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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Appendix</title>
</head>
<body>
<h1 id="appendix"><a class="header" href="#appendix">Appendix</a></h1>
<p>The following sections contain reference material you may find useful in your
Rust journey.</p>
</body>
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>A - Keywords</title>
</head>
<body>
<h2 id="appendix-a-keywords"><a class="header" href="#appendix-a-keywords">Appendix A: Keywords</a></h2>
<p>The following lists contain keywords that are reserved for current or future
use by the Rust language. As such, they cannot be used as identifiers (except
as raw identifiers, as we discuss in the <a href="#raw-identifiers">“Raw
Identifiers”</a><!-- ignore --> section). <em>Identifiers</em> are names
of functions, variables, parameters, struct fields, modules, crates, constants,
macros, static values, attributes, types, traits, or lifetimes.</p>
<h3 id="keywords-currently-in-use"><a class="header" href="#keywords-currently-in-use">Keywords Currently in Use</a></h3>
<p>The following is a list of keywords currently in use, with their functionality
described.</p>
<ul>
<li><strong><code>as</code></strong>: Perform primitive casting, disambiguate the specific trait
containing an item, or rename items in <code>use</code> statements.</li>
<li><strong><code>async</code></strong>: Return a <code>Future</code> instead of blocking the current thread.</li>
<li><strong><code>await</code></strong>: Suspend execution until the result of a <code>Future</code> is ready.</li>
<li><strong><code>break</code></strong>: Exit a loop immediately.</li>
<li><strong><code>const</code></strong>: Define constant items or constant raw pointers.</li>
<li><strong><code>continue</code></strong>: Continue to the next loop iteration.</li>
<li><strong><code>crate</code></strong>: In a module path, refers to the crate root.</li>
<li><strong><code>dyn</code></strong>: Dynamic dispatch to a trait object.</li>
<li><strong><code>else</code></strong>: Fallback for <code>if</code> and <code>if let</code> control flow constructs.</li>
<li><strong><code>enum</code></strong>: Define an enumeration.</li>
<li><strong><code>extern</code></strong>: Link an external function or variable.</li>
<li><strong><code>false</code></strong>: Boolean false literal.</li>
<li><strong><code>fn</code></strong>: Define a function or the function pointer type.</li>
<li><strong><code>for</code></strong>: Loop over items from an iterator, implement a trait, or specify a
higher ranked lifetime.</li>
<li><strong><code>if</code></strong>: Branch based on the result of a conditional expression.</li>
<li><strong><code>impl</code></strong>: Implement inherent or trait functionality.</li>
<li><strong><code>in</code></strong>: Part of <code>for</code> loop syntax.</li>
<li><strong><code>let</code></strong>: Bind a variable.</li>
<li><strong><code>loop</code></strong>: Loop unconditionally.</li>
<li><strong><code>match</code></strong>: Match a value to patterns.</li>
<li><strong><code>mod</code></strong>: Define a module.</li>
<li><strong><code>move</code></strong>: Make a closure take ownership of all its captures.</li>
<li><strong><code>mut</code></strong>: Denote mutability in references, raw pointers, or pattern bindings.</li>
<li><strong><code>pub</code></strong>: Denote public visibility in struct fields, <code>impl</code> blocks, or
modules.</li>
<li><strong><code>ref</code></strong>: Bind by reference.</li>
<li><strong><code>return</code></strong>: Return from function.</li>
<li><strong><code>Self</code></strong>: A type alias for the type we are defining or implementing.</li>
<li><strong><code>self</code></strong>: Method subject or current module.</li>
<li><strong><code>static</code></strong>: Global variable or lifetime lasting the entire program
execution.</li>
<li><strong><code>struct</code></strong>: Define a structure.</li>
<li><strong><code>super</code></strong>: Parent module of the current module.</li>
<li><strong><code>trait</code></strong>: Define a trait.</li>
<li><strong><code>true</code></strong>: Boolean true literal.</li>
<li><strong><code>type</code></strong>: Define a type alias or associated type.</li>
<li><strong><code>union</code></strong>: Define a <a href="../reference/items/unions.html">union</a><!-- ignore -->; is a keyword only when
used in a union declaration.</li>
<li><strong><code>unsafe</code></strong>: Denote unsafe code, functions, traits, or implementations.</li>
<li><strong><code>use</code></strong>: Bring symbols into scope.</li>
<li><strong><code>where</code></strong>: Denote clauses that constrain a type.</li>
<li><strong><code>while</code></strong>: Loop conditionally based on the result of an expression.</li>
</ul>
<h3 id="keywords-reserved-for-future-use"><a class="header" href="#keywords-reserved-for-future-use">Keywords Reserved for Future Use</a></h3>
<p>The following keywords do not yet have any functionality but are reserved by
Rust for potential future use:</p>
<ul>
<li><code>abstract</code></li>
<li><code>become</code></li>
<li><code>box</code></li>
<li><code>do</code></li>
<li><code>final</code></li>
<li><code>gen</code></li>
<li><code>macro</code></li>
<li><code>override</code></li>
<li><code>priv</code></li>
<li><code>try</code></li>
<li><code>typeof</code></li>
<li><code>unsized</code></li>
<li><code>virtual</code></li>
<li><code>yield</code></li>
</ul>
<h3 id="raw-identifiers"><a class="header" href="#raw-identifiers">Raw Identifiers</a></h3>
<p><em>Raw identifiers</em> are the syntax that lets you use keywords where they wouldnt
normally be allowed. You use a raw identifier by prefixing a keyword with <code>r#</code>.</p>
<p>For example, <code>match</code> is a keyword. If you try to compile the following function
that uses <code>match</code> as its name:</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre><code class="language-rust ignore does_not_compile">fn match(needle: &amp;str, haystack: &amp;str) -&gt; bool {
haystack.contains(needle)
}</code></pre>
<p>youll get this error:</p>
<pre><code class="language-text">error: expected identifier, found keyword `match`
--&gt; src/main.rs:4:4
|
4 | fn match(needle: &amp;str, haystack: &amp;str) -&gt; bool {
| ^^^^^ expected identifier, found keyword
</code></pre>
<p>The error shows that you cant use the keyword <code>match</code> as the function
identifier. To use <code>match</code> as a function name, you need to use the raw
identifier syntax, like this:</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre class="playground"><code class="language-rust edition2024">fn r#match(needle: &amp;str, haystack: &amp;str) -&gt; bool {
haystack.contains(needle)
}
fn main() {
assert!(r#match("foo", "foobar"));
}</code></pre>
<p>This code will compile without any errors. Note the <code>r#</code> prefix on the function
name in its definition as well as where the function is called in <code>main</code>.</p>
<p>Raw identifiers allow you to use any word you choose as an identifier, even if
that word happens to be a reserved keyword. This gives us more freedom to choose
identifier names, as well as lets us integrate with programs written in a
language where these words arent keywords. In addition, raw identifiers allow
you to use libraries written in a different Rust edition than your crate uses.
For example, <code>try</code> isnt a keyword in the 2015 edition but is in the 2018, 2021,
and 2024 editions. If you depend on a library that is written using the 2015
edition and has a <code>try</code> function, youll need to use the raw identifier syntax,
<code>r#try</code> in this case, to call that function from your code on later editions.
See <a href="appendix-05-editions.html">Appendix E</a><!-- ignore --> for more information on editions.</p>
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>B - Operators and Symbols</title>
</head>
<body>
<h2 id="appendix-b-operators-and-symbols"><a class="header" href="#appendix-b-operators-and-symbols">Appendix B: Operators and Symbols</a></h2>
<p>This appendix contains a glossary of Rusts syntax, including operators and
other symbols that appear by themselves or in the context of paths, generics,
trait bounds, macros, attributes, comments, tuples, and brackets.</p>
<h3 id="operators"><a class="header" href="#operators">Operators</a></h3>
<p>Table B-1 contains the operators in Rust, an example of how the operator would
appear in context, a short explanation, and whether that operator is
overloadable. If an operator is overloadable, the relevant trait to use to
overload that operator is listed.</p>
<p><span class="caption">Table B-1: Operators</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Operator</th><th>Example</th><th>Explanation</th><th>Overloadable?</th></tr>
</thead>
<tbody>
<tr><td><code>!</code></td><td><code>ident!(...)</code>, <code>ident!{...}</code>, <code>ident![...]</code></td><td>Macro expansion</td><td></td></tr>
<tr><td><code>!</code></td><td><code>!expr</code></td><td>Bitwise or logical complement</td><td><code>Not</code></td></tr>
<tr><td><code>!=</code></td><td><code>expr != expr</code></td><td>Nonequality comparison</td><td><code>PartialEq</code></td></tr>
<tr><td><code>%</code></td><td><code>expr % expr</code></td><td>Arithmetic remainder</td><td><code>Rem</code></td></tr>
<tr><td><code>%=</code></td><td><code>var %= expr</code></td><td>Arithmetic remainder and assignment</td><td><code>RemAssign</code></td></tr>
<tr><td><code>&amp;</code></td><td><code>&amp;expr</code>, <code>&amp;mut expr</code></td><td>Borrow</td><td></td></tr>
<tr><td><code>&amp;</code></td><td><code>&amp;type</code>, <code>&amp;mut type</code>, <code>&amp;'a type</code>, <code>&amp;'a mut type</code></td><td>Borrowed pointer type</td><td></td></tr>
<tr><td><code>&amp;</code></td><td><code>expr &amp; expr</code></td><td>Bitwise AND</td><td><code>BitAnd</code></td></tr>
<tr><td><code>&amp;=</code></td><td><code>var &amp;= expr</code></td><td>Bitwise AND and assignment</td><td><code>BitAndAssign</code></td></tr>
<tr><td><code>&amp;&amp;</code></td><td><code>expr &amp;&amp; expr</code></td><td>Short-circuiting logical AND</td><td></td></tr>
<tr><td><code>*</code></td><td><code>expr * expr</code></td><td>Arithmetic multiplication</td><td><code>Mul</code></td></tr>
<tr><td><code>*=</code></td><td><code>var *= expr</code></td><td>Arithmetic multiplication and assignment</td><td><code>MulAssign</code></td></tr>
<tr><td><code>*</code></td><td><code>*expr</code></td><td>Dereference</td><td><code>Deref</code></td></tr>
<tr><td><code>*</code></td><td><code>*const type</code>, <code>*mut type</code></td><td>Raw pointer</td><td></td></tr>
<tr><td><code>+</code></td><td><code>trait + trait</code>, <code>'a + trait</code></td><td>Compound type constraint</td><td></td></tr>
<tr><td><code>+</code></td><td><code>expr + expr</code></td><td>Arithmetic addition</td><td><code>Add</code></td></tr>
<tr><td><code>+=</code></td><td><code>var += expr</code></td><td>Arithmetic addition and assignment</td><td><code>AddAssign</code></td></tr>
<tr><td><code>,</code></td><td><code>expr, expr</code></td><td>Argument and element separator</td><td></td></tr>
<tr><td><code>-</code></td><td><code>- expr</code></td><td>Arithmetic negation</td><td><code>Neg</code></td></tr>
<tr><td><code>-</code></td><td><code>expr - expr</code></td><td>Arithmetic subtraction</td><td><code>Sub</code></td></tr>
<tr><td><code>-=</code></td><td><code>var -= expr</code></td><td>Arithmetic subtraction and assignment</td><td><code>SubAssign</code></td></tr>
<tr><td><code>-&gt;</code></td><td><code>fn(...) -&gt; type</code>, <code>|…| -&gt; type</code></td><td>Function and closure return type</td><td></td></tr>
<tr><td><code>.</code></td><td><code>expr.ident</code></td><td>Field access</td><td></td></tr>
<tr><td><code>.</code></td><td><code>expr.ident(expr, ...)</code></td><td>Method call</td><td></td></tr>
<tr><td><code>.</code></td><td><code>expr.0</code>, <code>expr.1</code>, and so on</td><td>Tuple indexing</td><td></td></tr>
<tr><td><code>..</code></td><td><code>..</code>, <code>expr..</code>, <code>..expr</code>, <code>expr..expr</code></td><td>Right-exclusive range literal</td><td><code>PartialOrd</code></td></tr>
<tr><td><code>..=</code></td><td><code>..=expr</code>, <code>expr..=expr</code></td><td>Right-inclusive range literal</td><td><code>PartialOrd</code></td></tr>
<tr><td><code>..</code></td><td><code>..expr</code></td><td>Struct literal update syntax</td><td></td></tr>
<tr><td><code>..</code></td><td><code>variant(x, ..)</code>, <code>struct_type { x, .. }</code></td><td>“And the rest” pattern binding</td><td></td></tr>
<tr><td><code>...</code></td><td><code>expr...expr</code></td><td>(Deprecated, use <code>..=</code> instead) In a pattern: inclusive range pattern</td><td></td></tr>
<tr><td><code>/</code></td><td><code>expr / expr</code></td><td>Arithmetic division</td><td><code>Div</code></td></tr>
<tr><td><code>/=</code></td><td><code>var /= expr</code></td><td>Arithmetic division and assignment</td><td><code>DivAssign</code></td></tr>
<tr><td><code>:</code></td><td><code>pat: type</code>, <code>ident: type</code></td><td>Constraints</td><td></td></tr>
<tr><td><code>:</code></td><td><code>ident: expr</code></td><td>Struct field initializer</td><td></td></tr>
<tr><td><code>:</code></td><td><code>'a: loop {...}</code></td><td>Loop label</td><td></td></tr>
<tr><td><code>;</code></td><td><code>expr;</code></td><td>Statement and item terminator</td><td></td></tr>
<tr><td><code>;</code></td><td><code>[...; len]</code></td><td>Part of fixed-size array syntax</td><td></td></tr>
<tr><td><code>&lt;&lt;</code></td><td><code>expr &lt;&lt; expr</code></td><td>Left-shift</td><td><code>Shl</code></td></tr>
<tr><td><code>&lt;&lt;=</code></td><td><code>var &lt;&lt;= expr</code></td><td>Left-shift and assignment</td><td><code>ShlAssign</code></td></tr>
<tr><td><code>&lt;</code></td><td><code>expr &lt; expr</code></td><td>Less than comparison</td><td><code>PartialOrd</code></td></tr>
<tr><td><code>&lt;=</code></td><td><code>expr &lt;= expr</code></td><td>Less than or equal to comparison</td><td><code>PartialOrd</code></td></tr>
<tr><td><code>=</code></td><td><code>var = expr</code>, <code>ident = type</code></td><td>Assignment/equivalence</td><td></td></tr>
<tr><td><code>==</code></td><td><code>expr == expr</code></td><td>Equality comparison</td><td><code>PartialEq</code></td></tr>
<tr><td><code>=&gt;</code></td><td><code>pat =&gt; expr</code></td><td>Part of match arm syntax</td><td></td></tr>
<tr><td><code>&gt;</code></td><td><code>expr &gt; expr</code></td><td>Greater than comparison</td><td><code>PartialOrd</code></td></tr>
<tr><td><code>&gt;=</code></td><td><code>expr &gt;= expr</code></td><td>Greater than or equal to comparison</td><td><code>PartialOrd</code></td></tr>
<tr><td><code>&gt;&gt;</code></td><td><code>expr &gt;&gt; expr</code></td><td>Right-shift</td><td><code>Shr</code></td></tr>
<tr><td><code>&gt;&gt;=</code></td><td><code>var &gt;&gt;= expr</code></td><td>Right-shift and assignment</td><td><code>ShrAssign</code></td></tr>
<tr><td><code>@</code></td><td><code>ident @ pat</code></td><td>Pattern binding</td><td></td></tr>
<tr><td><code>^</code></td><td><code>expr ^ expr</code></td><td>Bitwise exclusive OR</td><td><code>BitXor</code></td></tr>
<tr><td><code>^=</code></td><td><code>var ^= expr</code></td><td>Bitwise exclusive OR and assignment</td><td><code>BitXorAssign</code></td></tr>
<tr><td><code>|</code></td><td><code>pat | pat</code></td><td>Pattern alternatives</td><td></td></tr>
<tr><td><code>|</code></td><td><code>expr | expr</code></td><td>Bitwise OR</td><td><code>BitOr</code></td></tr>
<tr><td><code>|=</code></td><td><code>var |= expr</code></td><td>Bitwise OR and assignment</td><td><code>BitOrAssign</code></td></tr>
<tr><td><code>||</code></td><td><code>expr || expr</code></td><td>Short-circuiting logical OR</td><td></td></tr>
<tr><td><code>?</code></td><td><code>expr?</code></td><td>Error propagation</td><td></td></tr>
</tbody>
</table>
</div>
<h3 id="non-operator-symbols"><a class="header" href="#non-operator-symbols">Non-operator Symbols</a></h3>
<p>The following tables contain all symbols that dont function as operators; that
is, they dont behave like a function or method call.</p>
<p>Table B-2 shows symbols that appear on their own and are valid in a variety of
locations.</p>
<p><span class="caption">Table B-2: Stand-alone Syntax</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Symbol</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>'ident</code></td><td>Named lifetime or loop label</td></tr>
<tr><td>Digits immediately followed by <code>u8</code>, <code>i32</code>, <code>f64</code>, <code>usize</code>, and so on</td><td>Numeric literal of specific type</td></tr>
<tr><td><code>"..."</code></td><td>String literal</td></tr>
<tr><td><code>r"..."</code>, <code>r#"..."#</code>, <code>r##"..."##</code>, and so on</td><td>Raw string literal; escape characters not processed</td></tr>
<tr><td><code>b"..."</code></td><td>Byte string literal; constructs an array of bytes instead of a string</td></tr>
<tr><td><code>br"..."</code>, <code>br#"..."#</code>, <code>br##"..."##</code>, and so on</td><td>Raw byte string literal; combination of raw and byte string literal</td></tr>
<tr><td><code>'...'</code></td><td>Character literal</td></tr>
<tr><td><code>b'...'</code></td><td>ASCII byte literal</td></tr>
<tr><td><code>|…| expr</code></td><td>Closure</td></tr>
<tr><td><code>!</code></td><td>Always-empty bottom type for diverging functions</td></tr>
<tr><td><code>_</code></td><td>“Ignored” pattern binding; also used to make integer literals readable</td></tr>
</tbody>
</table>
</div>
<p>Table B-3 shows symbols that appear in the context of a path through the module
hierarchy to an item.</p>
<p><span class="caption">Table B-3: Path-Related Syntax</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Symbol</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>ident::ident</code></td><td>Namespace path</td></tr>
<tr><td><code>::path</code></td><td>Path relative to the crate root (that is, an explicitly absolute path)</td></tr>
<tr><td><code>self::path</code></td><td>Path relative to the current module (that is, an explicitly relative path)</td></tr>
<tr><td><code>super::path</code></td><td>Path relative to the parent of the current module</td></tr>
<tr><td><code>type::ident</code>, <code>&lt;type as trait&gt;::ident</code></td><td>Associated constants, functions, and types</td></tr>
<tr><td><code>&lt;type&gt;::...</code></td><td>Associated item for a type that cannot be directly named (for example, <code>&lt;&amp;T&gt;::...</code>, <code>&lt;[T]&gt;::...</code>, and so on)</td></tr>
<tr><td><code>trait::method(...)</code></td><td>Disambiguating a method call by naming the trait that defines it</td></tr>
<tr><td><code>type::method(...)</code></td><td>Disambiguating a method call by naming the type for which its defined</td></tr>
<tr><td><code>&lt;type as trait&gt;::method(...)</code></td><td>Disambiguating a method call by naming the trait and type</td></tr>
</tbody>
</table>
</div>
<p>Table B-4 shows symbols that appear in the context of using generic type
parameters.</p>
<p><span class="caption">Table B-4: Generics</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Symbol</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>path&lt;...&gt;</code></td><td>Specifies parameters to a generic type in a type (for example, <code>Vec&lt;u8&gt;</code>)</td></tr>
<tr><td><code>path::&lt;...&gt;</code>, <code>method::&lt;...&gt;</code></td><td>Specifies parameters to a generic type, function, or method in an expression; often referred to as <em>turbofish</em> (for example, <code>"42".parse::&lt;i32&gt;()</code>)</td></tr>
<tr><td><code>fn ident&lt;...&gt; ...</code></td><td>Define generic function</td></tr>
<tr><td><code>struct ident&lt;...&gt; ...</code></td><td>Define generic structure</td></tr>
<tr><td><code>enum ident&lt;...&gt; ...</code></td><td>Define generic enumeration</td></tr>
<tr><td><code>impl&lt;...&gt; ...</code></td><td>Define generic implementation</td></tr>
<tr><td><code>for&lt;...&gt; type</code></td><td>Higher ranked lifetime bounds</td></tr>
<tr><td><code>type&lt;ident=type&gt;</code></td><td>A generic type where one or more associated types have specific assignments (for example, <code>Iterator&lt;Item=T&gt;</code>)</td></tr>
</tbody>
</table>
</div>
<p>Table B-5 shows symbols that appear in the context of constraining generic type
parameters with trait bounds.</p>
<p><span class="caption">Table B-5: Trait Bound Constraints</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Symbol</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>T: U</code></td><td>Generic parameter <code>T</code> constrained to types that implement <code>U</code></td></tr>
<tr><td><code>T: 'a</code></td><td>Generic type <code>T</code> must outlive lifetime <code>'a</code> (meaning the type cannot transitively contain any references with lifetimes shorter than <code>'a</code>)</td></tr>
<tr><td><code>T: 'static</code></td><td>Generic type <code>T</code> contains no borrowed references other than <code>'static</code> ones</td></tr>
<tr><td><code>'b: 'a</code></td><td>Generic lifetime <code>'b</code> must outlive lifetime <code>'a</code></td></tr>
<tr><td><code>T: ?Sized</code></td><td>Allow generic type parameter to be a dynamically sized type</td></tr>
<tr><td><code>'a + trait</code>, <code>trait + trait</code></td><td>Compound type constraint</td></tr>
</tbody>
</table>
</div>
<p>Table B-6 shows symbols that appear in the context of calling or defining
macros and specifying attributes on an item.</p>
<p><span class="caption">Table B-6: Macros and Attributes</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Symbol</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>#[meta]</code></td><td>Outer attribute</td></tr>
<tr><td><code>#![meta]</code></td><td>Inner attribute</td></tr>
<tr><td><code>$ident</code></td><td>Macro substitution</td></tr>
<tr><td><code>$ident:kind</code></td><td>Macro metavariable</td></tr>
<tr><td><code>$(...)...</code></td><td>Macro repetition</td></tr>
<tr><td><code>ident!(...)</code>, <code>ident!{...}</code>, <code>ident![...]</code></td><td>Macro invocation</td></tr>
</tbody>
</table>
</div>
<p>Table B-7 shows symbols that create comments.</p>
<p><span class="caption">Table B-7: Comments</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Symbol</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>//</code></td><td>Line comment</td></tr>
<tr><td><code>//!</code></td><td>Inner line doc comment</td></tr>
<tr><td><code>///</code></td><td>Outer line doc comment</td></tr>
<tr><td><code>/*...*/</code></td><td>Block comment</td></tr>
<tr><td><code>/*!...*/</code></td><td>Inner block doc comment</td></tr>
<tr><td><code>/**...*/</code></td><td>Outer block doc comment</td></tr>
</tbody>
</table>
</div>
<p>Table B-8 shows the contexts in which parentheses are used.</p>
<p><span class="caption">Table B-8: Parentheses</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Symbol</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>()</code></td><td>Empty tuple (aka unit), both literal and type</td></tr>
<tr><td><code>(expr)</code></td><td>Parenthesized expression</td></tr>
<tr><td><code>(expr,)</code></td><td>Single-element tuple expression</td></tr>
<tr><td><code>(type,)</code></td><td>Single-element tuple type</td></tr>
<tr><td><code>(expr, ...)</code></td><td>Tuple expression</td></tr>
<tr><td><code>(type, ...)</code></td><td>Tuple type</td></tr>
<tr><td><code>expr(expr, ...)</code></td><td>Function call expression; also used to initialize tuple <code>struct</code>s and tuple <code>enum</code> variants</td></tr>
</tbody>
</table>
</div>
<p>Table B-9 shows the contexts in which curly brackets are used.</p>
<p><span class="caption">Table B-9: Curly Brackets</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Context</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>{...}</code></td><td>Block expression</td></tr>
<tr><td><code>Type {...}</code></td><td>Struct literal</td></tr>
</tbody>
</table>
</div>
<p>Table B-10 shows the contexts in which square brackets are used.</p>
<p><span class="caption">Table B-10: Square Brackets</span></p>
<div class="table-wrapper">
<table>
<thead>
<tr><th>Context</th><th>Explanation</th></tr>
</thead>
<tbody>
<tr><td><code>[...]</code></td><td>Array literal</td></tr>
<tr><td><code>[expr; len]</code></td><td>Array literal containing <code>len</code> copies of <code>expr</code></td></tr>
<tr><td><code>[type; len]</code></td><td>Array type containing <code>len</code> instances of <code>type</code></td></tr>
<tr><td><code>expr[expr]</code></td><td>Collection indexing; overloadable (<code>Index</code>, <code>IndexMut</code>)</td></tr>
<tr><td><code>expr[..]</code>, <code>expr[a..]</code>, <code>expr[..b]</code>, <code>expr[a..b]</code></td><td>Collection indexing pretending to be collection slicing, using <code>Range</code>, <code>RangeFrom</code>, <code>RangeTo</code>, or <code>RangeFull</code> as the “index”</td></tr>
</tbody>
</table>
</div>
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<html lang="en">
<head>
<meta charset="UTF-8">
<title>C - Derivable Traits</title>
</head>
<body>
<h2 id="appendix-c-derivable-traits"><a class="header" href="#appendix-c-derivable-traits">Appendix C: Derivable Traits</a></h2>
<p>In various places in the book, weve discussed the <code>derive</code> attribute, which
you can apply to a struct or enum definition. The <code>derive</code> attribute generates
code that will implement a trait with its own default implementation on the
type youve annotated with the <code>derive</code> syntax.</p>
<p>In this appendix, we provide a reference of all the traits in the standard
library that you can use with <code>derive</code>. Each section covers:</p>
<ul>
<li>What operators and methods deriving this trait will enable</li>
<li>What the implementation of the trait provided by <code>derive</code> does</li>
<li>What implementing the trait signifies about the type</li>
<li>The conditions in which youre allowed or not allowed to implement the trait</li>
<li>Examples of operations that require the trait</li>
</ul>
<p>If you want different behavior from that provided by the <code>derive</code> attribute,
consult the <a href="../std/index.html">standard library documentation</a><!-- ignore -->
for each trait for details on how to manually implement them.</p>
<p>The traits listed here are the only ones defined by the standard library that
can be implemented on your types using <code>derive</code>. Other traits defined in the
standard library dont have sensible default behavior, so its up to you to
implement them in the way that makes sense for what youre trying to accomplish.</p>
<p>An example of a trait that cant be derived is <code>Display</code>, which handles
formatting for end users. You should always consider the appropriate way to
display a type to an end user. What parts of the type should an end user be
allowed to see? What parts would they find relevant? What format of the data
would be most relevant to them? The Rust compiler doesnt have this insight, so
it cant provide appropriate default behavior for you.</p>
<p>The list of derivable traits provided in this appendix is not comprehensive:
Libraries can implement <code>derive</code> for their own traits, making the list of
traits you can use <code>derive</code> with truly open ended. Implementing <code>derive</code>
involves using a procedural macro, which is covered in the <a href="../ch20/ch20-05-macros.html#custom-derive-macros">“Custom <code>derive</code>
Macros”</a><!-- ignore --> section in Chapter 20.</p>
<h3 id="debug-for-programmer-output"><a class="header" href="#debug-for-programmer-output"><code>Debug</code> for Programmer Output</a></h3>
<p>The <code>Debug</code> trait enables debug formatting in format strings, which you
indicate by adding <code>:?</code> within <code>{}</code> placeholders.</p>
<p>The <code>Debug</code> trait allows you to print instances of a type for debugging
purposes, so you and other programmers using your type can inspect an instance
at a particular point in a programs execution.</p>
<p>The <code>Debug</code> trait is required, for example, in the use of the <code>assert_eq!</code>
macro. This macro prints the values of instances given as arguments if the
equality assertion fails so that programmers can see why the two instances
werent equal.</p>
<h3 id="partialeq-and-eq-for-equality-comparisons"><a class="header" href="#partialeq-and-eq-for-equality-comparisons"><code>PartialEq</code> and <code>Eq</code> for Equality Comparisons</a></h3>
<p>The <code>PartialEq</code> trait allows you to compare instances of a type to check for
equality and enables use of the <code>==</code> and <code>!=</code> operators.</p>
<p>Deriving <code>PartialEq</code> implements the <code>eq</code> method. When <code>PartialEq</code> is derived on
structs, two instances are equal only if <em>all</em> fields are equal, and the
instances are not equal if <em>any</em> fields are not equal. When derived on enums,
each variant is equal to itself and not equal to the other variants.</p>
<p>The <code>PartialEq</code> trait is required, for example, with the use of the
<code>assert_eq!</code> macro, which needs to be able to compare two instances of a type
for equality.</p>
<p>The <code>Eq</code> trait has no methods. Its purpose is to signal that for every value of
the annotated type, the value is equal to itself. The <code>Eq</code> trait can only be
applied to types that also implement <code>PartialEq</code>, although not all types that
implement <code>PartialEq</code> can implement <code>Eq</code>. One example of this is floating-point
number types: The implementation of floating-point numbers states that two
instances of the not-a-number (<code>NaN</code>) value are not equal to each other.</p>
<p>An example of when <code>Eq</code> is required is for keys in a <code>HashMap&lt;K, V&gt;</code> so that
the <code>HashMap&lt;K, V&gt;</code> can tell whether two keys are the same.</p>
<h3 id="partialord-and-ord-for-ordering-comparisons"><a class="header" href="#partialord-and-ord-for-ordering-comparisons"><code>PartialOrd</code> and <code>Ord</code> for Ordering Comparisons</a></h3>
<p>The <code>PartialOrd</code> trait allows you to compare instances of a type for sorting
purposes. A type that implements <code>PartialOrd</code> can be used with the <code>&lt;</code>, <code>&gt;</code>,
<code>&lt;=</code>, and <code>&gt;=</code> operators. You can only apply the <code>PartialOrd</code> trait to types
that also implement <code>PartialEq</code>.</p>
<p>Deriving <code>PartialOrd</code> implements the <code>partial_cmp</code> method, which returns an
<code>Option&lt;Ordering&gt;</code> that will be <code>None</code> when the values given dont produce an
ordering. An example of a value that doesnt produce an ordering, even though
most values of that type can be compared, is the <code>NaN</code> floating point value.
Calling <code>partial_cmp</code> with any floating-point number and the <code>NaN</code>
floating-point value will return <code>None</code>.</p>
<p>When derived on structs, <code>PartialOrd</code> compares two instances by comparing the
value in each field in the order in which the fields appear in the struct
definition. When derived on enums, variants of the enum declared earlier in the
enum definition are considered less than the variants listed later.</p>
<p>The <code>PartialOrd</code> trait is required, for example, for the <code>gen_range</code> method
from the <code>rand</code> crate that generates a random value in the range specified by a
range expression.</p>
<p>The <code>Ord</code> trait allows you to know that for any two values of the annotated
type, a valid ordering will exist. The <code>Ord</code> trait implements the <code>cmp</code> method,
which returns an <code>Ordering</code> rather than an <code>Option&lt;Ordering&gt;</code> because a valid
ordering will always be possible. You can only apply the <code>Ord</code> trait to types
that also implement <code>PartialOrd</code> and <code>Eq</code> (and <code>Eq</code> requires <code>PartialEq</code>). When
derived on structs and enums, <code>cmp</code> behaves the same way as the derived
implementation for <code>partial_cmp</code> does with <code>PartialOrd</code>.</p>
<p>An example of when <code>Ord</code> is required is when storing values in a <code>BTreeSet&lt;T&gt;</code>,
a data structure that stores data based on the sort order of the values.</p>
<h3 id="clone-and-copy-for-duplicating-values"><a class="header" href="#clone-and-copy-for-duplicating-values"><code>Clone</code> and <code>Copy</code> for Duplicating Values</a></h3>
<p>The <code>Clone</code> trait allows you to explicitly create a deep copy of a value, and
the duplication process might involve running arbitrary code and copying heap
data. See the <a href="../ch04/ch04-01-what-is-ownership.html#variables-and-data-interacting-with-clone">“Variables and Data Interacting with
Clone”</a><!-- ignore --> section in
Chapter 4 for more information on <code>Clone</code>.</p>
<p>Deriving <code>Clone</code> implements the <code>clone</code> method, which when implemented for the
whole type, calls <code>clone</code> on each of the parts of the type. This means all the
fields or values in the type must also implement <code>Clone</code> to derive <code>Clone</code>.</p>
<p>An example of when <code>Clone</code> is required is when calling the <code>to_vec</code> method on a
slice. The slice doesnt own the type instances it contains, but the vector
returned from <code>to_vec</code> will need to own its instances, so <code>to_vec</code> calls
<code>clone</code> on each item. Thus, the type stored in the slice must implement <code>Clone</code>.</p>
<p>The <code>Copy</code> trait allows you to duplicate a value by only copying bits stored on
the stack; no arbitrary code is necessary. See the <a href="../ch04/ch04-01-what-is-ownership.html#stack-only-data-copy">“Stack-Only Data:
Copy”</a><!-- ignore --> section in Chapter 4 for more
information on <code>Copy</code>.</p>
<p>The <code>Copy</code> trait doesnt define any methods to prevent programmers from
overloading those methods and violating the assumption that no arbitrary code
is being run. That way, all programmers can assume that copying a value will be
very fast.</p>
<p>You can derive <code>Copy</code> on any type whose parts all implement <code>Copy</code>. A type that
implements <code>Copy</code> must also implement <code>Clone</code> because a type that implements
<code>Copy</code> has a trivial implementation of <code>Clone</code> that performs the same task as
<code>Copy</code>.</p>
<p>The <code>Copy</code> trait is rarely required; types that implement <code>Copy</code> have
optimizations available, meaning you dont have to call <code>clone</code>, which makes
the code more concise.</p>
<p>Everything possible with <code>Copy</code> you can also accomplish with <code>Clone</code>, but the
code might be slower or have to use <code>clone</code> in places.</p>
<h3 id="hash-for-mapping-a-value-to-a-value-of-fixed-size"><a class="header" href="#hash-for-mapping-a-value-to-a-value-of-fixed-size"><code>Hash</code> for Mapping a Value to a Value of Fixed Size</a></h3>
<p>The <code>Hash</code> trait allows you to take an instance of a type of arbitrary size and
map that instance to a value of fixed size using a hash function. Deriving
<code>Hash</code> implements the <code>hash</code> method. The derived implementation of the <code>hash</code>
method combines the result of calling <code>hash</code> on each of the parts of the type,
meaning all fields or values must also implement <code>Hash</code> to derive <code>Hash</code>.</p>
<p>An example of when <code>Hash</code> is required is in storing keys in a <code>HashMap&lt;K, V&gt;</code>
to store data efficiently.</p>
<h3 id="default-for-default-values"><a class="header" href="#default-for-default-values"><code>Default</code> for Default Values</a></h3>
<p>The <code>Default</code> trait allows you to create a default value for a type. Deriving
<code>Default</code> implements the <code>default</code> function. The derived implementation of the
<code>default</code> function calls the <code>default</code> function on each part of the type,
meaning all fields or values in the type must also implement <code>Default</code> to
derive <code>Default</code>.</p>
<p>The <code>Default::default</code> function is commonly used in combination with the struct
update syntax discussed in the <a href="../ch05/ch05-01-defining-structs.html#creating-instances-from-other-instances-with-struct-update-syntax">“Creating Instances from Other Instances with
Struct Update
Syntax”</a><!--
ignore --> section in Chapter 5. You can customize a few fields of a struct and
then set and use a default value for the rest of the fields by using
<code>..Default::default()</code>.</p>
<p>The <code>Default</code> trait is required when you use the method <code>unwrap_or_default</code> on
<code>Option&lt;T&gt;</code> instances, for example. If the <code>Option&lt;T&gt;</code> is <code>None</code>, the method
<code>unwrap_or_default</code> will return the result of <code>Default::default</code> for the type
<code>T</code> stored in the <code>Option&lt;T&gt;</code>.</p>
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<html lang="en">
<head>
<meta charset="UTF-8">
<title>D - Useful Development Tools</title>
</head>
<body>
<h2 id="appendix-d-useful-development-tools"><a class="header" href="#appendix-d-useful-development-tools">Appendix D: Useful Development Tools</a></h2>
<p>In this appendix, we talk about some useful development tools that the Rust
project provides. Well look at automatic formatting, quick ways to apply
warning fixes, a linter, and integrating with IDEs.</p>
<h3 id="automatic-formatting-with-rustfmt"><a class="header" href="#automatic-formatting-with-rustfmt">Automatic Formatting with <code>rustfmt</code></a></h3>
<p>The <code>rustfmt</code> tool reformats your code according to the community code style.
Many collaborative projects use <code>rustfmt</code> to prevent arguments about which
style to use when writing Rust: Everyone formats their code using the tool.</p>
<p>Rust installations include <code>rustfmt</code> by default, so you should already have the
programs <code>rustfmt</code> and <code>cargo-fmt</code> on your system. These two commands are
analogous to <code>rustc</code> and <code>cargo</code> in that <code>rustfmt</code> allows finer grained control
and <code>cargo-fmt</code> understands conventions of a project that uses Cargo. To format
any Cargo project, enter the following:</p>
<pre><code class="language-console">$ cargo fmt
</code></pre>
<p>Running this command reformats all the Rust code in the current crate. This
should only change the code style, not the code semantics. For more information
on <code>rustfmt</code>, see <a href="https://github.com/rust-lang/rustfmt">its documentation</a>.</p>
<h3 id="fix-your-code-with-rustfix"><a class="header" href="#fix-your-code-with-rustfix">Fix Your Code with <code>rustfix</code></a></h3>
<p>The <code>rustfix</code> tool is included with Rust installations and can automatically
fix compiler warnings that have a clear way to correct the problem thats
likely what you want. Youve probably seen compiler warnings before. For
example, consider this code:</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre class="playground"><code class="language-rust edition2024">fn main() {
let mut x = 42;
println!("{x}");
}</code></pre>
<p>Here, were defining the variable <code>x</code> as mutable, but we never actually mutate
it. Rust warns us about that:</p>
<pre><code class="language-console">$ cargo build
Compiling myprogram v0.1.0 (file:///projects/myprogram)
warning: variable does not need to be mutable
--&gt; src/main.rs:2:9
|
2 | let mut x = 0;
| ----^
| |
| help: remove this `mut`
|
= note: `#[warn(unused_mut)]` on by default
</code></pre>
<p>The warning suggests that we remove the <code>mut</code> keyword. We can automatically
apply that suggestion using the <code>rustfix</code> tool by running the command <code>cargo fix</code>:</p>
<pre><code class="language-console">$ cargo fix
Checking myprogram v0.1.0 (file:///projects/myprogram)
Fixing src/main.rs (1 fix)
Finished dev [unoptimized + debuginfo] target(s) in 0.59s
</code></pre>
<p>When we look at <em>src/main.rs</em> again, well see that <code>cargo fix</code> has changed the
code:</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre class="playground"><code class="language-rust edition2024">fn main() {
let x = 42;
println!("{x}");
}</code></pre>
<p>The variable <code>x</code> is now immutable, and the warning no longer appears.</p>
<p>You can also use the <code>cargo fix</code> command to transition your code between
different Rust editions. Editions are covered in <a href="appendix-05-editions.html">Appendix E</a><!--
ignore -->.</p>
<h3 id="more-lints-with-clippy"><a class="header" href="#more-lints-with-clippy">More Lints with Clippy</a></h3>
<p>The Clippy tool is a collection of lints to analyze your code so that you can
catch common mistakes and improve your Rust code. Clippy is included with
standard Rust installations.</p>
<p>To run Clippys lints on any Cargo project, enter the following:</p>
<pre><code class="language-console">$ cargo clippy
</code></pre>
<p>For example, say you write a program that uses an approximation of a
mathematical constant, such as pi, as this program does:</p>
<figure class="listing">
<span class="file-name">Filename: src/main.rs</span>
<pre class="playground"><code class="language-rust edition2024">fn main() {
let x = 3.1415;
let r = 8.0;
println!("the area of the circle is {}", x * r * r);
}</code></pre>
</figure>
<p>Running <code>cargo clippy</code> on this project results in this error:</p>
<pre><code class="language-text">error: approximate value of `f{32, 64}::consts::PI` found
--&gt; src/main.rs:2:13
|
2 | let x = 3.1415;
| ^^^^^^
|
= note: `#[deny(clippy::approx_constant)]` on by default
= help: consider using the constant directly
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#approx_constant
</code></pre>
<p>This error lets you know that Rust already has a more precise <code>PI</code> constant
defined, and that your program would be more correct if you used the constant
instead. You would then change your code to use the <code>PI</code> constant.</p>
<p>The following code doesnt result in any errors or warnings from Clippy:</p>
<figure class="listing">
<span class="file-name">Filename: src/main.rs</span>
<pre class="playground"><code class="language-rust edition2024">fn main() {
let x = std::f64::consts::PI;
let r = 8.0;
println!("the area of the circle is {}", x * r * r);
}</code></pre>
</figure>
<p>For more information on Clippy, see <a href="https://github.com/rust-lang/rust-clippy">its documentation</a>.</p>
<h3 id="ide-integration-using-rust-analyzer"><a class="header" href="#ide-integration-using-rust-analyzer">IDE Integration Using <code>rust-analyzer</code></a></h3>
<p>To help with IDE integration, the Rust community recommends using
<a href="https://rust-analyzer.github.io"><code>rust-analyzer</code></a><!-- ignore -->. This tool is a set of
compiler-centric utilities that speak <a href="http://langserver.org/">Language Server Protocol</a><!--
ignore -->, which is a specification for IDEs and programming languages to
communicate with each other. Different clients can use <code>rust-analyzer</code>, such as
<a href="https://marketplace.visualstudio.com/items?itemName=rust-lang.rust-analyzer">the Rust analyzer plug-in for Visual Studio Code</a>.</p>
<p>Visit the <code>rust-analyzer</code> projects <a href="https://rust-analyzer.github.io">home page</a><!-- ignore -->
for installation instructions, then install the language server support in your
particular IDE. Your IDE will gain capabilities such as autocompletion, jump to
definition, and inline errors.</p>
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<head>
<meta charset="UTF-8">
<title>E - Editions</title>
</head>
<body>
<h2 id="appendix-e-editions"><a class="header" href="#appendix-e-editions">Appendix E: Editions</a></h2>
<p>In Chapter 1, you saw that <code>cargo new</code> adds a bit of metadata to your
<em>Cargo.toml</em> file about an edition. This appendix talks about what that means!</p>
<p>The Rust language and compiler have a six-week release cycle, meaning users get
a constant stream of new features. Other programming languages release larger
changes less often; Rust releases smaller updates more frequently. After a
while, all of these tiny changes add up. But from release to release, it can be
difficult to look back and say, “Wow, between Rust 1.10 and Rust 1.31, Rust has
changed a lot!”</p>
<p>Every three years or so, the Rust team produces a new Rust <em>edition</em>. Each
edition brings together the features that have landed into a clear package with
fully updated documentation and tooling. New editions ship as part of the usual
six-week release process.</p>
<p>Editions serve different purposes for different people:</p>
<ul>
<li>For active Rust users, a new edition brings together incremental changes into
an easy-to-understand package.</li>
<li>For non-users, a new edition signals that some major advancements have
landed, which might make Rust worth another look.</li>
<li>For those developing Rust, a new edition provides a rallying point for the
project as a whole.</li>
</ul>
<p>At the time of this writing, four Rust editions are available: Rust 2015, Rust
2018, Rust 2021, and Rust 2024. This book is written using Rust 2024 edition
idioms.</p>
<p>The <code>edition</code> key in <em>Cargo.toml</em> indicates which edition the compiler should
use for your code. If the key doesnt exist, Rust uses <code>2015</code> as the edition
value for backward compatibility reasons.</p>
<p>Each project can opt in to an edition other than the default 2015 edition.
Editions can contain incompatible changes, such as including a new keyword that
conflicts with identifiers in code. However, unless you opt in to those
changes, your code will continue to compile even as you upgrade the Rust
compiler version you use.</p>
<p>All Rust compiler versions support any edition that existed prior to that
compilers release, and they can link crates of any supported editions
together. Edition changes only affect the way the compiler initially parses
code. Therefore, if youre using Rust 2015 and one of your dependencies uses
Rust 2018, your project will compile and be able to use that dependency. The
opposite situation, where your project uses Rust 2018 and a dependency uses
Rust 2015, works as well.</p>
<p>To be clear: Most features will be available on all editions. Developers using
any Rust edition will continue to see improvements as new stable releases are
made. However, in some cases, mainly when new keywords are added, some new
features might only be available in later editions. You will need to switch
editions if you want to take advantage of such features.</p>
<p>For more details, see <a href="https://doc.rust-lang.org/stable/edition-guide"><em>The Rust Edition Guide</em></a>. This is a
complete book that enumerates the differences between editions and explains how
to automatically upgrade your code to a new edition via <code>cargo fix</code>.</p>
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<html lang="en">
<head>
<meta charset="UTF-8">
<title>F - Translations of the Book</title>
</head>
<body>
<h2 id="appendix-f-translations-of-the-book"><a class="header" href="#appendix-f-translations-of-the-book">Appendix F: Translations of the Book</a></h2>
<p>For resources in languages other than English. Most are still in progress; see
<a href="https://github.com/rust-lang/book/issues?q=is%3Aopen+is%3Aissue+label%3ATranslations">the Translations label</a> to help or let us know about a new translation!</p>
<ul>
<li><a href="https://github.com/rust-br/rust-book-pt-br">Português</a> (BR)</li>
<li><a href="https://github.com/nunojesus/rust-book-pt-pt">Português</a> (PT)</li>
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<title>G - How Rust is Made and “Nightly Rust”</title>
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<h2 id="appendix-g---how-rust-is-made-and-nightly-rust"><a class="header" href="#appendix-g---how-rust-is-made-and-nightly-rust">Appendix G - How Rust is Made and “Nightly Rust”</a></h2>
<p>This appendix is about how Rust is made and how that affects you as a Rust
developer.</p>
<h3 id="stability-without-stagnation"><a class="header" href="#stability-without-stagnation">Stability Without Stagnation</a></h3>
<p>As a language, Rust cares a <em>lot</em> about the stability of your code. We want
Rust to be a rock-solid foundation you can build on, and if things were
constantly changing, that would be impossible. At the same time, if we cant
experiment with new features, we may not find out important flaws until after
their release, when we can no longer change things.</p>
<p>Our solution to this problem is what we call “stability without stagnation”,
and our guiding principle is this: you should never have to fear upgrading to a
new version of stable Rust. Each upgrade should be painless, but should also
bring you new features, fewer bugs, and faster compile times.</p>
<h3 id="choo-choo-release-channels-and-riding-the-trains"><a class="header" href="#choo-choo-release-channels-and-riding-the-trains">Choo, Choo! Release Channels and Riding the Trains</a></h3>
<p>Rust development operates on a <em>train schedule</em>. That is, all development is
done in the main branch of the Rust repository. Releases follow a software
release train model, which has been used by Cisco IOS and other software
projects. There are three <em>release channels</em> for Rust:</p>
<ul>
<li>Nightly</li>
<li>Beta</li>
<li>Stable</li>
</ul>
<p>Most Rust developers primarily use the stable channel, but those who want to
try out experimental new features may use nightly or beta.</p>
<p>Heres an example of how the development and release process works: lets
assume that the Rust team is working on the release of Rust 1.5. That release
happened in December of 2015, but it will provide us with realistic version
numbers. A new feature is added to Rust: a new commit lands on the main
branch. Each night, a new nightly version of Rust is produced. Every day is a
release day, and these releases are created by our release infrastructure
automatically. So as time passes, our releases look like this, once a night:</p>
<pre><code class="language-text">nightly: * - - * - - *
</code></pre>
<p>Every six weeks, its time to prepare a new release! The <code>beta</code> branch of the
Rust repository branches off from the main branch used by nightly. Now,
there are two releases:</p>
<pre><code class="language-text">nightly: * - - * - - *
|
beta: *
</code></pre>
<p>Most Rust users do not use beta releases actively, but test against beta in
their CI system to help Rust discover possible regressions. In the meantime,
theres still a nightly release every night:</p>
<pre><code class="language-text">nightly: * - - * - - * - - * - - *
|
beta: *
</code></pre>
<p>Lets say a regression is found. Good thing we had some time to test the beta
release before the regression snuck into a stable release! The fix is applied
to the main branch, so that nightly is fixed, and then the fix is backported to
the <code>beta</code> branch, and a new release of beta is produced:</p>
<pre><code class="language-text">nightly: * - - * - - * - - * - - * - - *
|
beta: * - - - - - - - - *
</code></pre>
<p>Six weeks after the first beta was created, its time for a stable release! The
<code>stable</code> branch is produced from the <code>beta</code> branch:</p>
<pre><code class="language-text">nightly: * - - * - - * - - * - - * - - * - * - *
|
beta: * - - - - - - - - *
|
stable: *
</code></pre>
<p>Hooray! Rust 1.5 is done! However, weve forgotten one thing: because the six
weeks have gone by, we also need a new beta of the <em>next</em> version of Rust, 1.6.
So after <code>stable</code> branches off of <code>beta</code>, the next version of <code>beta</code> branches
off of <code>nightly</code> again:</p>
<pre><code class="language-text">nightly: * - - * - - * - - * - - * - - * - * - *
| |
beta: * - - - - - - - - * *
|
stable: *
</code></pre>
<p>This is called the “train model” because every six weeks, a release “leaves the
station”, but still has to take a journey through the beta channel before it
arrives as a stable release.</p>
<p>Rust releases every six weeks, like clockwork. If you know the date of one Rust
release, you can know the date of the next one: its six weeks later. A nice
aspect of having releases scheduled every six weeks is that the next train is
coming soon. If a feature happens to miss a particular release, theres no need
to worry: another one is happening in a short time! This helps reduce pressure
to sneak possibly unpolished features in close to the release deadline.</p>
<p>Thanks to this process, you can always check out the next build of Rust and
verify for yourself that its easy to upgrade to: if a beta release doesnt
work as expected, you can report it to the team and get it fixed before the
next stable release happens! Breakage in a beta release is relatively rare, but
<code>rustc</code> is still a piece of software, and bugs do exist.</p>
<h3 id="maintenance-time"><a class="header" href="#maintenance-time">Maintenance time</a></h3>
<p>The Rust project supports the most recent stable version. When a new stable
version is released, the old version reaches its end of life (EOL). This means
each version is supported for six weeks.</p>
<h3 id="unstable-features"><a class="header" href="#unstable-features">Unstable Features</a></h3>
<p>Theres one more catch with this release model: unstable features. Rust uses a
technique called “feature flags” to determine what features are enabled in a
given release. If a new feature is under active development, it lands on the
main branch, and therefore, in nightly, but behind a <em>feature flag</em>. If you, as
a user, wish to try out the work-in-progress feature, you can, but you must be
using a nightly release of Rust and annotate your source code with the
appropriate flag to opt in.</p>
<p>If youre using a beta or stable release of Rust, you cant use any feature
flags. This is the key that allows us to get practical use with new features
before we declare them stable forever. Those who wish to opt into the bleeding
edge can do so, and those who want a rock-solid experience can stick with
stable and know that their code wont break. Stability without stagnation.</p>
<p>This book only contains information about stable features, as in-progress
features are still changing, and surely theyll be different between when this
book was written and when they get enabled in stable builds. You can find
documentation for nightly-only features online.</p>
<h3 id="rustup-and-the-role-of-rust-nightly"><a class="header" href="#rustup-and-the-role-of-rust-nightly">Rustup and the Role of Rust Nightly</a></h3>
<p>Rustup makes it easy to change between different release channels of Rust, on a
global or per-project basis. By default, youll have stable Rust installed. To
install nightly, for example:</p>
<pre><code class="language-console">$ rustup toolchain install nightly
</code></pre>
<p>You can see all of the <em>toolchains</em> (releases of Rust and associated
components) you have installed with <code>rustup</code> as well. Heres an example on one
of your authors Windows computer:</p>
<pre><code class="language-powershell">&gt; rustup toolchain list
stable-x86_64-pc-windows-msvc (default)
beta-x86_64-pc-windows-msvc
nightly-x86_64-pc-windows-msvc
</code></pre>
<p>As you can see, the stable toolchain is the default. Most Rust users use stable
most of the time. You might want to use stable most of the time, but use
nightly on a specific project, because you care about a cutting-edge feature.
To do so, you can use <code>rustup override</code> in that projects directory to set the
nightly toolchain as the one <code>rustup</code> should use when youre in that directory:</p>
<pre><code class="language-console">$ cd ~/projects/needs-nightly
$ rustup override set nightly
</code></pre>
<p>Now, every time you call <code>rustc</code> or <code>cargo</code> inside of
<em>~/projects/needs-nightly</em>, <code>rustup</code> will make sure that you are using nightly
Rust, rather than your default of stable Rust. This comes in handy when you
have a lot of Rust projects!</p>
<h3 id="the-rfc-process-and-teams"><a class="header" href="#the-rfc-process-and-teams">The RFC Process and Teams</a></h3>
<p>So how do you learn about these new features? Rusts development model follows
a <em>Request For Comments (RFC) process</em>. If youd like an improvement in Rust,
you can write up a proposal, called an RFC.</p>
<p>Anyone can write RFCs to improve Rust, and the proposals are reviewed and
discussed by the Rust team, which is comprised of many topic subteams. Theres
a full list of the teams <a href="https://www.rust-lang.org/governance">on Rusts website</a>, which includes teams for
each area of the project: language design, compiler implementation,
infrastructure, documentation, and more. The appropriate team reads the
proposal and the comments, writes some comments of their own, and eventually,
theres consensus to accept or reject the feature.</p>
<p>If the feature is accepted, an issue is opened on the Rust repository, and
someone can implement it. The person who implements it very well may not be the
person who proposed the feature in the first place! When the implementation is
ready, it lands on the main branch behind a feature gate, as we discussed in
the <a href="#unstable-features">“Unstable Features”</a><!-- ignore --> section.</p>
<p>After some time, once Rust developers who use nightly releases have been able
to try out the new feature, team members will discuss the feature, how its
worked out on nightly, and decide if it should make it into stable Rust or not.
If the decision is to move forward, the feature gate is removed, and the
feature is now considered stable! It rides the trains into a new stable release
of Rust.</p>
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