Book Image

The Complete Rust Programming Reference Guide

By : Rahul Sharma, Vesa Kaihlavirta, Claus Matzinger
Book Image

The Complete Rust Programming Reference Guide

By: Rahul Sharma, Vesa Kaihlavirta, Claus Matzinger

Overview of this book

Rust is a powerful language with a rare combination of safety, speed, and zero-cost abstractions. This Learning Path is filled with clear and simple explanations of its features along with real-world examples, demonstrating how you can build robust, scalable, and reliable programs. You’ll get started with an introduction to Rust data structures, algorithms, and essential language constructs. Next, you will understand how to store data using linked lists, arrays, stacks, and queues. You’ll also learn to implement sorting and searching algorithms, such as Brute Force algorithms, Greedy algorithms, Dynamic Programming, and Backtracking. As you progress, you’ll pick up on using Rust for systems programming, network programming, and the web. You’ll then move on to discover a variety of techniques, right from writing memory-safe code, to building idiomatic Rust libraries, and even advanced macros. By the end of this Learning Path, you’ll be able to implement Rust for enterprise projects, writing better tests and documentation, designing for performance, and creating idiomatic Rust code. This Learning Path includes content from the following Packt products: • Mastering Rust - Second Edition by Rahul Sharma and Vesa Kaihlavirta • Hands-On Data Structures and Algorithms with Rust by Claus Matzinger
Table of Contents (29 chapters)
Title Page
Copyright
About Packt
Contributors
Preface
Index

Using traits with generics – trait bounds


Now that we have a decent idea about generics and traits, we can explore ways in which we can combine them to express more about our interfaces at compile time. Consider the following code:

// trait_bound_intro.rs

struct Game;
struct Enemy;
struct Hero;

impl Game {
    fn load<T>(&self, entity: T) {
        entity.init();
    }
}

fn main() {
    let game = Game;
    game.load(Enemy);
    game.load(Hero);
}

In the preceding code, we have a generic function, load, on our Game type that can take any game entity and load it in our game world by calling init() on all kinds of T. However, this example fails to compile with the following error:

So, a generic function taking any type T cannot know or assume by default  the init method exists on T. If it did, it wouldn't be generic at all, and would only be able to accept types that have the init() method on them. So, there is a way that we can let the compiler know of this and constrain the set...