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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" class="active"><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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<h2><a class="header" href="#defining-modules-to-control-scope-and-privacy" id="defining-modules-to-control-scope-and-privacy">Defining Modules to Control Scope and Privacy</a></h2>
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<p>In this section, we’ll talk about modules and other parts of the module system,
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namely <em>paths</em> that allow you to name items; the <code>use</code> keyword that brings a
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path into scope; and the <code>pub</code> keyword to make items public. We’ll also discuss
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the <code>as</code> keyword, external packages, and the glob operator. For now, let’s
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focus on modules!</p>
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<p><em>Modules</em> let us organize code within a crate into groups for readability and
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easy reuse. Modules also control the <em>privacy</em> of items, which is whether an
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item can be used by outside code (<em>public</em>) or is an internal implementation
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detail and not available for outside use (<em>private</em>).</p>
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<p>As an example, let’s write a library crate that provides the functionality of a
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restaurant. We’ll define the signatures of functions but leave their bodies
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empty to concentrate on the organization of the code, rather than actually
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implement a restaurant in code.</p>
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<p>In the restaurant industry, some parts of a restaurant are referred to as
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<em>front of house</em> and others as <em>back of house</em>. Front of house is where
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customers are; this is where hosts seat customers, servers take orders and
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payment, and bartenders make drinks. Back of house is where the chefs and cooks
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work in the kitchen, dishwashers clean up, and managers do administrative work.</p>
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<p>To structure our crate in the same way that a real restaurant works, we can
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organize the functions into nested modules. Create a new library named
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<code>restaurant</code> by running <code>cargo new --lib restaurant</code>; then put the code in
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Listing 7-1 into <em>src/lib.rs</em> to define some modules and function signatures.</p>
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<p><span class="filename">Filename: src/lib.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>mod front_of_house {
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mod hosting {
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fn add_to_waitlist() {}
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fn seat_at_table() {}
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}
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mod serving {
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fn take_order() {}
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fn serve_order() {}
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fn take_payment() {}
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}
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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 7-1: A <code>front_of_house</code> module containing other
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modules that then contain functions</span></p>
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<p>We define a module by starting with the <code>mod</code> keyword and then specify the
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name of the module (in this case, <code>front_of_house</code>) and place curly brackets
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around the body of the module. Inside modules, we can have other modules, as in
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this case with the modules <code>hosting</code> and <code>serving</code>. Modules can also hold
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definitions for other items, such as structs, enums, constants, traits, or—as
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in Listing 7-1—functions.</p>
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<p>By using modules, we can group related definitions together and name why
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they’re related. Programmers using this code would have an easier time finding
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the definitions they wanted to use because they could navigate the code based
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on the groups rather than having to read through all the definitions.
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Programmers adding new functionality to this code would know where to place the
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code to keep the program organized.</p>
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<p>Earlier, we mentioned that <em>src/main.rs</em> and <em>src/lib.rs</em> are called crate
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roots. The reason for their name is that the contents of either of these two
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files form a module named <code>crate</code> at the root of the crate’s module structure,
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known as the <em>module tree</em>.</p>
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<p>Listing 7-2 shows the module tree for the structure in Listing 7-1.</p>
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<pre><code class="language-text">crate
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└── front_of_house
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├── hosting
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│ ├── add_to_waitlist
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│ └── seat_at_table
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└── serving
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├── take_order
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├── serve_order
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└── take_payment
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</code></pre>
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<p><span class="caption">Listing 7-2: The module tree for the code in Listing
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7-1</span></p>
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<p>This tree shows how some of the modules nest inside one another (for example,
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<code>hosting</code> nests inside <code>front_of_house</code>). The tree also shows that some modules
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are <em>siblings</em> to each other, meaning they’re defined in the same module
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(<code>hosting</code> and <code>serving</code> are defined within <code>front_of_house</code>). To continue the
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family metaphor, if module A is contained inside module B, we say that module A
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is the <em>child</em> of module B and that module B is the <em>parent</em> of module A.
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Notice that the entire module tree is rooted under the implicit module named
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<code>crate</code>.</p>
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<p>The module tree might remind you of the filesystem’s directory tree on your
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computer; this is a very apt comparison! Just like directories in a filesystem,
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you use modules to organize your code. And just like files in a directory, we
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need a way to find our modules.</p>
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<script src="clipboard.min.js" type="text/javascript" charset="utf-8"></script>
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<script src="highlight.js" type="text/javascript" charset="utf-8"></script>
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<script src="book.js" type="text/javascript" charset="utf-8"></script>
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<!-- Custom JS scripts -->
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<script type="text/javascript" src="ferris.js"></script>
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</body>
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</html>
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