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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="#storing-keys-with-associated-values-in-hash-maps" id="storing-keys-with-associated-values-in-hash-maps">Storing Keys with Associated Values in Hash Maps</a></h2>
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<p>The last of our common collections is the <em>hash map</em>. The type <code>HashMap<K, V></code>
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stores a mapping of keys of type <code>K</code> to values of type <code>V</code>. It does this via a
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<em>hashing function</em>, which determines how it places these keys and values into
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memory. Many programming languages support this kind of data structure, but
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they often use a different name, such as hash, map, object, hash table,
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dictionary, or associative array, just to name a few.</p>
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<p>Hash maps are useful when you want to look up data not by using an index, as
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you can with vectors, but by using a key that can be of any type. For example,
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in a game, you could keep track of each team’s score in a hash map in which
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each key is a team’s name and the values are each team’s score. Given a team
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name, you can retrieve its score.</p>
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<p>We’ll go over the basic API of hash maps in this section, but many more goodies
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are hiding in the functions defined on <code>HashMap<K, V></code> by the standard library.
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As always, check the standard library documentation for more information.</p>
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<h3><a class="header" href="#creating-a-new-hash-map" id="creating-a-new-hash-map">Creating a New Hash Map</a></h3>
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<p>You can create an empty hash map with <code>new</code> and add elements with <code>insert</code>. In
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Listing 8-20, we’re keeping track of the scores of two teams whose names are
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Blue and Yellow. The Blue team starts with 10 points, and the Yellow team
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starts with 50.</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>use std::collections::HashMap;
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let mut scores = HashMap::new();
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scores.insert(String::from("Blue"), 10);
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scores.insert(String::from("Yellow"), 50);
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 8-20: Creating a new hash map and inserting some
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keys and values</span></p>
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<p>Note that we need to first <code>use</code> the <code>HashMap</code> from the collections portion of
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the standard library. Of our three common collections, this one is the least
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often used, so it’s not included in the features brought into scope
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automatically in the prelude. Hash maps also have less support from the
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standard library; there’s no built-in macro to construct them, for example.</p>
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<p>Just like vectors, hash maps store their data on the heap. This <code>HashMap</code> has
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keys of type <code>String</code> and values of type <code>i32</code>. Like vectors, hash maps are
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homogeneous: all of the keys must have the same type, and all of the values
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must have the same type.</p>
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<p>Another way of constructing a hash map is by using the <code>collect</code> method on a
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vector of tuples, where each tuple consists of a key and its value. The
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<code>collect</code> method gathers data into a number of collection types, including
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<code>HashMap</code>. For example, if we had the team names and initial scores in two
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separate vectors, we could use the <code>zip</code> method to create a vector of tuples
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where “Blue” is paired with 10, and so forth. Then we could use the <code>collect</code>
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method to turn that vector of tuples into a hash map, as shown in Listing 8-21.</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>use std::collections::HashMap;
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let teams = vec![String::from("Blue"), String::from("Yellow")];
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let initial_scores = vec![10, 50];
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let scores: HashMap<_, _> = teams.iter().zip(initial_scores.iter()).collect();
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 8-21: Creating a hash map from a list of teams
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and a list of scores</span></p>
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<p>The type annotation <code>HashMap<_, _></code> is needed here because it’s possible to
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<code>collect</code> into many different data structures and Rust doesn’t know which you
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want unless you specify. For the parameters for the key and value types,
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however, we use underscores, and Rust can infer the types that the hash map
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contains based on the types of the data in the vectors.</p>
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<h3><a class="header" href="#hash-maps-and-ownership" id="hash-maps-and-ownership">Hash Maps and Ownership</a></h3>
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<p>For types that implement the <code>Copy</code> trait, like <code>i32</code>, the values are copied
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into the hash map. For owned values like <code>String</code>, the values will be moved and
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the hash map will be the owner of those values, as demonstrated in Listing 8-22.</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>use std::collections::HashMap;
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let field_name = String::from("Favorite color");
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let field_value = String::from("Blue");
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let mut map = HashMap::new();
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map.insert(field_name, field_value);
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// field_name and field_value are invalid at this point, try using them and
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// see what compiler error you get!
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 8-22: Showing that keys and values are owned by
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the hash map once they’re inserted</span></p>
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<p>We aren’t able to use the variables <code>field_name</code> and <code>field_value</code> after
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they’ve been moved into the hash map with the call to <code>insert</code>.</p>
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<p>If we insert references to values into the hash map, the values won’t be moved
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into the hash map. The values that the references point to must be valid for at
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least as long as the hash map is valid. We’ll talk more about these issues in
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the <a href="ch10-03-lifetime-syntax.html#validating-references-with-lifetimes">“Validating References with
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Lifetimes”</a><!-- ignore --> section in
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Chapter 10.</p>
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<h3><a class="header" href="#accessing-values-in-a-hash-map" id="accessing-values-in-a-hash-map">Accessing Values in a Hash Map</a></h3>
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<p>We can get a value out of the hash map by providing its key to the <code>get</code>
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method, as shown in Listing 8-23.</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>use std::collections::HashMap;
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let mut scores = HashMap::new();
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scores.insert(String::from("Blue"), 10);
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scores.insert(String::from("Yellow"), 50);
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let team_name = String::from("Blue");
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let score = scores.get(&team_name);
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 8-23: Accessing the score for the Blue team
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stored in the hash map</span></p>
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<p>Here, <code>score</code> will have the value that’s associated with the Blue team, and the
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result will be <code>Some(&10)</code>. The result is wrapped in <code>Some</code> because <code>get</code>
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returns an <code>Option<&V></code>; if there’s no value for that key in the hash map,
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<code>get</code> will return <code>None</code>. The program will need to handle the <code>Option</code> in one
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of the ways that we covered in Chapter 6.</p>
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|
<p>We can iterate over each key/value pair in a hash map in a similar manner as we
|
|||
|
do with vectors, using a <code>for</code> loop:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>use std::collections::HashMap;
|
|||
|
|
|||
|
let mut scores = HashMap::new();
|
|||
|
|
|||
|
scores.insert(String::from("Blue"), 10);
|
|||
|
scores.insert(String::from("Yellow"), 50);
|
|||
|
|
|||
|
for (key, value) in &scores {
|
|||
|
println!("{}: {}", key, value);
|
|||
|
}
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>This code will print each pair in an arbitrary order:</p>
|
|||
|
<pre><code class="language-text">Yellow: 50
|
|||
|
Blue: 10
|
|||
|
</code></pre>
|
|||
|
<h3><a class="header" href="#updating-a-hash-map" id="updating-a-hash-map">Updating a Hash Map</a></h3>
|
|||
|
<p>Although the number of keys and values is growable, each key can only have one
|
|||
|
value associated with it at a time. When you want to change the data in a hash
|
|||
|
map, you have to decide how to handle the case when a key already has a value
|
|||
|
assigned. You could replace the old value with the new value, completely
|
|||
|
disregarding the old value. You could keep the old value and ignore the new
|
|||
|
value, only adding the new value if the key <em>doesn’t</em> already have a value. Or
|
|||
|
you could combine the old value and the new value. Let’s look at how to do each
|
|||
|
of these!</p>
|
|||
|
<h4><a class="header" href="#overwriting-a-value" id="overwriting-a-value">Overwriting a Value</a></h4>
|
|||
|
<p>If we insert a key and a value into a hash map and then insert that same key
|
|||
|
with a different value, the value associated with that key will be replaced.
|
|||
|
Even though the code in Listing 8-24 calls <code>insert</code> twice, the hash map will
|
|||
|
only contain one key/value pair because we’re inserting the value for the Blue
|
|||
|
team’s key both times.</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>use std::collections::HashMap;
|
|||
|
|
|||
|
let mut scores = HashMap::new();
|
|||
|
|
|||
|
scores.insert(String::from("Blue"), 10);
|
|||
|
scores.insert(String::from("Blue"), 25);
|
|||
|
|
|||
|
println!("{:?}", scores);
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p><span class="caption">Listing 8-24: Replacing a value stored with a particular
|
|||
|
key</span></p>
|
|||
|
<p>This code will print <code>{"Blue": 25}</code>. The original value of <code>10</code> has been
|
|||
|
overwritten.</p>
|
|||
|
<h4><a class="header" href="#only-inserting-a-value-if-the-key-has-no-value" id="only-inserting-a-value-if-the-key-has-no-value">Only Inserting a Value If the Key Has No Value</a></h4>
|
|||
|
<p>It’s common to check whether a particular key has a value and, if it doesn’t,
|
|||
|
insert a value for it. Hash maps have a special API for this called <code>entry</code>
|
|||
|
that takes the key you want to check as a parameter. The return value of the
|
|||
|
<code>entry</code> method is an enum called <code>Entry</code> that represents a value that might or
|
|||
|
might not exist. Let’s say we want to check whether the key for the Yellow team
|
|||
|
has a value associated with it. If it doesn’t, we want to insert the value 50,
|
|||
|
and the same for the Blue team. Using the <code>entry</code> API, the code looks like
|
|||
|
Listing 8-25.</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>use std::collections::HashMap;
|
|||
|
|
|||
|
let mut scores = HashMap::new();
|
|||
|
scores.insert(String::from("Blue"), 10);
|
|||
|
|
|||
|
scores.entry(String::from("Yellow")).or_insert(50);
|
|||
|
scores.entry(String::from("Blue")).or_insert(50);
|
|||
|
|
|||
|
println!("{:?}", scores);
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p><span class="caption">Listing 8-25: Using the <code>entry</code> method to only insert if
|
|||
|
the key does not already have a value</span></p>
|
|||
|
<p>The <code>or_insert</code> method on <code>Entry</code> is defined to return a mutable reference to
|
|||
|
the value for the corresponding <code>Entry</code> key if that key exists, and if not,
|
|||
|
inserts the parameter as the new value for this key and returns a mutable
|
|||
|
reference to the new value. This technique is much cleaner than writing the
|
|||
|
logic ourselves and, in addition, plays more nicely with the borrow checker.</p>
|
|||
|
<p>Running the code in Listing 8-25 will print <code>{"Yellow": 50, "Blue": 10}</code>. The
|
|||
|
first call to <code>entry</code> will insert the key for the Yellow team with the value
|
|||
|
50 because the Yellow team doesn’t have a value already. The second call to
|
|||
|
<code>entry</code> will not change the hash map because the Blue team already has the
|
|||
|
value 10.</p>
|
|||
|
<h4><a class="header" href="#updating-a-value-based-on-the-old-value" id="updating-a-value-based-on-the-old-value">Updating a Value Based on the Old Value</a></h4>
|
|||
|
<p>Another common use case for hash maps is to look up a key’s value and then
|
|||
|
update it based on the old value. For instance, Listing 8-26 shows code that
|
|||
|
counts how many times each word appears in some text. We use a hash map with
|
|||
|
the words as keys and increment the value to keep track of how many times we’ve
|
|||
|
seen that word. If it’s the first time we’ve seen a word, we’ll first insert
|
|||
|
the value 0.</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>use std::collections::HashMap;
|
|||
|
|
|||
|
let text = "hello world wonderful world";
|
|||
|
|
|||
|
let mut map = HashMap::new();
|
|||
|
|
|||
|
for word in text.split_whitespace() {
|
|||
|
let count = map.entry(word).or_insert(0);
|
|||
|
*count += 1;
|
|||
|
}
|
|||
|
|
|||
|
println!("{:?}", map);
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p><span class="caption">Listing 8-26: Counting occurrences of words using a hash
|
|||
|
map that stores words and counts</span></p>
|
|||
|
<p>This code will print <code>{"world": 2, "hello": 1, "wonderful": 1}</code>. The
|
|||
|
<code>or_insert</code> method actually returns a mutable reference (<code>&mut V</code>) to the value
|
|||
|
for this key. Here we store that mutable reference in the <code>count</code> variable, so
|
|||
|
in order to assign to that value, we must first dereference <code>count</code> using the
|
|||
|
asterisk (<code>*</code>). The mutable reference goes out of scope at the end of the <code>for</code>
|
|||
|
loop, so all of these changes are safe and allowed by the borrowing rules.</p>
|
|||
|
<h3><a class="header" href="#hashing-functions" id="hashing-functions">Hashing Functions</a></h3>
|
|||
|
<p>By default, <code>HashMap</code> uses a “cryptographically strong”<sup class="footnote-reference"><a href="#siphash">1</a></sup> hashing
|
|||
|
function that can provide resistance to Denial of Service (DoS) attacks. This
|
|||
|
is not the fastest hashing algorithm available, but the trade-off for better
|
|||
|
security that comes with the drop in performance is worth it. If you profile
|
|||
|
your code and find that the default hash function is too slow for your
|
|||
|
purposes, you can switch to another function by specifying a different
|
|||
|
<em>hasher</em>. A hasher is a type that implements the <code>BuildHasher</code> trait. We’ll
|
|||
|
talk about traits and how to implement them in Chapter 10. You don’t
|
|||
|
necessarily have to implement your own hasher from scratch;
|
|||
|
<a href="https://crates.io/">crates.io</a> has libraries shared by other Rust users that
|
|||
|
provide hashers implementing many common hashing algorithms.</p>
|
|||
|
<div class="footnote-definition" id="siphash"><sup class="footnote-definition-label">1</sup>
|
|||
|
<p><a href="https://www.131002.net/siphash/siphash.pdf">https://www.131002.net/siphash/siphash.pdf</a></p>
|
|||
|
</div>
|
|||
|
<h2><a class="header" href="#summary" id="summary">Summary</a></h2>
|
|||
|
<p>Vectors, strings, and hash maps will provide a large amount of functionality
|
|||
|
necessary in programs when you need to store, access, and modify data. Here are
|
|||
|
some exercises you should now be equipped to solve:</p>
|
|||
|
<ul>
|
|||
|
<li>Given a list of integers, use a vector and return the mean (the average
|
|||
|
value), median (when sorted, the value in the middle position), and mode (the
|
|||
|
value that occurs most often; a hash map will be helpful here) of the list.</li>
|
|||
|
<li>Convert strings to pig latin. The first consonant of each word is moved to
|
|||
|
the end of the word and “ay” is added, so “first” becomes “irst-fay.” Words
|
|||
|
that start with a vowel have “hay” added to the end instead (“apple” becomes
|
|||
|
“apple-hay”). Keep in mind the details about UTF-8 encoding!</li>
|
|||
|
<li>Using a hash map and vectors, create a text interface to allow a user to add
|
|||
|
employee names to a department in a company. For example, “Add Sally to
|
|||
|
Engineering” or “Add Amir to Sales.” Then let the user retrieve a list of all
|
|||
|
people in a department or all people in the company by department, sorted
|
|||
|
alphabetically.</li>
|
|||
|
</ul>
|
|||
|
<p>The standard library API documentation describes methods that vectors, strings,
|
|||
|
and hash maps have that will be helpful for these exercises!</p>
|
|||
|
<p>We’re getting into more complex programs in which operations can fail, so, it’s
|
|||
|
a perfect time to discuss error handling. We’ll do that next!</p>
|
|||
|
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