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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" class="active"><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"><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-lists-of-values-with-vectors" id="storing-lists-of-values-with-vectors">Storing Lists of Values with Vectors</a></h2>
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<p>The first collection type we’ll look at is <code>Vec<T></code>, also known as a <em>vector</em>.
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Vectors allow you to store more than one value in a single data structure that
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puts all the values next to each other in memory. Vectors can only store values
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of the same type. They are useful when you have a list of items, such as the
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lines of text in a file or the prices of items in a shopping cart.</p>
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<h3><a class="header" href="#creating-a-new-vector" id="creating-a-new-vector">Creating a New Vector</a></h3>
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<p>To create a new, empty vector, we can call the <code>Vec::new</code> function, as shown in
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Listing 8-1.</p>
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||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>let v: Vec<i32> = Vec::new();
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-1: Creating a new, empty vector to hold values
|
||
of type <code>i32</code></span></p>
|
||
<p>Note that we added a type annotation here. Because we aren’t inserting any
|
||
values into this vector, Rust doesn’t know what kind of elements we intend to
|
||
store. This is an important point. Vectors are implemented using generics;
|
||
we’ll cover how to use generics with your own types in Chapter 10. For now,
|
||
know that the <code>Vec<T></code> type provided by the standard library can hold any type,
|
||
and when a specific vector holds a specific type, the type is specified within
|
||
angle brackets. In Listing 8-1, we’ve told Rust that the <code>Vec<T></code> in <code>v</code> will
|
||
hold elements of the <code>i32</code> type.</p>
|
||
<p>In more realistic code, Rust can often infer the type of value you want to
|
||
store once you insert values, so you rarely need to do this type annotation.
|
||
It’s more common to create a <code>Vec<T></code> that has initial values, and Rust
|
||
provides the <code>vec!</code> macro for convenience. The macro will create a new vector
|
||
that holds the values you give it. Listing 8-2 creates a new <code>Vec<i32></code> that
|
||
holds the values <code>1</code>, <code>2</code>, and <code>3</code>.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>let v = vec![1, 2, 3];
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-2: Creating a new vector containing
|
||
values</span></p>
|
||
<p>Because we’ve given initial <code>i32</code> values, Rust can infer that the type of <code>v</code>
|
||
is <code>Vec<i32></code>, and the type annotation isn’t necessary. Next, we’ll look at how
|
||
to modify a vector.</p>
|
||
<h3><a class="header" href="#updating-a-vector" id="updating-a-vector">Updating a Vector</a></h3>
|
||
<p>To create a vector and then add elements to it, we can use the <code>push</code> method,
|
||
as shown in Listing 8-3.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>let mut v = Vec::new();
|
||
|
||
v.push(5);
|
||
v.push(6);
|
||
v.push(7);
|
||
v.push(8);
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-3: Using the <code>push</code> method to add values to a
|
||
vector</span></p>
|
||
<p>As with any variable, if we want to be able to change its value, we need to
|
||
make it mutable using the <code>mut</code> keyword, as discussed in Chapter 3. The numbers
|
||
we place inside are all of type <code>i32</code>, and Rust infers this from the data, so
|
||
we don’t need the <code>Vec<i32></code> annotation.</p>
|
||
<h3><a class="header" href="#dropping-a-vector-drops-its-elements" id="dropping-a-vector-drops-its-elements">Dropping a Vector Drops Its Elements</a></h3>
|
||
<p>Like any other <code>struct</code>, a vector is freed when it goes out of scope, as
|
||
annotated in Listing 8-4.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>{
|
||
let v = vec![1, 2, 3, 4];
|
||
|
||
// do stuff with v
|
||
|
||
} // <- v goes out of scope and is freed here
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-4: Showing where the vector and its elements
|
||
are dropped</span></p>
|
||
<p>When the vector gets dropped, all of its contents are also dropped, meaning
|
||
those integers it holds will be cleaned up. This may seem like a
|
||
straightforward point but can get a bit more complicated when you start to
|
||
introduce references to the elements of the vector. Let’s tackle that next!</p>
|
||
<h3><a class="header" href="#reading-elements-of-vectors" id="reading-elements-of-vectors">Reading Elements of Vectors</a></h3>
|
||
<p>Now that you know how to create, update, and destroy vectors, knowing how to
|
||
read their contents is a good next step. There are two ways to reference a
|
||
value stored in a vector. In the examples, we’ve annotated the types of the
|
||
values that are returned from these functions for extra clarity.</p>
|
||
<p>Listing 8-5 shows both methods of accessing a value in a vector, either with
|
||
indexing syntax or the <code>get</code> method.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>let v = vec![1, 2, 3, 4, 5];
|
||
|
||
let third: &i32 = &v[2];
|
||
println!("The third element is {}", third);
|
||
|
||
match v.get(2) {
|
||
Some(third) => println!("The third element is {}", third),
|
||
None => println!("There is no third element."),
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-5: Using indexing syntax or the <code>get</code> method to
|
||
access an item in a vector</span></p>
|
||
<p>Note two details here. First, we use the index value of <code>2</code> to get the third
|
||
element: vectors are indexed by number, starting at zero. Second, the two ways
|
||
to get the third element are by using <code>&</code> and <code>[]</code>, which gives us a reference,
|
||
or by using the <code>get</code> method with the index passed as an argument, which gives
|
||
us an <code>Option<&T></code>.</p>
|
||
<p>Rust has two ways to reference an element so you can choose how the program
|
||
behaves when you try to use an index value that the vector doesn’t have an
|
||
element for. As an example, let’s see what a program will do if it has a vector
|
||
that holds five elements and then tries to access an element at index 100, as
|
||
shown in Listing 8-6.</p>
|
||
<pre><pre class="playpen"><code class="language-rust should_panic panics">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>let v = vec![1, 2, 3, 4, 5];
|
||
|
||
let does_not_exist = &v[100];
|
||
let does_not_exist = v.get(100);
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-6: Attempting to access the element at index
|
||
100 in a vector containing five elements</span></p>
|
||
<p>When we run this code, the first <code>[]</code> method will cause the program to panic
|
||
because it references a nonexistent element. This method is best used when you
|
||
want your program to crash if there’s an attempt to access an element past the
|
||
end of the vector.</p>
|
||
<p>When the <code>get</code> method is passed an index that is outside the vector, it returns
|
||
<code>None</code> without panicking. You would use this method if accessing an element
|
||
beyond the range of the vector happens occasionally under normal circumstances.
|
||
Your code will then have logic to handle having either <code>Some(&element)</code> or
|
||
<code>None</code>, as discussed in Chapter 6. For example, the index could be coming from
|
||
a person entering a number. If they accidentally enter a number that’s too
|
||
large and the program gets a <code>None</code> value, you could tell the user how many
|
||
items are in the current vector and give them another chance to enter a valid
|
||
value. That would be more user-friendly than crashing the program due to a typo!</p>
|
||
<p>When the program has a valid reference, the borrow checker enforces the
|
||
ownership and borrowing rules (covered in Chapter 4) to ensure this reference
|
||
and any other references to the contents of the vector remain valid. Recall the
|
||
rule that states you can’t have mutable and immutable references in the same
|
||
scope. That rule applies in Listing 8-7, where we hold an immutable reference to
|
||
the first element in a vector and try to add an element to the end, which won’t
|
||
work.</p>
|
||
<pre><code class="language-rust ignore does_not_compile">let mut v = vec![1, 2, 3, 4, 5];
|
||
|
||
let first = &v[0];
|
||
|
||
v.push(6);
|
||
|
||
println!("The first element is: {}", first);
|
||
</code></pre>
|
||
<p><span class="caption">Listing 8-7: Attempting to add an element to a vector
|
||
while holding a reference to an item</span></p>
|
||
<p>Compiling this code will result in this error:</p>
|
||
<pre><code class="language-text">error[E0502]: cannot borrow `v` as mutable because it is also borrowed as immutable
|
||
--> src/main.rs:6:5
|
||
|
|
||
4 | let first = &v[0];
|
||
| - immutable borrow occurs here
|
||
5 |
|
||
6 | v.push(6);
|
||
| ^^^^^^^^^ mutable borrow occurs here
|
||
7 |
|
||
8 | println!("The first element is: {}", first);
|
||
| ----- immutable borrow later used here
|
||
</code></pre>
|
||
<p>The code in Listing 8-7 might look like it should work: why should a reference
|
||
to the first element care about what changes at the end of the vector? This
|
||
error is due to the way vectors work: adding a new element onto the end of the
|
||
vector might require allocating new memory and copying the old elements to the
|
||
new space, if there isn’t enough room to put all the elements next to each
|
||
other where the vector currently is. In that case, the reference to the first
|
||
element would be pointing to deallocated memory. The borrowing rules prevent
|
||
programs from ending up in that situation.</p>
|
||
<blockquote>
|
||
<p>Note: For more on the implementation details of the <code>Vec<T></code> type, see “The
|
||
Rustonomicon” at https://doc.rust-lang.org/stable/nomicon/vec.html.</p>
|
||
</blockquote>
|
||
<h3><a class="header" href="#iterating-over-the-values-in-a-vector" id="iterating-over-the-values-in-a-vector">Iterating over the Values in a Vector</a></h3>
|
||
<p>If we want to access each element in a vector in turn, we can iterate through
|
||
all of the elements rather than use indices to access one at a time. Listing
|
||
8-8 shows how to use a <code>for</code> loop to get immutable references to each element
|
||
in a vector of <code>i32</code> values and print them.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>let v = vec![100, 32, 57];
|
||
for i in &v {
|
||
println!("{}", i);
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-8: Printing each element in a vector by
|
||
iterating over the elements using a <code>for</code> loop</span></p>
|
||
<p>We can also iterate over mutable references to each element in a mutable vector
|
||
in order to make changes to all the elements. The <code>for</code> loop in Listing 8-9
|
||
will add <code>50</code> to each element.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>let mut v = vec![100, 32, 57];
|
||
for i in &mut v {
|
||
*i += 50;
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-9: Iterating over mutable references to
|
||
elements in a vector</span></p>
|
||
<p>To change the value that the mutable reference refers to, we have to use the
|
||
dereference operator (<code>*</code>) to get to the value in <code>i</code> before we can use the
|
||
<code>+=</code> operator. We’ll talk more about the dereference operator in the
|
||
<a href="ch15-02-deref.html#following-the-pointer-to-the-value-with-the-dereference-operator">“Following the Pointer to the Value with the Dereference Operator”</a>
|
||
section of Chapter 15.</p>
|
||
<h3><a class="header" href="#using-an-enum-to-store-multiple-types" id="using-an-enum-to-store-multiple-types">Using an Enum to Store Multiple Types</a></h3>
|
||
<p>At the beginning of this chapter, we said that vectors can only store values
|
||
that are the same type. This can be inconvenient; there are definitely use
|
||
cases for needing to store a list of items of different types. Fortunately, the
|
||
variants of an enum are defined under the same enum type, so when we need to
|
||
store elements of a different type in a vector, we can define and use an enum!</p>
|
||
<p>For example, say we want to get values from a row in a spreadsheet in which
|
||
some of the columns in the row contain integers, some floating-point numbers,
|
||
and some strings. We can define an enum whose variants will hold the different
|
||
value types, and then all the enum variants will be considered the same type:
|
||
that of the enum. Then we can create a vector that holds that enum and so,
|
||
ultimately, holds different types. We’ve demonstrated this in Listing 8-10.</p>
|
||
<pre><pre class="playpen"><code class="language-rust">
|
||
<span class="boring">#![allow(unused_variables)]
|
||
</span><span class="boring">fn main() {
|
||
</span>enum SpreadsheetCell {
|
||
Int(i32),
|
||
Float(f64),
|
||
Text(String),
|
||
}
|
||
|
||
let row = vec![
|
||
SpreadsheetCell::Int(3),
|
||
SpreadsheetCell::Text(String::from("blue")),
|
||
SpreadsheetCell::Float(10.12),
|
||
];
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 8-10: Defining an <code>enum</code> to store values of
|
||
different types in one vector</span></p>
|
||
<p>Rust needs to know what types will be in the vector at compile time so it knows
|
||
exactly how much memory on the heap will be needed to store each element. A
|
||
secondary advantage is that we can be explicit about what types are allowed in
|
||
this vector. If Rust allowed a vector to hold any type, there would be a chance
|
||
that one or more of the types would cause errors with the operations performed
|
||
on the elements of the vector. Using an enum plus a <code>match</code> expression means
|
||
that Rust will ensure at compile time that every possible case is handled, as
|
||
discussed in Chapter 6.</p>
|
||
<p>When you’re writing a program, if you don’t know the exhaustive set of types
|
||
the program will get at runtime to store in a vector, the enum technique won’t
|
||
work. Instead, you can use a trait object, which we’ll cover in Chapter 17.</p>
|
||
<p>Now that we’ve discussed some of the most common ways to use vectors, be sure
|
||
to review the API documentation for all the many useful methods defined on
|
||
<code>Vec<T></code> by the standard library. For example, in addition to <code>push</code>, a <code>pop</code>
|
||
method removes and returns the last element. Let’s move on to the next
|
||
collection type: <code>String</code>!</p>
|
||
|
||
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|
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