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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="#appendix-c-derivable-traits" id="appendix-c-derivable-traits">Appendix C: Derivable Traits</a></h2>
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<p>In various places in the book, we’ve discussed the <code>derive</code> attribute, which
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you can apply to a struct or enum definition. The <code>derive</code> attribute generates
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code that will implement a trait with its own default implementation on the
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type you’ve annotated with the <code>derive</code> syntax.</p>
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<p>In this appendix, we provide a reference of all the traits in the standard
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library that you can use with <code>derive</code>. Each section covers:</p>
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<ul>
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<li>What operators and methods deriving this trait will enable</li>
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<li>What the implementation of the trait provided by <code>derive</code> does</li>
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<li>What implementing the trait signifies about the type</li>
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<li>The conditions in which you’re allowed or not allowed to implement the trait</li>
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<li>Examples of operations that require the trait</li>
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</ul>
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<p>If you want different behavior from that provided by the <code>derive</code> attribute,
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consult the <a href="../std/index.html">standard library documentation</a><!-- ignore -->
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for each trait for details of how to manually implement them.</p>
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<p>The rest of the traits defined in the standard library can’t be implemented on
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your types using <code>derive</code>. These traits don’t have sensible default behavior,
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so it’s up to you to implement them in the way that makes sense for what you’re
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trying to accomplish.</p>
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<p>An example of a trait that can’t be derived is <code>Display</code>, which handles
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formatting for end users. You should always consider the appropriate way to
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display a type to an end user. What parts of the type should an end user be
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allowed to see? What parts would they find relevant? What format of the data
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would be most relevant to them? The Rust compiler doesn’t have this insight, so
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it can’t provide appropriate default behavior for you.</p>
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<p>The list of derivable traits provided in this appendix is not comprehensive:
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libraries can implement <code>derive</code> for their own traits, making the list of
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traits you can use <code>derive</code> with truly open-ended. Implementing <code>derive</code>
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involves using a procedural macro, which is covered in the
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<a href="ch19-06-macros.html#macros">“Macros”</a><!-- ignore --> section of Chapter 19.</p>
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<h3><a class="header" href="#debug-for-programmer-output" id="debug-for-programmer-output"><code>Debug</code> for Programmer Output</a></h3>
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<p>The <code>Debug</code> trait enables debug formatting in format strings, which you
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indicate by adding <code>:?</code> within <code>{}</code> placeholders.</p>
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<p>The <code>Debug</code> trait allows you to print instances of a type for debugging
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purposes, so you and other programmers using your type can inspect an instance
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at a particular point in a program’s execution.</p>
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<p>The <code>Debug</code> trait is required, for example, in use of the <code>assert_eq!</code> macro.
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This macro prints the values of instances given as arguments if the equality
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assertion fails so programmers can see why the two instances weren’t equal.</p>
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<h3><a class="header" href="#partialeq-and-eq-for-equality-comparisons" id="partialeq-and-eq-for-equality-comparisons"><code>PartialEq</code> and <code>Eq</code> for Equality Comparisons</a></h3>
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<p>The <code>PartialEq</code> trait allows you to compare instances of a type to check for
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equality and enables use of the <code>==</code> and <code>!=</code> operators.</p>
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<p>Deriving <code>PartialEq</code> implements the <code>eq</code> method. When <code>PartialEq</code> is derived on
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structs, two instances are equal only if <em>all</em> fields are equal, and the
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instances are not equal if any fields are not equal. When derived on enums,
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each variant is equal to itself and not equal to the other variants.</p>
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<p>The <code>PartialEq</code> trait is required, for example, with the use of the
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<code>assert_eq!</code> macro, which needs to be able to compare two instances of a type
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for equality.</p>
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<p>The <code>Eq</code> trait has no methods. Its purpose is to signal that for every value of
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the annotated type, the value is equal to itself. The <code>Eq</code> trait can only be
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applied to types that also implement <code>PartialEq</code>, although not all types that
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implement <code>PartialEq</code> can implement <code>Eq</code>. One example of this is floating point
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number types: the implementation of floating point numbers states that two
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instances of the not-a-number (<code>NaN</code>) value are not equal to each other.</p>
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<p>An example of when <code>Eq</code> is required is for keys in a <code>HashMap<K, V></code> so the
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<code>HashMap<K, V></code> can tell whether two keys are the same.</p>
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<h3><a class="header" href="#partialord-and-ord-for-ordering-comparisons" id="partialord-and-ord-for-ordering-comparisons"><code>PartialOrd</code> and <code>Ord</code> for Ordering Comparisons</a></h3>
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<p>The <code>PartialOrd</code> trait allows you to compare instances of a type for sorting
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purposes. A type that implements <code>PartialOrd</code> can be used with the <code><</code>, <code>></code>,
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<code><=</code>, and <code>>=</code> operators. You can only apply the <code>PartialOrd</code> trait to types
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that also implement <code>PartialEq</code>.</p>
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<p>Deriving <code>PartialOrd</code> implements the <code>partial_cmp</code> method, which returns an
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<code>Option<Ordering></code> that will be <code>None</code> when the values given don’t produce an
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ordering. An example of a value that doesn’t produce an ordering, even though
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most values of that type can be compared, is the not-a-number (<code>NaN</code>) floating
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point value. Calling <code>partial_cmp</code> with any floating point number and the <code>NaN</code>
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floating point value will return <code>None</code>.</p>
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<p>When derived on structs, <code>PartialOrd</code> compares two instances by comparing the
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value in each field in the order in which the fields appear in the struct
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definition. When derived on enums, variants of the enum declared earlier in the
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enum definition are considered less than the variants listed later.</p>
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<p>The <code>PartialOrd</code> trait is required, for example, for the <code>gen_range</code> method
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from the <code>rand</code> crate that generates a random value in the range specified by a
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low value and a high value.</p>
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<p>The <code>Ord</code> trait allows you to know that for any two values of the annotated
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type, a valid ordering will exist. The <code>Ord</code> trait implements the <code>cmp</code> method,
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which returns an <code>Ordering</code> rather than an <code>Option<Ordering></code> because a valid
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ordering will always be possible. You can only apply the <code>Ord</code> trait to types
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that also implement <code>PartialOrd</code> and <code>Eq</code> (and <code>Eq</code> requires <code>PartialEq</code>). When
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derived on structs and enums, <code>cmp</code> behaves the same way as the derived
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implementation for <code>partial_cmp</code> does with <code>PartialOrd</code>.</p>
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<p>An example of when <code>Ord</code> is required is when storing values in a <code>BTreeSet<T></code>,
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a data structure that stores data based on the sort order of the values.</p>
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<h3><a class="header" href="#clone-and-copy-for-duplicating-values" id="clone-and-copy-for-duplicating-values"><code>Clone</code> and <code>Copy</code> for Duplicating Values</a></h3>
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<p>The <code>Clone</code> trait allows you to explicitly create a deep copy of a value, and
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the duplication process might involve running arbitrary code and copying heap
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data. See the <a href="ch04-01-what-is-ownership.html#ways-variables-and-data-interact-clone">“Ways Variables and Data Interact:
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Clone”</a><!-- ignore --> section in
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Chapter 4 for more information on <code>Clone</code>.</p>
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<p>Deriving <code>Clone</code> implements the <code>clone</code> method, which when implemented for the
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whole type, calls <code>clone</code> on each of the parts of the type. This means all the
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fields or values in the type must also implement <code>Clone</code> to derive <code>Clone</code>.</p>
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<p>An example of when <code>Clone</code> is required is when calling the <code>to_vec</code> method on a
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slice. The slice doesn’t own the type instances it contains, but the vector
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returned from <code>to_vec</code> will need to own its instances, so <code>to_vec</code> calls
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<code>clone</code> on each item. Thus, the type stored in the slice must implement <code>Clone</code>.</p>
|
|||
|
<p>The <code>Copy</code> trait allows you to duplicate a value by only copying bits stored on
|
|||
|
the stack; no arbitrary code is necessary. See the <a href="ch04-01-what-is-ownership.html#stack-only-data-copy">“Stack-Only Data:
|
|||
|
Copy”</a><!-- ignore --> section in Chapter 4 for more
|
|||
|
information on <code>Copy</code>.</p>
|
|||
|
<p>The <code>Copy</code> trait doesn’t define any methods to prevent programmers from
|
|||
|
overloading those methods and violating the assumption that no arbitrary code
|
|||
|
is being run. That way, all programmers can assume that copying a value will be
|
|||
|
very fast.</p>
|
|||
|
<p>You can derive <code>Copy</code> on any type whose parts all implement <code>Copy</code>. You can
|
|||
|
only apply the <code>Copy</code> trait to types that also implement <code>Clone</code>, because a
|
|||
|
type that implements <code>Copy</code> has a trivial implementation of <code>Clone</code> that
|
|||
|
performs the same task as <code>Copy</code>.</p>
|
|||
|
<p>The <code>Copy</code> trait is rarely required; types that implement <code>Copy</code> have
|
|||
|
optimizations available, meaning you don’t have to call <code>clone</code>, which makes
|
|||
|
the code more concise.</p>
|
|||
|
<p>Everything possible with <code>Copy</code> you can also accomplish with <code>Clone</code>, but the
|
|||
|
code might be slower or have to use <code>clone</code> in places.</p>
|
|||
|
<h3><a class="header" href="#hash-for-mapping-a-value-to-a-value-of-fixed-size" id="hash-for-mapping-a-value-to-a-value-of-fixed-size"><code>Hash</code> for Mapping a Value to a Value of Fixed Size</a></h3>
|
|||
|
<p>The <code>Hash</code> trait allows you to take an instance of a type of arbitrary size and
|
|||
|
map that instance to a value of fixed size using a hash function. Deriving
|
|||
|
<code>Hash</code> implements the <code>hash</code> method. The derived implementation of the <code>hash</code>
|
|||
|
method combines the result of calling <code>hash</code> on each of the parts of the type,
|
|||
|
meaning all fields or values must also implement <code>Hash</code> to derive <code>Hash</code>.</p>
|
|||
|
<p>An example of when <code>Hash</code> is required is in storing keys in a <code>HashMap<K, V></code>
|
|||
|
to store data efficiently.</p>
|
|||
|
<h3><a class="header" href="#default-for-default-values" id="default-for-default-values"><code>Default</code> for Default Values</a></h3>
|
|||
|
<p>The <code>Default</code> trait allows you to create a default value for a type. Deriving
|
|||
|
<code>Default</code> implements the <code>default</code> function. The derived implementation of the
|
|||
|
<code>default</code> function calls the <code>default</code> function on each part of the type,
|
|||
|
meaning all fields or values in the type must also implement <code>Default</code> to
|
|||
|
derive <code>Default</code>.</p>
|
|||
|
<p>The <code>Default::default</code> function is commonly used in combination with the struct
|
|||
|
update syntax discussed in the <a href="ch05-01-defining-structs.html#creating-instances-from-other-instances-with-struct-update-syntax">“Creating Instances From Other Instances With
|
|||
|
Struct Update
|
|||
|
Syntax”</a><!-- ignore -->
|
|||
|
section in Chapter 5. You can customize a few fields of a struct and then
|
|||
|
set and use a default value for the rest of the fields by using
|
|||
|
<code>..Default::default()</code>.</p>
|
|||
|
<p>The <code>Default</code> trait is required when you use the method <code>unwrap_or_default</code> on
|
|||
|
<code>Option<T></code> instances, for example. If the <code>Option<T></code> is <code>None</code>, the method
|
|||
|
<code>unwrap_or_default</code> will return the result of <code>Default::default</code> for the type
|
|||
|
<code>T</code> stored in the <code>Option<T></code>.</p>
|
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