Structs
struct
s are a way of creating more complex data types. For example, if we were
doing calculations involving coordinates in 2D space, we would need both an x
and a y
value:
let origin_x = 0;
let origin_y = 0;
A struct
lets us combine these two into a single, unified datatype with x
and y
as field labels:
struct Point {
x: i32,
y: i32,
}
fn main() {
let origin = Point { x: 0, y: 0 }; // origin: Point
println!("The origin is at ({}, {})", origin.x, origin.y);
}
There’s a lot going on here, so let’s break it down. We declare a struct
with
the struct
keyword, and then with a name. By convention, struct
s begin with
a capital letter and are camel cased: PointInSpace
, not Point_In_Space
.
We can create an instance of our struct
via let
, as usual, but we use a key: value
style syntax to set each field. The order doesn’t need to be the same as
in the original declaration.
Finally, because fields have names, we can access them through dot
notation: origin.x
.
The values in struct
s are immutable by default, like other bindings in Rust.
Use mut
to make them mutable:
struct Point {
x: i32,
y: i32,
}
fn main() {
let mut point = Point { x: 0, y: 0 };
point.x = 5;
println!("The point is at ({}, {})", point.x, point.y);
}
This will print The point is at (5, 0)
.
Rust does not support field mutability at the language level, so you cannot write something like this:
struct Point {
mut x: i32,
y: i32,
}
Mutability is a property of the binding, not of the structure itself. If you’re used to field-level mutability, this may seem strange at first, but it significantly simplifies things. It even lets you make things mutable on a temporary basis:
struct Point {
x: i32,
y: i32,
}
fn main() {
let mut point = Point { x: 0, y: 0 };
point.x = 5;
let point = point; // now immutable
point.y = 6; // this causes an error
}
Update syntax
A struct
can include ..
to indicate that you want to use a copy of some
other struct
for some of the values. For example:
struct Point3d {
x: i32,
y: i32,
z: i32,
}
let mut point = Point3d { x: 0, y: 0, z: 0 };
point = Point3d { y: 1, .. point };
This gives point
a new y
, but keeps the old x
and z
values. It doesn’t
have to be the same struct
either, you can use this syntax when making new
ones, and it will copy the values you don’t specify:
# struct Point3d {
# x: i32,
# y: i32,
# z: i32,
# }
let origin = Point3d { x: 0, y: 0, z: 0 };
let point = Point3d { z: 1, x: 2, .. origin };
Tuple structs
Rust has another data type that’s like a hybrid between a tuple and a
struct
, called a ‘tuple struct’. Tuple structs have a name, but their fields
don't. They are declared with the struct
keyword, and then with a name
followed by a tuple:
struct Color(i32, i32, i32);
struct Point(i32, i32, i32);
let black = Color(0, 0, 0);
let origin = Point(0, 0, 0);
Here, black
and origin
are not equal, even though they contain the same
values.
It is almost always better to use a struct
than a tuple struct. We
would write Color
and Point
like this instead:
struct Color {
red: i32,
blue: i32,
green: i32,
}
struct Point {
x: i32,
y: i32,
z: i32,
}
Good names are important, and while values in a tuple struct can be
referenced with dot notation as well, a struct
gives us actual names,
rather than positions.
There is one case when a tuple struct is very useful, though, and that is when it has only one element. We call this the ‘newtype’ pattern, because it allows you to create a new type that is distinct from its contained value and also expresses its own semantic meaning:
struct Inches(i32);
let length = Inches(10);
let Inches(integer_length) = length;
println!("length is {} inches", integer_length);
As you can see here, you can extract the inner integer type through a
destructuring let
, just as with regular tuples. In this case, the
let Inches(integer_length)
assigns 10
to integer_length
.
Unit-like structs
You can define a struct
with no members at all:
struct Electron;
let x = Electron;
Such a struct
is called ‘unit-like’ because it resembles the empty
tuple, ()
, sometimes called ‘unit’. Like a tuple struct, it defines a
new type.
This is rarely useful on its own (although sometimes it can serve as a
marker type), but in combination with other features, it can become
useful. For instance, a library may ask you to create a structure that
implements a certain trait to handle events. If you don’t have
any data you need to store in the structure, you can just create a
unit-like struct
.