Book Image

Rust Programming By Example

By : Guillaume Gomez, Antoni Boucher
Book Image

Rust Programming By Example

By: Guillaume Gomez, Antoni Boucher

Overview of this book

Rust is an open source, safe, concurrent, practical language created by Mozilla. It runs blazingly fast, prevents segfaults, and guarantees safety. This book gets you started with essential software development by guiding you through the different aspects of Rust programming. With this approach, you can bridge the gap between learning and implementing immediately. Beginning with an introduction to Rust, you’ll learn the basic aspects such as its syntax, data types, functions, generics, control flows, and more. After this, you’ll jump straight into building your first project, a Tetris game. Next you’ll build a graphical music player and work with fast, reliable networking software using Tokio, the scalable and productive asynchronous IO Rust library. Over the course of this book, you’ll explore various features of Rust Programming including its SDL features, event loop, File I/O, and the famous GTK+ widget toolkit. Through these projects, you’ll see how well Rust performs in terms of concurrency—including parallelism, reliability, improved performance, generics, macros, and thread safety. We’ll also cover some asynchronous and reactive programming aspects of Rust. By the end of the book, you’ll be comfortable building various real-world applications in Rust.
Table of Contents (18 chapters)
Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
3
Events and Basic Game Mechanisms
Index

Rust best practices


Let's start with some basics (and maybe obvious) things.

Slices

First, a little recap; a slice is a constant view over an array, and &[T] is the constant view of a Vec<T>, whereas &str is the constant view of a String (just like Path is the constant view of a PathBuf and OsStr is the constant view of an OsString). Now that you have this in mind, let's continue!

When a function expects a constant argument of type Vec or String, then always write them as follows:

fn some_func(v: &[u8]) {
    // some code...
}

Instead of:

fn some_code(v: &Vec<u8>) {
    // some code
}

And:

fn some_func(s: &str) {
    // some code...
}

Instead of:

fn some_func(s: &String) {
    // some code...
}

You might be wondering why this is the case. So, let's imagine your function displays your Vec as ASCII characters:

fn print_as_ascii(v: &[u8]) {
    for c in v {
        print!("{}", *c as char);
    }
    println!("");
}

And now you just want to print a part of your Vec...