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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" class="active"><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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<main>
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<h2><a class="header" href="#what-is-ownership" id="what-is-ownership">What Is Ownership?</a></h2>
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<p>Rust’s central feature is <em>ownership</em>. Although the feature is straightforward
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to explain, it has deep implications for the rest of the language.</p>
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<p>All programs have to manage the way they use a computer’s memory while running.
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Some languages have garbage collection that constantly looks for no longer used
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memory as the program runs; in other languages, the programmer must explicitly
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allocate and free the memory. Rust uses a third approach: memory is managed
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through a system of ownership with a set of rules that the compiler checks at
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compile time. None of the ownership features slow down your program while it’s
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running.</p>
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<p>Because ownership is a new concept for many programmers, it does take some time
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to get used to. The good news is that the more experienced you become with Rust
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and the rules of the ownership system, the more you’ll be able to naturally
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develop code that is safe and efficient. Keep at it!</p>
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<p>When you understand ownership, you’ll have a solid foundation for understanding
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the features that make Rust unique. In this chapter, you’ll learn ownership by
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working through some examples that focus on a very common data structure:
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strings.</p>
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<blockquote>
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<h3><a class="header" href="#the-stack-and-the-heap" id="the-stack-and-the-heap">The Stack and the Heap</a></h3>
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<p>In many programming languages, you don’t have to think about the stack and
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the heap very often. But in a systems programming language like Rust, whether
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a value is on the stack or the heap has more of an effect on how the language
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behaves and why you have to make certain decisions. Parts of ownership will
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be described in relation to the stack and the heap later in this chapter, so
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here is a brief explanation in preparation.</p>
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<p>Both the stack and the heap are parts of memory that are available to your code
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to use at runtime, but they are structured in different ways. The stack stores
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values in the order it gets them and removes the values in the opposite order.
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This is referred to as <em>last in, first out</em>. Think of a stack of plates: when
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you add more plates, you put them on top of the pile, and when you need a
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plate, you take one off the top. Adding or removing plates from the middle or
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bottom wouldn’t work as well! Adding data is called <em>pushing onto the stack</em>,
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and removing data is called <em>popping off the stack</em>.</p>
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<p>All data stored on the stack must have a known, fixed size. Data with an
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unknown size at compile time or a size that might change must be stored on
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the heap instead. The heap is less organized: when you put data on the heap,
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you request a certain amount of space. The operating system finds an empty
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spot in the heap that is big enough, marks it as being in use, and returns a
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<em>pointer</em>, which is the address of that location. This process is called
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<em>allocating on the heap</em> and is sometimes abbreviated as just <em>allocating</em>.
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Pushing values onto the stack is not considered allocating. Because the
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pointer is a known, fixed size, you can store the pointer on the stack, but
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when you want the actual data, you must follow the pointer.</p>
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<p>Think of being seated at a restaurant. When you enter, you state the number of
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people in your group, and the staff finds an empty table that fits everyone
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and leads you there. If someone in your group comes late, they can ask where
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you’ve been seated to find you.</p>
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<p>Pushing to the stack is faster than allocating on the heap because the
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operating system never has to search for a place to store new data; that
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location is always at the top of the stack. Comparatively, allocating space
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on the heap requires more work, because the operating system must first find
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a big enough space to hold the data and then perform bookkeeping to prepare
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for the next allocation.</p>
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<p>Accessing data in the heap is slower than accessing data on the stack because
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you have to follow a pointer to get there. Contemporary processors are faster
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if they jump around less in memory. Continuing the analogy, consider a server
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at a restaurant taking orders from many tables. It’s most efficient to get
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all the orders at one table before moving on to the next table. Taking an
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order from table A, then an order from table B, then one from A again, and
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then one from B again would be a much slower process. By the same token, a
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processor can do its job better if it works on data that’s close to other
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data (as it is on the stack) rather than farther away (as it can be on the
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heap). Allocating a large amount of space on the heap can also take time.</p>
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<p>When your code calls a function, the values passed into the function
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(including, potentially, pointers to data on the heap) and the function’s
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local variables get pushed onto the stack. When the function is over, those
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values get popped off the stack.</p>
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<p>Keeping track of what parts of code are using what data on the heap,
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minimizing the amount of duplicate data on the heap, and cleaning up unused
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data on the heap so you don’t run out of space are all problems that ownership
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addresses. Once you understand ownership, you won’t need to think about the
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stack and the heap very often, but knowing that managing heap data is why
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ownership exists can help explain why it works the way it does.</p>
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</blockquote>
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<h3><a class="header" href="#ownership-rules" id="ownership-rules">Ownership Rules</a></h3>
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<p>First, let’s take a look at the ownership rules. Keep these rules in mind as we
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work through the examples that illustrate them:</p>
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<ul>
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<li>Each value in Rust has a variable that’s called its <em>owner</em>.</li>
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<li>There can only be one owner at a time.</li>
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<li>When the owner goes out of scope, the value will be dropped.</li>
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</ul>
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<h3><a class="header" href="#variable-scope" id="variable-scope">Variable Scope</a></h3>
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<p>We’ve walked through an example of a Rust program already in Chapter 2. Now
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that we’re past basic syntax, we won’t include all the <code>fn main() {</code> code in
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examples, so if you’re following along, you’ll have to put the following
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examples inside a <code>main</code> function manually. As a result, our examples will be a
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bit more concise, letting us focus on the actual details rather than
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boilerplate code.</p>
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<p>As a first example of ownership, we’ll look at the <em>scope</em> of some variables. A
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scope is the range within a program for which an item is valid. Let’s say we
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have a variable that looks like this:</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>let s = "hello";
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<span class="boring">}
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</span></code></pre></pre>
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<p>The variable <code>s</code> refers to a string literal, where the value of the string is
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hardcoded into the text of our program. The variable is valid from the point at
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which it’s declared until the end of the current <em>scope</em>. Listing 4-1 has
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comments annotating where the variable <code>s</code> is valid.</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>{ // s is not valid here, it’s not yet declared
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let s = "hello"; // s is valid from this point forward
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// do stuff with s
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} // this scope is now over, and s is no longer valid
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 4-1: A variable and the scope in which it is
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valid</span></p>
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<p>In other words, there are two important points in time here:</p>
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<ul>
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<li>When <code>s</code> comes <em>into scope</em>, it is valid.</li>
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<li>It remains valid until it goes <em>out of scope</em>.</li>
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</ul>
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<p>At this point, the relationship between scopes and when variables are valid is
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similar to that in other programming languages. Now we’ll build on top of this
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understanding by introducing the <code>String</code> type.</p>
|
|||
|
<h3><a class="header" href="#the-string-type" id="the-string-type">The <code>String</code> Type</a></h3>
|
|||
|
<p>To illustrate the rules of ownership, we need a data type that is more complex
|
|||
|
than the ones we covered in the <a href="ch03-02-data-types.html#data-types">“Data Types”</a><!-- ignore -->
|
|||
|
section of Chapter 3. The types covered previously are all stored on the stack
|
|||
|
and popped off the stack when their scope is over, but we want to look at data
|
|||
|
that is stored on the heap and explore how Rust knows when to clean up that
|
|||
|
data.</p>
|
|||
|
<p>We’ll use <code>String</code> as the example here and concentrate on the parts of <code>String</code>
|
|||
|
that relate to ownership. These aspects also apply to other complex data types,
|
|||
|
whether they are provided by the standard library or created by you. We’ll
|
|||
|
discuss <code>String</code> in more depth in Chapter 8.</p>
|
|||
|
<p>We’ve already seen string literals, where a string value is hardcoded into our
|
|||
|
program. String literals are convenient, but they aren’t suitable for every
|
|||
|
situation in which we may want to use text. One reason is that they’re
|
|||
|
immutable. Another is that not every string value can be known when we write
|
|||
|
our code: for example, what if we want to take user input and store it? For
|
|||
|
these situations, Rust has a second string type, <code>String</code>. This type is
|
|||
|
allocated on the heap and as such is able to store an amount of text that is
|
|||
|
unknown to us at compile time. You can create a <code>String</code> from a string literal
|
|||
|
using the <code>from</code> function, like so:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>let s = String::from("hello");
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>The double colon (<code>::</code>) is an operator that allows us to namespace this
|
|||
|
particular <code>from</code> function under the <code>String</code> type rather than using some sort
|
|||
|
of name like <code>string_from</code>. We’ll discuss this syntax more in the <a href="ch05-03-method-syntax.html#method-syntax">“Method
|
|||
|
Syntax”</a><!-- ignore --> section of Chapter 5 and when we talk
|
|||
|
about namespacing with modules in <a href="ch07-03-paths-for-referring-to-an-item-in-the-module-tree.html">“Paths for Referring to an Item in the
|
|||
|
Module Tree”</a><!-- ignore --> in Chapter 7.</p>
|
|||
|
<p>This kind of string <em>can</em> be mutated:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>let mut s = String::from("hello");
|
|||
|
|
|||
|
s.push_str(", world!"); // push_str() appends a literal to a String
|
|||
|
|
|||
|
println!("{}", s); // This will print `hello, world!`
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>So, what’s the difference here? Why can <code>String</code> be mutated but literals
|
|||
|
cannot? The difference is how these two types deal with memory.</p>
|
|||
|
<h3><a class="header" href="#memory-and-allocation" id="memory-and-allocation">Memory and Allocation</a></h3>
|
|||
|
<p>In the case of a string literal, we know the contents at compile time, so the
|
|||
|
text is hardcoded directly into the final executable. This is why string
|
|||
|
literals are fast and efficient. But these properties only come from the string
|
|||
|
literal’s immutability. Unfortunately, we can’t put a blob of memory into the
|
|||
|
binary for each piece of text whose size is unknown at compile time and whose
|
|||
|
size might change while running the program.</p>
|
|||
|
<p>With the <code>String</code> type, in order to support a mutable, growable piece of text,
|
|||
|
we need to allocate an amount of memory on the heap, unknown at compile time,
|
|||
|
to hold the contents. This means:</p>
|
|||
|
<ul>
|
|||
|
<li>The memory must be requested from the operating system at runtime.</li>
|
|||
|
<li>We need a way of returning this memory to the operating system when we’re
|
|||
|
done with our <code>String</code>.</li>
|
|||
|
</ul>
|
|||
|
<p>That first part is done by us: when we call <code>String::from</code>, its implementation
|
|||
|
requests the memory it needs. This is pretty much universal in programming
|
|||
|
languages.</p>
|
|||
|
<p>However, the second part is different. In languages with a <em>garbage collector
|
|||
|
(GC)</em>, the GC keeps track and cleans up memory that isn’t being used anymore,
|
|||
|
and we don’t need to think about it. Without a GC, it’s our responsibility to
|
|||
|
identify when memory is no longer being used and call code to explicitly return
|
|||
|
it, just as we did to request it. Doing this correctly has historically been a
|
|||
|
difficult programming problem. If we forget, we’ll waste memory. If we do it
|
|||
|
too early, we’ll have an invalid variable. If we do it twice, that’s a bug too.
|
|||
|
We need to pair exactly one <code>allocate</code> with exactly one <code>free</code>.</p>
|
|||
|
<p>Rust takes a different path: the memory is automatically returned once the
|
|||
|
variable that owns it goes out of scope. Here’s a version of our scope example
|
|||
|
from Listing 4-1 using a <code>String</code> instead of a string literal:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>{
|
|||
|
let s = String::from("hello"); // s is valid from this point forward
|
|||
|
|
|||
|
// do stuff with s
|
|||
|
} // this scope is now over, and s is no
|
|||
|
// longer valid
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>There is a natural point at which we can return the memory our <code>String</code> needs
|
|||
|
to the operating system: when <code>s</code> goes out of scope. When a variable goes out
|
|||
|
of scope, Rust calls a special function for us. This function is called <code>drop</code>,
|
|||
|
and it’s where the author of <code>String</code> can put the code to return the memory.
|
|||
|
Rust calls <code>drop</code> automatically at the closing curly bracket.</p>
|
|||
|
<blockquote>
|
|||
|
<p>Note: In C++, this pattern of deallocating resources at the end of an item’s
|
|||
|
lifetime is sometimes called <em>Resource Acquisition Is Initialization (RAII)</em>.
|
|||
|
The <code>drop</code> function in Rust will be familiar to you if you’ve used RAII
|
|||
|
patterns.</p>
|
|||
|
</blockquote>
|
|||
|
<p>This pattern has a profound impact on the way Rust code is written. It may seem
|
|||
|
simple right now, but the behavior of code can be unexpected in more
|
|||
|
complicated situations when we want to have multiple variables use the data
|
|||
|
we’ve allocated on the heap. Let’s explore some of those situations now.</p>
|
|||
|
<h4><a class="header" href="#ways-variables-and-data-interact-move" id="ways-variables-and-data-interact-move">Ways Variables and Data Interact: Move</a></h4>
|
|||
|
<p>Multiple variables can interact with the same data in different ways in Rust.
|
|||
|
Let’s look at an example using an integer in Listing 4-2.</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>let x = 5;
|
|||
|
let y = x;
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p><span class="caption">Listing 4-2: Assigning the integer value of variable <code>x</code>
|
|||
|
to <code>y</code></span></p>
|
|||
|
<p>We can probably guess what this is doing: “bind the value <code>5</code> to <code>x</code>; then make
|
|||
|
a copy of the value in <code>x</code> and bind it to <code>y</code>.” We now have two variables, <code>x</code>
|
|||
|
and <code>y</code>, and both equal <code>5</code>. This is indeed what is happening, because integers
|
|||
|
are simple values with a known, fixed size, and these two <code>5</code> values are pushed
|
|||
|
onto the stack.</p>
|
|||
|
<p>Now let’s look at the <code>String</code> version:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>let s1 = String::from("hello");
|
|||
|
let s2 = s1;
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>This looks very similar to the previous code, so we might assume that the way
|
|||
|
it works would be the same: that is, the second line would make a copy of the
|
|||
|
value in <code>s1</code> and bind it to <code>s2</code>. But this isn’t quite what happens.</p>
|
|||
|
<p>Take a look at Figure 4-1 to see what is happening to <code>String</code> under the
|
|||
|
covers. A <code>String</code> is made up of three parts, shown on the left: a pointer to
|
|||
|
the memory that holds the contents of the string, a length, and a capacity.
|
|||
|
This group of data is stored on the stack. On the right is the memory on the
|
|||
|
heap that holds the contents.</p>
|
|||
|
<img alt="String in memory" src="img/trpl04-01.svg" class="center" style="width: 50%;" />
|
|||
|
<p><span class="caption">Figure 4-1: Representation in memory of a <code>String</code>
|
|||
|
holding the value <code>"hello"</code> bound to <code>s1</code></span></p>
|
|||
|
<p>The length is how much memory, in bytes, the contents of the <code>String</code> is
|
|||
|
currently using. The capacity is the total amount of memory, in bytes, that the
|
|||
|
<code>String</code> has received from the operating system. The difference between length
|
|||
|
and capacity matters, but not in this context, so for now, it’s fine to ignore
|
|||
|
the capacity.</p>
|
|||
|
<p>When we assign <code>s1</code> to <code>s2</code>, the <code>String</code> data is copied, meaning we copy the
|
|||
|
pointer, the length, and the capacity that are on the stack. We do not copy the
|
|||
|
data on the heap that the pointer refers to. In other words, the data
|
|||
|
representation in memory looks like Figure 4-2.</p>
|
|||
|
<img alt="s1 and s2 pointing to the same value" src="img/trpl04-02.svg" class="center" style="width: 50%;" />
|
|||
|
<p><span class="caption">Figure 4-2: Representation in memory of the variable <code>s2</code>
|
|||
|
that has a copy of the pointer, length, and capacity of <code>s1</code></span></p>
|
|||
|
<p>The representation does <em>not</em> look like Figure 4-3, which is what memory would
|
|||
|
look like if Rust instead copied the heap data as well. If Rust did this, the
|
|||
|
operation <code>s2 = s1</code> could be very expensive in terms of runtime performance if
|
|||
|
the data on the heap were large.</p>
|
|||
|
<img alt="s1 and s2 to two places" src="img/trpl04-03.svg" class="center" style="width: 50%;" />
|
|||
|
<p><span class="caption">Figure 4-3: Another possibility for what <code>s2 = s1</code> might
|
|||
|
do if Rust copied the heap data as well</span></p>
|
|||
|
<p>Earlier, we said that when a variable goes out of scope, Rust automatically
|
|||
|
calls the <code>drop</code> function and cleans up the heap memory for that variable. But
|
|||
|
Figure 4-2 shows both data pointers pointing to the same location. This is a
|
|||
|
problem: when <code>s2</code> and <code>s1</code> go out of scope, they will both try to free the
|
|||
|
same memory. This is known as a <em>double free</em> error and is one of the memory
|
|||
|
safety bugs we mentioned previously. Freeing memory twice can lead to memory
|
|||
|
corruption, which can potentially lead to security vulnerabilities.</p>
|
|||
|
<p>To ensure memory safety, there’s one more detail to what happens in this
|
|||
|
situation in Rust. Instead of trying to copy the allocated memory, Rust
|
|||
|
considers <code>s1</code> to no longer be valid and, therefore, Rust doesn’t need to free
|
|||
|
anything when <code>s1</code> goes out of scope. Check out what happens when you try to
|
|||
|
use <code>s1</code> after <code>s2</code> is created; it won’t work:</p>
|
|||
|
<pre><code class="language-rust ignore does_not_compile">let s1 = String::from("hello");
|
|||
|
let s2 = s1;
|
|||
|
|
|||
|
println!("{}, world!", s1);
|
|||
|
</code></pre>
|
|||
|
<p>You’ll get an error like this because Rust prevents you from using the
|
|||
|
invalidated reference:</p>
|
|||
|
<pre><code class="language-text">error[E0382]: use of moved value: `s1`
|
|||
|
--> src/main.rs:5:28
|
|||
|
|
|
|||
|
3 | let s2 = s1;
|
|||
|
| -- value moved here
|
|||
|
4 |
|
|||
|
5 | println!("{}, world!", s1);
|
|||
|
| ^^ value used here after move
|
|||
|
|
|
|||
|
= note: move occurs because `s1` has type `std::string::String`, which does
|
|||
|
not implement the `Copy` trait
|
|||
|
</code></pre>
|
|||
|
<p>If you’ve heard the terms <em>shallow copy</em> and <em>deep copy</em> while working with
|
|||
|
other languages, the concept of copying the pointer, length, and capacity
|
|||
|
without copying the data probably sounds like making a shallow copy. But
|
|||
|
because Rust also invalidates the first variable, instead of being called a
|
|||
|
shallow copy, it’s known as a <em>move</em>. In this example, we would say that
|
|||
|
<code>s1</code> was <em>moved</em> into <code>s2</code>. So what actually happens is shown in Figure 4-4.</p>
|
|||
|
<img alt="s1 moved to s2" src="img/trpl04-04.svg" class="center" style="width: 50%;" />
|
|||
|
<p><span class="caption">Figure 4-4: Representation in memory after <code>s1</code> has been
|
|||
|
invalidated</span></p>
|
|||
|
<p>That solves our problem! With only <code>s2</code> valid, when it goes out of scope, it
|
|||
|
alone will free the memory, and we’re done.</p>
|
|||
|
<p>In addition, there’s a design choice that’s implied by this: Rust will never
|
|||
|
automatically create “deep” copies of your data. Therefore, any <em>automatic</em>
|
|||
|
copying can be assumed to be inexpensive in terms of runtime performance.</p>
|
|||
|
<h4><a class="header" href="#ways-variables-and-data-interact-clone" id="ways-variables-and-data-interact-clone">Ways Variables and Data Interact: Clone</a></h4>
|
|||
|
<p>If we <em>do</em> want to deeply copy the heap data of the <code>String</code>, not just the
|
|||
|
stack data, we can use a common method called <code>clone</code>. We’ll discuss method
|
|||
|
syntax in Chapter 5, but because methods are a common feature in many
|
|||
|
programming languages, you’ve probably seen them before.</p>
|
|||
|
<p>Here’s an example of the <code>clone</code> method in action:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>let s1 = String::from("hello");
|
|||
|
let s2 = s1.clone();
|
|||
|
|
|||
|
println!("s1 = {}, s2 = {}", s1, s2);
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>This works just fine and explicitly produces the behavior shown in Figure 4-3,
|
|||
|
where the heap data <em>does</em> get copied.</p>
|
|||
|
<p>When you see a call to <code>clone</code>, you know that some arbitrary code is being
|
|||
|
executed and that code may be expensive. It’s a visual indicator that something
|
|||
|
different is going on.</p>
|
|||
|
<h4><a class="header" href="#stack-only-data-copy" id="stack-only-data-copy">Stack-Only Data: Copy</a></h4>
|
|||
|
<p>There’s another wrinkle we haven’t talked about yet. This code using integers,
|
|||
|
part of which was shown in Listing 4-2, works and is valid:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>let x = 5;
|
|||
|
let y = x;
|
|||
|
|
|||
|
println!("x = {}, y = {}", x, y);
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>But this code seems to contradict what we just learned: we don’t have a call to
|
|||
|
<code>clone</code>, but <code>x</code> is still valid and wasn’t moved into <code>y</code>.</p>
|
|||
|
<p>The reason is that types such as integers that have a known size at compile
|
|||
|
time are stored entirely on the stack, so copies of the actual values are quick
|
|||
|
to make. That means there’s no reason we would want to prevent <code>x</code> from being
|
|||
|
valid after we create the variable <code>y</code>. In other words, there’s no difference
|
|||
|
between deep and shallow copying here, so calling <code>clone</code> wouldn’t do anything
|
|||
|
different from the usual shallow copying and we can leave it out.</p>
|
|||
|
<p>Rust has a special annotation called the <code>Copy</code> trait that we can place on
|
|||
|
types like integers that are stored on the stack (we’ll talk more about traits
|
|||
|
in Chapter 10). If a type has the <code>Copy</code> trait, an older variable is still
|
|||
|
usable after assignment. Rust won’t let us annotate a type with the <code>Copy</code>
|
|||
|
trait if the type, or any of its parts, has implemented the <code>Drop</code> trait. If
|
|||
|
the type needs something special to happen when the value goes out of scope and
|
|||
|
we add the <code>Copy</code> annotation to that type, we’ll get a compile-time error. To
|
|||
|
learn about how to add the <code>Copy</code> annotation to your type, see <a href="appendix-03-derivable-traits.html">“Derivable
|
|||
|
Traits”</a><!-- ignore --> in Appendix C.</p>
|
|||
|
<p>So what types are <code>Copy</code>? You can check the documentation for the given type to
|
|||
|
be sure, but as a general rule, any group of simple scalar values can be
|
|||
|
<code>Copy</code>, and nothing that requires allocation or is some form of resource is
|
|||
|
<code>Copy</code>. Here are some of the types that are <code>Copy</code>:</p>
|
|||
|
<ul>
|
|||
|
<li>All the integer types, such as <code>u32</code>.</li>
|
|||
|
<li>The Boolean type, <code>bool</code>, with values <code>true</code> and <code>false</code>.</li>
|
|||
|
<li>All the floating point types, such as <code>f64</code>.</li>
|
|||
|
<li>The character type, <code>char</code>.</li>
|
|||
|
<li>Tuples, if they only contain types that are also <code>Copy</code>. For example,
|
|||
|
<code>(i32, i32)</code> is <code>Copy</code>, but <code>(i32, String)</code> is not.</li>
|
|||
|
</ul>
|
|||
|
<h3><a class="header" href="#ownership-and-functions" id="ownership-and-functions">Ownership and Functions</a></h3>
|
|||
|
<p>The semantics for passing a value to a function are similar to those for
|
|||
|
assigning a value to a variable. Passing a variable to a function will move or
|
|||
|
copy, just as assignment does. Listing 4-3 has an example with some annotations
|
|||
|
showing where variables go into and out of scope.</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">fn main() {
|
|||
|
let s = String::from("hello"); // s comes into scope
|
|||
|
|
|||
|
takes_ownership(s); // s's value moves into the function...
|
|||
|
// ... and so is no longer valid here
|
|||
|
|
|||
|
let x = 5; // x comes into scope
|
|||
|
|
|||
|
makes_copy(x); // x would move into the function,
|
|||
|
// but i32 is Copy, so it’s okay to still
|
|||
|
// use x afterward
|
|||
|
|
|||
|
} // Here, x goes out of scope, then s. But because s's value was moved, nothing
|
|||
|
// special happens.
|
|||
|
|
|||
|
fn takes_ownership(some_string: String) { // some_string comes into scope
|
|||
|
println!("{}", some_string);
|
|||
|
} // Here, some_string goes out of scope and `drop` is called. The backing
|
|||
|
// memory is freed.
|
|||
|
|
|||
|
fn makes_copy(some_integer: i32) { // some_integer comes into scope
|
|||
|
println!("{}", some_integer);
|
|||
|
} // Here, some_integer goes out of scope. Nothing special happens.
|
|||
|
</code></pre></pre>
|
|||
|
<p><span class="caption">Listing 4-3: Functions with ownership and scope
|
|||
|
annotated</span></p>
|
|||
|
<p>If we tried to use <code>s</code> after the call to <code>takes_ownership</code>, Rust would throw a
|
|||
|
compile-time error. These static checks protect us from mistakes. Try adding
|
|||
|
code to <code>main</code> that uses <code>s</code> and <code>x</code> to see where you can use them and where
|
|||
|
the ownership rules prevent you from doing so.</p>
|
|||
|
<h3><a class="header" href="#return-values-and-scope" id="return-values-and-scope">Return Values and Scope</a></h3>
|
|||
|
<p>Returning values can also transfer ownership. Listing 4-4 is an example with
|
|||
|
similar annotations to those in Listing 4-3.</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">fn main() {
|
|||
|
let s1 = gives_ownership(); // gives_ownership moves its return
|
|||
|
// value into s1
|
|||
|
|
|||
|
let s2 = String::from("hello"); // s2 comes into scope
|
|||
|
|
|||
|
let s3 = takes_and_gives_back(s2); // s2 is moved into
|
|||
|
// takes_and_gives_back, which also
|
|||
|
// moves its return value into s3
|
|||
|
} // Here, s3 goes out of scope and is dropped. s2 goes out of scope but was
|
|||
|
// moved, so nothing happens. s1 goes out of scope and is dropped.
|
|||
|
|
|||
|
fn gives_ownership() -> String { // gives_ownership will move its
|
|||
|
// return value into the function
|
|||
|
// that calls it
|
|||
|
|
|||
|
let some_string = String::from("hello"); // some_string comes into scope
|
|||
|
|
|||
|
some_string // some_string is returned and
|
|||
|
// moves out to the calling
|
|||
|
// function
|
|||
|
}
|
|||
|
|
|||
|
// takes_and_gives_back will take a String and return one
|
|||
|
fn takes_and_gives_back(a_string: String) -> String { // a_string comes into
|
|||
|
// scope
|
|||
|
|
|||
|
a_string // a_string is returned and moves out to the calling function
|
|||
|
}
|
|||
|
</code></pre></pre>
|
|||
|
<p><span class="caption">Listing 4-4: Transferring ownership of return
|
|||
|
values</span></p>
|
|||
|
<p>The ownership of a variable follows the same pattern every time: assigning a
|
|||
|
value to another variable moves it. When a variable that includes data on the
|
|||
|
heap goes out of scope, the value will be cleaned up by <code>drop</code> unless the data
|
|||
|
has been moved to be owned by another variable.</p>
|
|||
|
<p>Taking ownership and then returning ownership with every function is a bit
|
|||
|
tedious. What if we want to let a function use a value but not take ownership?
|
|||
|
It’s quite annoying that anything we pass in also needs to be passed back if we
|
|||
|
want to use it again, in addition to any data resulting from the body of the
|
|||
|
function that we might want to return as well.</p>
|
|||
|
<p>It’s possible to return multiple values using a tuple, as shown in Listing 4-5.</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">fn main() {
|
|||
|
let s1 = String::from("hello");
|
|||
|
|
|||
|
let (s2, len) = calculate_length(s1);
|
|||
|
|
|||
|
println!("The length of '{}' is {}.", s2, len);
|
|||
|
}
|
|||
|
|
|||
|
fn calculate_length(s: String) -> (String, usize) {
|
|||
|
let length = s.len(); // len() returns the length of a String
|
|||
|
|
|||
|
(s, length)
|
|||
|
}
|
|||
|
</code></pre></pre>
|
|||
|
<p><span class="caption">Listing 4-5: Returning ownership of parameters</span></p>
|
|||
|
<p>But this is too much ceremony and a lot of work for a concept that should be
|
|||
|
common. Luckily for us, Rust has a feature for this concept, called
|
|||
|
<em>references</em>.</p>
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