
|
|||
|
<code>spaces_num</code>; instead, we can reuse the simpler <code>spaces</code> name. However, if we
|
|||
|
try to use <code>mut</code> for this, as shown here, we’ll get a compile-time error:</p>
|
|||
|
<pre><code class="language-rust ignore does_not_compile">let mut spaces = " ";
|
|||
|
spaces = spaces.len();
|
|||
|
</code></pre>
|
|||
|
<p>The error says we’re not allowed to mutate a variable’s type:</p>
|
|||
|
<pre><code class="language-text">error[E0308]: mismatched types
|
|||
|
--> src/main.rs:3:14
|
|||
|
|
|
|||
|
3 | spaces = spaces.len();
|
|||
|
| ^^^^^^^^^^^^ expected &str, found usize
|
|||
|
|
|
|||
|
= note: expected type `&str`
|
|||
|
found type `usize`
|
|||
|
</code></pre>
|
|||
|
<p>Now that we’ve explored how variables work, let’s look at more data types they
|
|||
|
can have.</p>
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