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<ol class="chapter"><li class="chapter-item expanded affix "><a href="title-page.html">The Rust Programming Language</a></li><li class="chapter-item expanded affix "><a href="foreword.html">Foreword</a></li><li class="chapter-item expanded affix "><a href="ch00-00-introduction.html">Introduction</a></li><li class="chapter-item expanded "><a href="ch01-00-getting-started.html"><strong aria-hidden="true">1.</strong> Getting Started</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch01-01-installation.html"><strong aria-hidden="true">1.1.</strong> Installation</a></li><li class="chapter-item expanded "><a href="ch01-02-hello-world.html"><strong aria-hidden="true">1.2.</strong> Hello, World!</a></li><li class="chapter-item expanded "><a href="ch01-03-hello-cargo.html"><strong aria-hidden="true">1.3.</strong> Hello, Cargo!</a></li></ol></li><li class="chapter-item expanded "><a href="ch02-00-guessing-game-tutorial.html"><strong aria-hidden="true">2.</strong> Programming a Guessing Game</a></li><li class="chapter-item 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="chapter-item expanded "><a href="ch03-01-variables-and-mutability.html"><strong aria-hidden="true">3.1.</strong> Variables and Mutability</a></li><li class="chapter-item expanded "><a href="ch03-02-data-types.html"><strong aria-hidden="true">3.2.</strong> Data Types</a></li><li class="chapter-item expanded "><a href="ch03-03-how-functions-work.html"><strong aria-hidden="true">3.3.</strong> Functions</a></li><li class="chapter-item expanded "><a href="ch03-04-comments.html"><strong aria-hidden="true">3.4.</strong> Comments</a></li><li class="chapter-item expanded "><a href="ch03-05-control-flow.html"><strong aria-hidden="true">3.5.</strong> Control Flow</a></li></ol></li><li class="chapter-item expanded "><a href="ch04-00-understanding-ownership.html"><strong aria-hidden="true">4.</strong> Understanding Ownership</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch04-01-what-is-ownership.html"><strong aria-hidden="true">4.1.</strong> What is Ownership?</a></li><li class="chapter-item expanded "><a href="ch04-02-references-and-borrowing.html"><strong aria-hidden="true">4.2.</strong> References and Borrowing</a></li><li class="chapter-item expanded "><a href="ch04-03-slices.html"><strong aria-hidden="true">4.3.</strong> The Slice Type</a></li></ol></li><li class="chapter-item 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="chapter-item expanded "><a href="ch05-01-defining-structs.html"><strong aria-hidden="true">5.1.</strong> Defining and Instantiating Structs</a></li><li class="chapter-item expanded "><a href="ch05-02-example-structs.html"><strong aria-hidden="true">5.2.</strong> An Example Program Using Structs</a></li><li class="chapter-item expanded "><a href="ch05-03-method-syntax.html" class="active"><strong aria-hidden="true">5.3.</strong> Method Syntax</a></li></ol></li><li class="chapter-item 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="chapter-item expanded "><a href="ch06-01-defining-an-enum.html"><strong aria-hidden="true">6.1.</strong> Defining an Enum</a></li><li class="chapter-item expanded "><a href="ch06-02-match.html"><strong aria-hidden="true">6.2.</strong> The match Control Flow Construct</a></li><li class="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch07-01-packages-and-crates.html"><strong aria-hidden="true">7.1.</strong> Packages and Crates</a></li><li class="chapter-item 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="chapter-item 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="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch08-00-common-collections.html"><strong aria-hidden="true">8.</strong> Common Collections</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch08-01-vectors.html"><strong aria-hidden="true">8.1.</strong> Storing Lists of Values with Vectors</a></li><li class="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch09-00-error-handling.html"><strong aria-hidden="true">9.</strong> Error Handling</a></li><li><ol class="section"><li class="chapter-item 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="chapter-item 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="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch10-01-syntax.html"><strong aria-hidden="true">10.1.</strong> Generic Data Types</a></li><li class="chapter-item expanded "><a href="ch10-02-traits.html"><strong aria-hidden="true">10.2.</strong> Traits: Defining Shared Behavior</a></li><li class="chapter-item 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="chapter-item expanded "><a href="ch11-00-testing.html"><strong aria-hidden="true">11.</strong> Writing Automated Tests</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch11-01-writing-tests.html"><strong aria-hidden="true">11.1.</strong> How to Write Tests</a></li><li class="chapter-item expanded "><a href="ch11-02-running-tests.html"><strong aria-hidden="true">11.2.</strong> Controlling How Tests Are Run</a></li><li class="chapter-item expanded "><a href="ch11-03-test-organization.html"><strong aria-hidden="true">11.3.</strong> Test Organization</a></li></ol></li><li class="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch12-02-reading-a-file.html"><strong aria-hidden="true">12.2.</strong> Reading a File</a></li><li class="chapter-item 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="chapter-item expanded "><a href="ch12-04-testing-the-librarys-functionality.html"><strong aria-hidden="true">12.4.</strong> Developing the Librarys Functionality with Test Driven Development</a></li><li class="chapter-item 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="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch13-01-closures.html"><strong aria-hidden="true">13.1.</strong> Closures: Anonymous Functions that Capture Their Environment</a></li><li class="chapter-item 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="chapter-item 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="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch14-01-release-profiles.html"><strong aria-hidden="true">14.1.</strong> Customizing Builds with Release Profiles</a></li><li class="chapter-item 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="chapter-item expanded "><a href="ch14-03-cargo-workspaces.html"><strong aria-hidden="true">14.3.</strong> Cargo Workspaces</a></li><li class="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch15-00-smart-pointers.html"><strong aria-hidden="true">15.</strong> Smart Pointers</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch15-01-box.html"><strong aria-hidden="true">15.1.</strong> Using Box&lt;T&gt; to Point to Data on the Heap</a></li><li class="chapter-item 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="chapter-item 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="chapter-item expanded "><a href="ch15-04-rc.html"><strong aria-hidden="true">15.4.</strong> Rc&lt;T&gt;, the Reference Counted Smart Pointer</a></li><li class="chapter-item expanded "><a href="ch15-05-interior-mutability.html"><strong aria-hidden="true">15.5.</strong> RefCell&lt;T&gt; and the Interior Mutability Pattern</a></li><li class="chapter-item 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="chapter-item expanded "><a href="ch16-00-concurrency.html"><strong aria-hidden="true">16.</strong> Fearless Concurrency</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch16-01-threads.html"><strong aria-hidden="true">16.1.</strong> Using Threads to Run Code Simultaneously</a></li><li class="chapter-item 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="chapter-item expanded "><a href="ch16-03-shared-state.html"><strong aria-hidden="true">16.3.</strong> Shared-State Concurrency</a></li><li class="chapter-item 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="chapter-item expanded "><a href="ch17-00-async-await.html"><strong aria-hidden="true">17.</strong> Async and Await</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch17-01-futures-and-syntax.html"><strong aria-hidden="true">17.1.</strong> Futures and the Async Syntax</a></li><li class="chapter-item expanded "><a href="ch17-02-concurrency-with-async.html"><strong aria-hidden="true">17.2.</strong> Concurrency With Async</a></li><li class="chapter-item expanded "><a href="ch17-03-more-futures.html"><strong aria-hidden="true">17.3.</strong> Working With Any Number of Futures</a></li><li class="chapter-item expanded "><a href="ch17-04-streams.html"><strong aria-hidden="true">17.4.</strong> Streams</a></li><li class="chapter-item expanded "><a href="ch17-05-traits-for-async.html"><strong aria-hidden="true">17.5.</strong> Digging Into the Traits for Async</a></li><li class="chapter-item expanded "><a href="ch17-06-futures-tasks-threads.html"><strong aria-hidden="true">17.6.</strong> Futures, Tasks, and Threads</a></li></ol></li><li class="chapter-item expanded "><a href="ch18-00-oop.html"><strong aria-hidden="true">18.</strong> Object Oriented Programming Features of Rust</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch18-01-what-is-oo.html"><strong aria-hidden="true">18.1.</strong> Characteristics of Object-Oriented Languages</a></li><li class="chapter-item expanded "><a href="ch18-02-trait-objects.html"><strong aria-hidden="true">18.2.</strong> Using Trait Objects That Allow for Values of Different Types</a></li><li class="chapter-item expanded "><a href="ch18-03-oo-design-patterns.html"><strong aria-hidden="true">18.3.</strong> Implementing an Object-Oriented Design Pattern</a></li></ol></li><li class="chapter-item expanded "><a href="ch19-00-patterns.html"><strong aria-hidden="true">19.</strong> Patterns and Matching</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch19-01-all-the-places-for-patterns.html"><strong aria-hidden="true">19.1.</strong> All the Places Patterns Can Be Used</a></li><li class="chapter-item expanded "><a href="ch19-02-refutability.html"><strong aria-hidden="true">19.2.</strong> Refutability: Whether a Pattern Might Fail to Match</a></li><li class="chapter-item expanded "><a href="ch19-03-pattern-syntax.html"><strong aria-hidden="true">19.3.</strong> Pattern Syntax</a></li></ol></li><li class="chapter-item expanded "><a href="ch20-00-advanced-features.html"><strong aria-hidden="true">20.</strong> Advanced Features</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch20-01-unsafe-rust.html"><strong aria-hidden="true">20.1.</strong> Unsafe Rust</a></li><li class="chapter-item expanded "><a href="ch20-03-advanced-traits.html"><strong aria-hidden="true">20.2.</strong> Advanced Traits</a></li><li class="chapter-item expanded "><a href="ch20-04-advanced-types.html"><strong aria-hidden="true">20.3.</strong> Advanced Types</a></li><li class="chapter-item expanded "><a href="ch20-05-advanced-functions-and-closures.html"><strong aria-hidden="true">20.4.</strong> Advanced Functions and Closures</a></li><li class="chapter-item expanded "><a href="ch20-06-macros.html"><strong aria-hidden="true">20.5.</strong> Macros</a></li></ol></li><li class="chapter-item expanded "><a href="ch21-00-final-project-a-web-server.html"><strong aria-hidden="true">21.</strong> Final Project: Building a Multithreaded Web Server</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="ch21-01-single-threaded.html"><strong aria-hidden="true">21.1.</strong> Building a Single-Threaded Web Server</a></li><li class="chapter-item expanded "><a href="ch21-02-multithreaded.html"><strong aria-hidden="true">21.2.</strong> Turning Our Single-Threaded Server into a Multithreaded Server</a></li><li class="chapter-item expanded "><a href="ch21-03-graceful-shutdown-and-cleanup.html"><strong aria-hidden="true">21.3.</strong> Graceful Shutdown and Cleanup</a></li></ol></li><li class="chapter-item expanded "><a href="appendix-00.html"><strong aria-hidden="true">22.</strong> Appendix</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="appendix-01-keywords.html"><strong aria-hidden="true">22.1.</strong> A - Keywords</a></li><li class="chapter-item expanded "><a href="appendix-02-operators.html"><strong aria-hidden="true">22.2.</strong> B - Operators and Symbols</a></li><li class="chapter-item expanded "><a href="appendix-03-derivable-traits.html"><strong aria-hidden="true">22.3.</strong> C - Derivable Traits</a></li><li class="chapter-item expanded "><a href="appendix-04-useful-development-tools.html"><strong aria-hidden="true">22.4.</strong> D - Useful Development Tools</a></li><li class="chapter-item expanded "><a href="appendix-05-editions.html"><strong aria-hidden="true">22.5.</strong> E - Editions</a></li><li class="chapter-item expanded "><a href="appendix-06-translation.html"><strong aria-hidden="true">22.6.</strong> F - Translations of the Book</a></li><li class="chapter-item expanded "><a href="appendix-07-nightly-rust.html"><strong aria-hidden="true">22.7.</strong> G - How Rust is Made and “Nightly Rust”</a></li></ol></li></ol>
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<h2 id="method-syntax"><a class="header" href="#method-syntax">Method Syntax</a></h2>
<p><em>Methods</em> are similar to functions: we declare them with the <code>fn</code> keyword and a
name, they can have parameters and a return value, and they contain some code
thats run when the method is called from somewhere else. Unlike functions,
methods are defined within the context of a struct (or an enum or a trait
object, which we cover in <a href="ch06-00-enums.html">Chapter 6</a><!-- ignore --> and <a href="ch18-02-trait-objects.html">Chapter
17</a><!-- ignore -->, respectively), and their first parameter is
always <code>self</code>, which represents the instance of the struct the method is being
called on.</p>
<h3 id="defining-methods"><a class="header" href="#defining-methods">Defining Methods</a></h3>
<p>Lets change the <code>area</code> function that has a <code>Rectangle</code> instance as a parameter
and instead make an <code>area</code> method defined on the <code>Rectangle</code> struct, as shown
in Listing 5-13.</p>
<figure class="listing">
<span class="file-name">Filename: src/main.rs</span>
<pre><pre class="playground"><code class="language-rust edition2021">#[derive(Debug)]
struct Rectangle {
width: u32,
height: u32,
}
impl Rectangle {
fn area(&amp;self) -&gt; u32 {
self.width * self.height
}
}
fn main() {
let rect1 = Rectangle {
width: 30,
height: 50,
};
println!(
"The area of the rectangle is {} square pixels.",
rect1.area()
);
}</code></pre></pre>
<figcaption>Listing 5-13: Defining an <code>area</code> method on the <code>Rectangle</code> struct</figcaption>
</figure>
<p>To define the function within the context of <code>Rectangle</code>, we start an <code>impl</code>
(implementation) block for <code>Rectangle</code>. Everything within this <code>impl</code> block
will be associated with the <code>Rectangle</code> type. Then we move the <code>area</code> function
within the <code>impl</code> curly brackets and change the first (and in this case, only)
parameter to be <code>self</code> in the signature and everywhere within the body. In
<code>main</code>, where we called the <code>area</code> function and passed <code>rect1</code> as an argument,
we can instead use <em>method syntax</em> to call the <code>area</code> method on our <code>Rectangle</code>
instance. The method syntax goes after an instance: we add a dot followed by
the method name, parentheses, and any arguments.</p>
<p>In the signature for <code>area</code>, we use <code>&amp;self</code> instead of <code>rectangle: &amp;Rectangle</code>.
The <code>&amp;self</code> is actually short for <code>self: &amp;Self</code>. Within an <code>impl</code> block, the
type <code>Self</code> is an alias for the type that the <code>impl</code> block is for. Methods must
have a parameter named <code>self</code> of type <code>Self</code> for their first parameter, so Rust
lets you abbreviate this with only the name <code>self</code> in the first parameter spot.
Note that we still need to use the <code>&amp;</code> in front of the <code>self</code> shorthand to
indicate that this method borrows the <code>Self</code> instance, just as we did in
<code>rectangle: &amp;Rectangle</code>. Methods can take ownership of <code>self</code>, borrow <code>self</code>
immutably, as weve done here, or borrow <code>self</code> mutably, just as they can any
other parameter.</p>
<p>We chose <code>&amp;self</code> here for the same reason we used <code>&amp;Rectangle</code> in the function
version: we dont want to take ownership, and we just want to read the data in
the struct, not write to it. If we wanted to change the instance that weve
called the method on as part of what the method does, wed use <code>&amp;mut self</code> as
the first parameter. Having a method that takes ownership of the instance by
using just <code>self</code> as the first parameter is rare; this technique is usually
used when the method transforms <code>self</code> into something else and you want to
prevent the caller from using the original instance after the transformation.</p>
<p>The main reason for using methods instead of functions, in addition to
providing method syntax and not having to repeat the type of <code>self</code> in every
methods signature, is for organization. Weve put all the things we can do
with an instance of a type in one <code>impl</code> block rather than making future users
of our code search for capabilities of <code>Rectangle</code> in various places in the
library we provide.</p>
<p>Note that we can choose to give a method the same name as one of the structs
fields. For example, we can define a method on <code>Rectangle</code> that is also named
<code>width</code>:</p>
<figure class="listing">
<span class="file-name">Filename: src/main.rs</span>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#[derive(Debug)]
</span><span class="boring">struct Rectangle {
</span><span class="boring"> width: u32,
</span><span class="boring"> height: u32,
</span><span class="boring">}
</span><span class="boring">
</span>impl Rectangle {
fn width(&amp;self) -&gt; bool {
self.width &gt; 0
}
}
fn main() {
let rect1 = Rectangle {
width: 30,
height: 50,
};
if rect1.width() {
println!("The rectangle has a nonzero width; it is {}", rect1.width);
}
}</code></pre></pre>
</figure>
<p>Here, were choosing to make the <code>width</code> method return <code>true</code> if the value in
the instances <code>width</code> field is greater than <code>0</code> and <code>false</code> if the value is
<code>0</code>: we can use a field within a method of the same name for any purpose. In
<code>main</code>, when we follow <code>rect1.width</code> with parentheses, Rust knows we mean the
method <code>width</code>. When we dont use parentheses, Rust knows we mean the field
<code>width</code>.</p>
<p>Often, but not always, when we give a method the same name as a field we want
it to only return the value in the field and do nothing else. Methods like this
are called <em>getters</em>, and Rust does not implement them automatically for struct
fields as some other languages do. Getters are useful because you can make the
field private but the method public, and thus enable read-only access to that
field as part of the types public API. We will discuss what public and private
are and how to designate a field or method as public or private in <a href="ch07-03-paths-for-referring-to-an-item-in-the-module-tree.html#exposing-paths-with-the-pub-keyword">Chapter
7</a><!-- ignore -->.</p>
<section class="note" aria-role="note">
<h3 id="wheres-the---operator"><a class="header" href="#wheres-the---operator">Wheres the <code>-&gt;</code> Operator?</a></h3>
<p>In C and C++, two different operators are used for calling methods: you use
<code>.</code> if youre calling a method on the object directly and <code>-&gt;</code> if youre
calling the method on a pointer to the object and need to dereference the
pointer first. In other words, if <code>object</code> is a pointer,
<code>object-&gt;something()</code> is similar to <code>(*object).something()</code>.</p>
<p>Rust doesnt have an equivalent to the <code>-&gt;</code> operator; instead, Rust has a
feature called <em>automatic referencing and dereferencing</em>. Calling methods is
one of the few places in Rust that has this behavior.</p>
<p>Heres how it works: when you call a method with <code>object.something()</code>, Rust
automatically adds in <code>&amp;</code>, <code>&amp;mut</code>, or <code>*</code> so <code>object</code> matches the signature of
the method. In other words, the following are the same:</p>
<!-- CAN'T EXTRACT SEE BUG https://github.com/rust-lang/mdBook/issues/1127 -->
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#![allow(unused)]
</span><span class="boring">fn main() {
</span><span class="boring">#[derive(Debug,Copy,Clone)]
</span><span class="boring">struct Point {
</span><span class="boring"> x: f64,
</span><span class="boring"> y: f64,
</span><span class="boring">}
</span><span class="boring">
</span><span class="boring">impl Point {
</span><span class="boring"> fn distance(&amp;self, other: &amp;Point) -&gt; f64 {
</span><span class="boring"> let x_squared = f64::powi(other.x - self.x, 2);
</span><span class="boring"> let y_squared = f64::powi(other.y - self.y, 2);
</span><span class="boring">
</span><span class="boring"> f64::sqrt(x_squared + y_squared)
</span><span class="boring"> }
</span><span class="boring">}
</span><span class="boring">let p1 = Point { x: 0.0, y: 0.0 };
</span><span class="boring">let p2 = Point { x: 5.0, y: 6.5 };
</span>p1.distance(&amp;p2);
(&amp;p1).distance(&amp;p2);
<span class="boring">}</span></code></pre></pre>
<p>The first one looks much cleaner. This automatic referencing behavior works
because methods have a clear receiver—the type of <code>self</code>. Given the receiver
and name of a method, Rust can figure out definitively whether the method is
reading (<code>&amp;self</code>), mutating (<code>&amp;mut self</code>), or consuming (<code>self</code>). The fact
that Rust makes borrowing implicit for method receivers is a big part of
making ownership ergonomic in practice.</p>
</section>
<h3 id="methods-with-more-parameters"><a class="header" href="#methods-with-more-parameters">Methods with More Parameters</a></h3>
<p>Lets practice using methods by implementing a second method on the <code>Rectangle</code>
struct. This time we want an instance of <code>Rectangle</code> to take another instance
of <code>Rectangle</code> and return <code>true</code> if the second <code>Rectangle</code> can fit completely
within <code>self</code> (the first <code>Rectangle</code>); otherwise, it should return <code>false</code>.
That is, once weve defined the <code>can_hold</code> method, we want to be able to write
the program shown in Listing 5-14.</p>
<figure class="listing">
<span class="file-name">Filename: src/main.rs</span>
<pre><code class="language-rust ignore">fn main() {
let rect1 = Rectangle {
width: 30,
height: 50,
};
let rect2 = Rectangle {
width: 10,
height: 40,
};
let rect3 = Rectangle {
width: 60,
height: 45,
};
println!("Can rect1 hold rect2? {}", rect1.can_hold(&amp;rect2));
println!("Can rect1 hold rect3? {}", rect1.can_hold(&amp;rect3));
}</code></pre>
<figcaption>Listing 5-14: Using the as-yet-unwritten <code>can_hold</code> method</figcaption>
</figure>
<p>The expected output would look like the following because both dimensions of
<code>rect2</code> are smaller than the dimensions of <code>rect1</code>, but <code>rect3</code> is wider than
<code>rect1</code>:</p>
<pre><code class="language-text">Can rect1 hold rect2? true
Can rect1 hold rect3? false
</code></pre>
<p>We know we want to define a method, so it will be within the <code>impl Rectangle</code>
block. The method name will be <code>can_hold</code>, and it will take an immutable borrow
of another <code>Rectangle</code> as a parameter. We can tell what the type of the
parameter will be by looking at the code that calls the method:
<code>rect1.can_hold(&amp;rect2)</code> passes in <code>&amp;rect2</code>, which is an immutable borrow to
<code>rect2</code>, an instance of <code>Rectangle</code>. This makes sense because we only need to
read <code>rect2</code> (rather than write, which would mean wed need a mutable borrow),
and we want <code>main</code> to retain ownership of <code>rect2</code> so we can use it again after
calling the <code>can_hold</code> method. The return value of <code>can_hold</code> will be a
Boolean, and the implementation will check whether the width and height of
<code>self</code> are greater than the width and height of the other <code>Rectangle</code>,
respectively. Lets add the new <code>can_hold</code> method to the <code>impl</code> block from
Listing 5-13, shown in Listing 5-15.</p>
<figure class="listing">
<span class="file-name">Filename: src/main.rs</span>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#[derive(Debug)]
</span><span class="boring">struct Rectangle {
</span><span class="boring"> width: u32,
</span><span class="boring"> height: u32,
</span><span class="boring">}
</span><span class="boring">
</span>impl Rectangle {
fn area(&amp;self) -&gt; u32 {
self.width * self.height
}
fn can_hold(&amp;self, other: &amp;Rectangle) -&gt; bool {
self.width &gt; other.width &amp;&amp; self.height &gt; other.height
}
}
<span class="boring">
</span><span class="boring">fn main() {
</span><span class="boring"> let rect1 = Rectangle {
</span><span class="boring"> width: 30,
</span><span class="boring"> height: 50,
</span><span class="boring"> };
</span><span class="boring"> let rect2 = Rectangle {
</span><span class="boring"> width: 10,
</span><span class="boring"> height: 40,
</span><span class="boring"> };
</span><span class="boring"> let rect3 = Rectangle {
</span><span class="boring"> width: 60,
</span><span class="boring"> height: 45,
</span><span class="boring"> };
</span><span class="boring">
</span><span class="boring"> println!("Can rect1 hold rect2? {}", rect1.can_hold(&amp;rect2));
</span><span class="boring"> println!("Can rect1 hold rect3? {}", rect1.can_hold(&amp;rect3));
</span><span class="boring">}</span></code></pre></pre>
<figcaption>Listing 5-15: Implementing the <code>can_hold</code> method on <code>Rectangle</code> that takes another <code>Rectangle</code> instance as a parameter</figcaption>
</figure>
<p>When we run this code with the <code>main</code> function in Listing 5-14, well get our
desired output. Methods can take multiple parameters that we add to the
signature after the <code>self</code> parameter, and those parameters work just like
parameters in functions.</p>
<h3 id="associated-functions"><a class="header" href="#associated-functions">Associated Functions</a></h3>
<p>All functions defined within an <code>impl</code> block are called <em>associated functions</em>
because theyre associated with the type named after the <code>impl</code>. We can define
associated functions that dont have <code>self</code> as their first parameter (and thus
are not methods) because they dont need an instance of the type to work with.
Weve already used one function like this: the <code>String::from</code> function thats
defined on the <code>String</code> type.</p>
<p>Associated functions that arent methods are often used for constructors that
will return a new instance of the struct. These are often called <code>new</code>, but
<code>new</code> isnt a special name and isnt built into the language. For example, we
could choose to provide an associated function named <code>square</code> that would have
one dimension parameter and use that as both width and height, thus making it
easier to create a square <code>Rectangle</code> rather than having to specify the same
value twice:</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#[derive(Debug)]
</span><span class="boring">struct Rectangle {
</span><span class="boring"> width: u32,
</span><span class="boring"> height: u32,
</span><span class="boring">}
</span><span class="boring">
</span>impl Rectangle {
fn square(size: u32) -&gt; Self {
Self {
width: size,
height: size,
}
}
}
<span class="boring">
</span><span class="boring">fn main() {
</span><span class="boring"> let sq = Rectangle::square(3);
</span><span class="boring">}</span></code></pre></pre>
<p>The <code>Self</code> keywords in the return type and in the body of the function are
aliases for the type that appears after the <code>impl</code> keyword, which in this case
is <code>Rectangle</code>.</p>
<p>To call this associated function, we use the <code>::</code> syntax with the struct name;
<code>let sq = Rectangle::square(3);</code> is an example. This function is namespaced by
the struct: the <code>::</code> syntax is used for both associated functions and
namespaces created by modules. Well discuss modules in <a href="ch07-02-defining-modules-to-control-scope-and-privacy.html">Chapter
7</a><!-- ignore -->.</p>
<h3 id="multiple-impl-blocks"><a class="header" href="#multiple-impl-blocks">Multiple <code>impl</code> Blocks</a></h3>
<p>Each struct is allowed to have multiple <code>impl</code> blocks. For example, Listing
5-15 is equivalent to the code shown in Listing 5-16, which has each method in
its own <code>impl</code> block.</p>
<figure class="listing">
<pre><pre class="playground"><code class="language-rust edition2021"><span class="boring">#[derive(Debug)]
</span><span class="boring">struct Rectangle {
</span><span class="boring"> width: u32,
</span><span class="boring"> height: u32,
</span><span class="boring">}
</span><span class="boring">
</span>impl Rectangle {
fn area(&amp;self) -&gt; u32 {
self.width * self.height
}
}
impl Rectangle {
fn can_hold(&amp;self, other: &amp;Rectangle) -&gt; bool {
self.width &gt; other.width &amp;&amp; self.height &gt; other.height
}
}
<span class="boring">
</span><span class="boring">fn main() {
</span><span class="boring"> let rect1 = Rectangle {
</span><span class="boring"> width: 30,
</span><span class="boring"> height: 50,
</span><span class="boring"> };
</span><span class="boring"> let rect2 = Rectangle {
</span><span class="boring"> width: 10,
</span><span class="boring"> height: 40,
</span><span class="boring"> };
</span><span class="boring"> let rect3 = Rectangle {
</span><span class="boring"> width: 60,
</span><span class="boring"> height: 45,
</span><span class="boring"> };
</span><span class="boring">
</span><span class="boring"> println!("Can rect1 hold rect2? {}", rect1.can_hold(&amp;rect2));
</span><span class="boring"> println!("Can rect1 hold rect3? {}", rect1.can_hold(&amp;rect3));
</span><span class="boring">}</span></code></pre></pre>
<figcaption>Listing 5-16: Rewriting Listing 5-15 using multiple <code>impl</code> blocks</figcaption>
</figure>
<p>Theres no reason to separate these methods into multiple <code>impl</code> blocks here,
but this is valid syntax. Well see a case in which multiple <code>impl</code> blocks are
useful in Chapter 10, where we discuss generic types and traits.</p>
<h2 id="summary"><a class="header" href="#summary">Summary</a></h2>
<p>Structs let you create custom types that are meaningful for your domain. By
using structs, you can keep associated pieces of data connected to each other
and name each piece to make your code clear. In <code>impl</code> blocks, you can define
functions that are associated with your type, and methods are a kind of
associated function that let you specify the behavior that instances of your
structs have.</p>
<p>But structs arent the only way you can create custom types: lets turn to
Rusts enum feature to add another tool to your toolbox.</p>
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