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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"><strong aria-hidden="true">7.3.</strong> Paths for Referring to an Item in the Module Tree</a></li><li class="expanded "><a href="ch07-04-bringing-paths-into-scope-with-the-use-keyword.html"><strong aria-hidden="true">7.4.</strong> Bringing Paths Into Scope with the use Keyword</a></li><li class="expanded "><a href="ch07-05-separating-modules-into-different-files.html"><strong aria-hidden="true">7.5.</strong> Separating Modules into Different Files</a></li></ol></li><li class="expanded "><a href="ch08-00-common-collections.html"><strong aria-hidden="true">8.</strong> Common Collections</a></li><li><ol class="section"><li class="expanded "><a href="ch08-01-vectors.html"><strong aria-hidden="true">8.1.</strong> Storing Lists of Values with Vectors</a></li><li class="expanded "><a href="ch08-02-strings.html"><strong aria-hidden="true">8.2.</strong> Storing UTF-8 Encoded Text with Strings</a></li><li class="expanded "><a href="ch08-03-hash-maps.html" class="active"><strong aria-hidden="true">8.3.</strong> Storing Keys with Associated Values in Hash Maps</a></li></ol></li><li class="expanded "><a href="ch09-00-error-handling.html"><strong aria-hidden="true">9.</strong> Error Handling</a></li><li><ol class="section"><li class="expanded "><a href="ch09-01-unrecoverable-errors-with-panic.html"><strong aria-hidden="true">9.1.</strong> Unrecoverable Errors with panic!</a></li><li class="expanded "><a href="ch09-02-recoverable-errors-with-result.html"><strong aria-hidden="true">9.2.</strong> Recoverable Errors with Result</a></li><li class="expanded "><a href="ch09-03-to-panic-or-not-to-panic.html"><strong aria-hidden="true">9.3.</strong> To panic! or Not To panic!</a></li></ol></li><li class="expanded "><a href="ch10-00-generics.html"><strong aria-hidden="true">10.</strong> Generic Types, Traits, and Lifetimes</a></li><li><ol class="section"><li class="expanded "><a href="ch10-01-syntax.html"><strong aria-hidden="true">10.1.</strong> Generic Data Types</a></li><li class="expanded "><a href="ch10-02-traits.html"><strong aria-hidden="true">10.2.</strong> Traits: Defining Shared Behavior</a></li><li class="expanded "><a href="ch10-03-lifetime-syntax.html"><strong aria-hidden="true">10.3.</strong> Validating References with Lifetimes</a></li></ol></li><li class="expanded "><a href="ch11-00-testing.html"><strong aria-hidden="true">11.</strong> Writing Automated Tests</a></li><li><ol class="section"><li class="expanded "><a href="ch11-01-writing-tests.html"><strong aria-hidden="true">11.1.</strong> How to Write Tests</a></li><li class="expanded "><a href="ch11-02-running-tests.html"><strong aria-hidden="true">11.2.</strong> Controlling How Tests Are Run</a></li><li class="expanded "><a href="ch11-03-test-organization.html"><strong aria-hidden="true">11.3.</strong> Test Organization</a></li></ol></li><li class="expanded "><a href="ch12-00-an-io-project.html"><strong aria-hidden="true">12.</strong> An I/O Project: Building a Command Line Program</a></li><li><ol class="section"><li class="expanded "><a href="ch12-01-accepting-command-line-arguments.html"><strong aria-hidden="true">12.1.</strong> Accepting Command Line Arguments</a></li><li class="expanded "><a href="ch12-02-reading-a-file.html"><strong aria-hidden="true">12.2.</strong> Reading a File</a></li><li class="expanded "><a href="ch12-03-improving-error-handling-and-modularity.html"><strong aria-hidden="true">12.3.</strong> Refactoring to Improve Modularity and Error Handling</a></li><li class="expanded "><a href="ch12-04-testing-the-librarys-functionality.html"><strong aria-hidden="true">12.4.</strong> Developing the Library’s Functionality with Test Driven Development</a></li><li class="expanded "><a href="ch12-05-working-with-environment-variables.html"><strong aria-hidden="true">12.5.</strong> Working with Environment Variables</a></li><li class="expanded "><a href="ch12-06-writing-to-stderr-instead-of-stdout.html"><strong aria-hidden="true">12.6.</strong> Writing Error Messages to Standard Error Instead of Standard Output</a></li></ol></li><li class="expanded "><a href="ch13-00-functional-features.html"><strong aria-hidden="true">13.</strong> Functional Language Features: Iterators and Closures</a></li><li><ol class="section"><li class="expanded "><a href="ch13-01-closures.html"><strong aria-hidden="true">13.1.</strong> Closures: Anonymous Functions that Can Capture Their Environment</a></li><li class="expanded "><a href="ch13-02-iterators.html"><strong aria-hidden="true">13.2.</strong> Processing a Series of Items with Iterators</a></li><li class="expanded "><a href="ch13-03-improving-our-io-project.html"><strong aria-hidden="true">13.3.</strong> Improving Our I/O Project</a></li><li class="expanded "><a href="ch13-04-performance.html"><strong aria-hidden="true">13.4.</strong> Comparing Performance: Loops vs. Iterators</a></li></ol></li><li class="expanded "><a href="ch14-00-more-about-cargo.html"><strong aria-hidden="true">14.</strong> More about Cargo and Crates.io</a></li><li><ol class="section"><li class="expanded "><a href="ch14-01-release-profiles.html"><strong aria-hidden="true">14.1.</strong> Customizing Builds with Release Profiles</a></li><li class="expanded "><a href="ch14-02-publishing-to-crates-io.html"><strong aria-hidden="true">14.2.</strong> Publishing a Crate to Crates.io</a></li><li class="expanded "><a href="ch14-03-cargo-workspaces.html"><strong aria-hidden="true">14.3.</strong> Cargo Workspaces</a></li><li class="expanded "><a href="ch14-04-installing-binaries.html"><strong aria-hidden="true">14.4.</strong> Installing Binaries from Crates.io with cargo install</a></li><li class="expanded "><a href="ch14-05-extending-cargo.html"><strong aria-hidden="true">14.5.</strong> Extending Cargo with Custom Commands</a></li></ol></li><li class="expanded "><a href="ch15-00-smart-pointers.html"><strong aria-hidden="true">15.</strong> Smart Pointers</a></li><li><ol class="section"><li class="expanded "><a href="ch15-01-box.html"><strong aria-hidden="true">15.1.</strong> Using Box<T> to Point to Data on the Heap</a></li><li class="expanded "><a href="ch15-02-deref.html"><strong aria-hidden="true">15.2.</strong> Treating Smart Pointers Like Regular References with the Deref Trait</a></li><li class="expanded "><a href="ch15-03-drop.html"><strong aria-hidden="true">15.3.</strong> Running Code on Cleanup with the Drop Trait</a></li><li class="expanded "><a href="ch15-04-rc.html"><strong aria-hidden="true">15.4.</strong> Rc<T>, the Reference Counted Smart Pointer</a></li><li class="expanded "><a href="ch15-05-interior-mutability.html"><strong aria-hidden="true">15.5.</strong> RefCell<T> and the Interior Mutability Pattern</a></li><li class="expanded "><a href="ch15-06-reference-cycles.html"><strong aria-hidden="true">15.6.</strong> Reference Cycles Can Leak Memory</a></li></ol></li><li class="expanded "><a href="ch16-00-concurrency.html"><strong aria-hidden="true">16.</strong> Fearless Concurrency</a></li><li><ol class="section"><li class="expanded "><a href="ch16-01-threads.html"><strong aria-hidden="true">16.1.</strong> Using Threads to Run Code Simultaneously</a></li><li class="expanded "><a href="ch16-02-message-passing.html"><strong aria-hidden="true">16.2.</strong> Using Message Passing to Transfer Data Between Threads</a></li><li class="expanded "><a href="ch16-03-shared-state.html"><strong aria-hidden="true">16.3.</strong> Shared-State Concurrency</a></li><li class="expanded "><a href="ch16-04-extensible-concurrency-sync-and-send.html"><strong aria-hidden="true">16.4.</strong> Extensible Concurrency with the Sync and Send Traits</a></li></ol></li><li class="expanded "><a href="ch17-00-oop.html"><strong aria-hidden="true">17.</strong> Object Oriented Programming Features of Rust</a></li><li><ol class="section"><li class="expanded "><a href="ch17-01-what-is-oo.html"><strong aria-hidden="true">17.1.</strong> Characteristics of Object-Oriented Languages</a></li><li class="expanded "><a href="ch17-02-trait-objects.html"><strong aria-hidden="true">17.2.</strong> Using Trait Objects That Allow for Values of Different Types</a></li><li class="expanded "><a href="ch17-03-oo-design-patterns.html"><strong aria-hidden="true">17.3.</strong> Implementing an Object-Oriented Design Pattern</a></li></ol></li><li class="expanded "><a href="ch18-00-patterns.html"><strong aria-hidden="true">18.</strong> Patterns and Matching</a></li><li><ol class="section"><li class="expanded "><a href="ch18-01-all-the-places-for-patterns.html"><strong aria-hidden="true">18.1.</strong> All the Places Patterns Can Be Used</a></li><li class="expanded "><a href="ch18-02-refutability.html"><strong aria-hidden="true">18.2.</strong> Refutability: Whether a Pattern Might Fail to Match</a></li><li class="expanded "><a href="ch18-03-pattern-syntax.html"><strong aria-hidden="true">18.3.</strong> Pattern Syntax</a></li></ol></li><li class="expanded "><a href="ch19-00-advanced-features.html"><strong aria-hidden="true">19.</strong> Advanced Features</a></li><li><ol class="section"><li class="expanded "><a href="ch19-01-unsafe-rust.html"><strong aria-hidden="true">19.1.</strong> Unsafe Rust</a></li><li class="expanded "><a href="ch19-03-advanced-traits.html"><strong aria-hidden="true">19.2.</strong> Advanced Traits</a></li><li class="expanded "><a href="ch19-04-advanced-types.html"><strong aria-hidden="true">19.3.</strong> Advanced Types</a></li><li class="expanded "><a href="ch19-05-advanced-functions-and-closures.html"><strong aria-hidden="true">19.4.</strong> Advanced Functions and Closures</a></li><li class="expanded "><a href="ch19-06-macros.html"><strong aria-hidden="true">19.5.</strong> Macros</a></li></ol></li><li class="expanded "><a href="ch20-00-final-project-a-web-server.html"><strong aria-hidden="true">20.</strong> Final Project: Building a Multithreaded Web Server</a></li><li><ol class="section"><li class="expanded "><a href="ch20-01-single-threaded.html"><strong aria-hidden="true">20.1.</strong> Building a Single-Threaded Web Server</a></li><li class="expanded "><a href="ch20-02-multithreaded.html"><strong aria-hidden="true">20.2.</strong> Turning Our Single-Threaded Server into a Multithreaded Server</a></li><li class="expanded "><a href="ch20-03-graceful-shutdown-and-cleanup.html"><strong aria-hidden="true">20.3.</strong> Graceful Shutdown and Cleanup</a></li></ol></li><li class="expanded "><a href="appendix-00.html"><strong aria-hidden="true">21.</strong> Appendix</a></li><li><ol class="section"><li class="expanded "><a href="appendix-01-keywords.html"><strong aria-hidden="true">21.1.</strong> A - Keywords</a></li><li class="expanded "><a href="appendix-02-operators.html"><strong aria-hidden="true">21.2.</strong> B - Operators and Symbols</a></li><li class="expanded "><a href="appendix-03-derivable-traits.html"><strong aria-hidden="true">21.3.</strong> C - Derivable Traits</a></li><li class="expanded "><a href="appendix-04-useful-development-tools.html"><strong aria-hidden="true">21.4.</strong> D - Useful Development Tools</a></li><li class="expanded "><a href="appendix-05-editions.html"><strong aria-hidden="true">21.5.</strong> E - Editions</a></li><li class="expanded "><a href="appendix-06-translation.html"><strong aria-hidden="true">21.6.</strong> F - Translations of the Book</a></li><li class="expanded "><a href="appendix-07-nightly-rust.html"><strong aria-hidden="true">21.7.</strong> G - How Rust is Made and “Nightly Rust”</a></li></ol></li></ol>
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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
|
||
each key is a team’s name and the values are each team’s score. Given a team
|
||
name, you can retrieve its score.</p>
|
||
<p>We’ll go over the basic API of hash maps in this section, but many more goodies
|
||
are hiding in the functions defined on <code>HashMap<K, V></code> by the standard library.
|
||
As always, check the standard library documentation for more information.</p>
|
||
<h3><a class="header" href="#creating-a-new-hash-map" id="creating-a-new-hash-map">Creating a New Hash Map</a></h3>
|
||
<p>You can create an empty hash map with <code>new</code> and add elements with <code>insert</code>. In
|
||
Listing 8-20, we’re keeping track of the scores of two teams whose names are
|
||
Blue and Yellow. The Blue team starts with 10 points, and the Yellow team
|
||
starts with 50.</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);
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-20: Creating a new hash map and inserting some
|
||
keys and values</span></p>
|
||
<p>Note that we need to first <code>use</code> the <code>HashMap</code> from the collections portion of
|
||
the standard library. Of our three common collections, this one is the least
|
||
often used, so it’s not included in the features brought into scope
|
||
automatically in the prelude. Hash maps also have less support from the
|
||
standard library; there’s no built-in macro to construct them, for example.</p>
|
||
<p>Just like vectors, hash maps store their data on the heap. This <code>HashMap</code> has
|
||
keys of type <code>String</code> and values of type <code>i32</code>. Like vectors, hash maps are
|
||
homogeneous: all of the keys must have the same type, and all of the values
|
||
must have the same type.</p>
|
||
<p>Another way of constructing a hash map is by using the <code>collect</code> method on a
|
||
vector of tuples, where each tuple consists of a key and its value. The
|
||
<code>collect</code> method gathers data into a number of collection types, including
|
||
<code>HashMap</code>. For example, if we had the team names and initial scores in two
|
||
separate vectors, we could use the <code>zip</code> method to create a vector of tuples
|
||
where “Blue” is paired with 10, and so forth. Then we could use the <code>collect</code>
|
||
method to turn that vector of tuples into a hash map, as shown in Listing 8-21.</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 teams = vec![String::from("Blue"), String::from("Yellow")];
|
||
let initial_scores = vec![10, 50];
|
||
|
||
let scores: HashMap<_, _> = teams.iter().zip(initial_scores.iter()).collect();
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-21: Creating a hash map from a list of teams
|
||
and a list of scores</span></p>
|
||
<p>The type annotation <code>HashMap<_, _></code> is needed here because it’s possible to
|
||
<code>collect</code> into many different data structures and Rust doesn’t know which you
|
||
want unless you specify. For the parameters for the key and value types,
|
||
however, we use underscores, and Rust can infer the types that the hash map
|
||
contains based on the types of the data in the vectors.</p>
|
||
<h3><a class="header" href="#hash-maps-and-ownership" id="hash-maps-and-ownership">Hash Maps and Ownership</a></h3>
|
||
<p>For types that implement the <code>Copy</code> trait, like <code>i32</code>, the values are copied
|
||
into the hash map. For owned values like <code>String</code>, the values will be moved and
|
||
the hash map will be the owner of those values, as demonstrated in Listing 8-22.</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 field_name = String::from("Favorite color");
|
||
let field_value = String::from("Blue");
|
||
|
||
let mut map = HashMap::new();
|
||
map.insert(field_name, field_value);
|
||
// field_name and field_value are invalid at this point, try using them and
|
||
// see what compiler error you get!
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-22: Showing that keys and values are owned by
|
||
the hash map once they’re inserted</span></p>
|
||
<p>We aren’t able to use the variables <code>field_name</code> and <code>field_value</code> after
|
||
they’ve been moved into the hash map with the call to <code>insert</code>.</p>
|
||
<p>If we insert references to values into the hash map, the values won’t be moved
|
||
into the hash map. The values that the references point to must be valid for at
|
||
least as long as the hash map is valid. We’ll talk more about these issues in
|
||
the <a href="ch10-03-lifetime-syntax.html#validating-references-with-lifetimes">“Validating References with
|
||
Lifetimes”</a><!-- ignore --> section in
|
||
Chapter 10.</p>
|
||
<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>
|
||
<p>We can get a value out of the hash map by providing its key to the <code>get</code>
|
||
method, as shown in Listing 8-23.</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);
|
||
|
||
let team_name = String::from("Blue");
|
||
let score = scores.get(&team_name);
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-23: Accessing the score for the Blue team
|
||
stored in the hash map</span></p>
|
||
<p>Here, <code>score</code> will have the value that’s associated with the Blue team, and the
|
||
result will be <code>Some(&10)</code>. The result is wrapped in <code>Some</code> because <code>get</code>
|
||
returns an <code>Option<&V></code>; if there’s no value for that key in the hash map,
|
||
<code>get</code> will return <code>None</code>. The program will need to handle the <code>Option</code> in one
|
||
of the ways that we covered in Chapter 6.</p>
|
||
<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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