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Hands-On Functional Programming in Rust

Hands-On Functional Programming in Rust

By : Andrew Johnson
2.8 (4)
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Hands-On Functional Programming in Rust

Hands-On Functional Programming in Rust

2.8 (4)
By: Andrew Johnson

Overview of this book

Functional programming allows developers to divide programs into smaller, reusable components that ease the creation, testing, and maintenance of software as a whole. Combined with the power of Rust, you can develop robust and scalable applications that fulfill modern day software requirements. This book will help you discover all the Rust features that can be used to build software in a functional way. We begin with a brief comparison of the functional and object-oriented approach to different problems and patterns. We then quickly look at the patterns of control flow, data the abstractions of these unique to functional programming. The next part covers how to create functional apps in Rust; mutability and ownership, which are exclusive to Rust, are also discussed. Pure functions are examined next and you'll master closures, their various types, and currying. We also look at implementing concurrency through functional design principles and metaprogramming using macros. Finally, we look at best practices for debugging and optimization. By the end of the book, you will be familiar with the functional approach of programming and will be able to use these techniques on a daily basis.
Table of Contents (12 chapters)
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Mapping requirements directly to code

It is not always desirable to go through the full process of creating a dependency graph and pseudo code for each project or change. Here, we will transition directly from the preceding plan to the following code stubs.

Writing the physics simulator

The physics simulator in src/physics.rs is responsible for modeling the physics and layout of the building and elevator operations. The simulator will be provided with one object to handle motor control and another to handle data collection. The physics simulator module will define traits for each of those interfaces, and the motor control and data collection objects should implement each trait, respectively.

Let's start by defining some...

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