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rust-doc-1.28.0-1.mga6.armv7hl.rpm

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            <ol class="chapter"><li class="affix"><a href="README.html" class="active">Introduction</a></li><li><a href="meet-safe-and-unsafe.html"><strong aria-hidden="true">1.</strong> Meet Safe and Unsafe</a></li><li><ol class="section"><li><a href="safe-unsafe-meaning.html"><strong aria-hidden="true">1.1.</strong> How Safe and Unsafe Interact</a></li><li><a href="what-unsafe-does.html"><strong aria-hidden="true">1.2.</strong> What Unsafe Can Do</a></li><li><a href="working-with-unsafe.html"><strong aria-hidden="true">1.3.</strong> Working with Unsafe</a></li></ol></li><li><a href="data.html"><strong aria-hidden="true">2.</strong> Data Layout</a></li><li><ol class="section"><li><a href="repr-rust.html"><strong aria-hidden="true">2.1.</strong> repr(Rust)</a></li><li><a href="exotic-sizes.html"><strong aria-hidden="true">2.2.</strong> Exotically Sized Types</a></li><li><a href="other-reprs.html"><strong aria-hidden="true">2.3.</strong> Other reprs</a></li></ol></li><li><a href="ownership.html"><strong aria-hidden="true">3.</strong> Ownership</a></li><li><ol class="section"><li><a href="references.html"><strong aria-hidden="true">3.1.</strong> References</a></li><li><a href="aliasing.html"><strong aria-hidden="true">3.2.</strong> Aliasing</a></li><li><a href="lifetimes.html"><strong aria-hidden="true">3.3.</strong> Lifetimes</a></li><li><a href="lifetime-mismatch.html"><strong aria-hidden="true">3.4.</strong> Limits of Lifetimes</a></li><li><a href="lifetime-elision.html"><strong aria-hidden="true">3.5.</strong> Lifetime Elision</a></li><li><a href="unbounded-lifetimes.html"><strong aria-hidden="true">3.6.</strong> Unbounded Lifetimes</a></li><li><a href="hrtb.html"><strong aria-hidden="true">3.7.</strong> Higher-Rank Trait Bounds</a></li><li><a href="subtyping.html"><strong aria-hidden="true">3.8.</strong> Subtyping and Variance</a></li><li><a href="dropck.html"><strong aria-hidden="true">3.9.</strong> Drop Check</a></li><li><a href="phantom-data.html"><strong aria-hidden="true">3.10.</strong> PhantomData</a></li><li><a href="borrow-splitting.html"><strong aria-hidden="true">3.11.</strong> Splitting Borrows</a></li></ol></li><li><a href="conversions.html"><strong aria-hidden="true">4.</strong> Type Conversions</a></li><li><ol class="section"><li><a href="coercions.html"><strong aria-hidden="true">4.1.</strong> Coercions</a></li><li><a href="dot-operator.html"><strong aria-hidden="true">4.2.</strong> The Dot Operator</a></li><li><a href="casts.html"><strong aria-hidden="true">4.3.</strong> Casts</a></li><li><a href="transmutes.html"><strong aria-hidden="true">4.4.</strong> Transmutes</a></li></ol></li><li><a href="uninitialized.html"><strong aria-hidden="true">5.</strong> Uninitialized Memory</a></li><li><ol class="section"><li><a href="checked-uninit.html"><strong aria-hidden="true">5.1.</strong> Checked</a></li><li><a href="drop-flags.html"><strong aria-hidden="true">5.2.</strong> Drop Flags</a></li><li><a href="unchecked-uninit.html"><strong aria-hidden="true">5.3.</strong> Unchecked</a></li></ol></li><li><a href="obrm.html"><strong aria-hidden="true">6.</strong> Ownership Based Resource Management</a></li><li><ol class="section"><li><a href="constructors.html"><strong aria-hidden="true">6.1.</strong> Constructors</a></li><li><a href="destructors.html"><strong aria-hidden="true">6.2.</strong> Destructors</a></li><li><a href="leaking.html"><strong aria-hidden="true">6.3.</strong> Leaking</a></li></ol></li><li><a href="unwinding.html"><strong aria-hidden="true">7.</strong> Unwinding</a></li><li><ol class="section"><li><a href="exception-safety.html"><strong aria-hidden="true">7.1.</strong> Exception Safety</a></li><li><a href="poisoning.html"><strong aria-hidden="true">7.2.</strong> Poisoning</a></li></ol></li><li><a href="concurrency.html"><strong aria-hidden="true">8.</strong> Concurrency</a></li><li><ol class="section"><li><a href="races.html"><strong aria-hidden="true">8.1.</strong> Races</a></li><li><a href="send-and-sync.html"><strong aria-hidden="true">8.2.</strong> Send and Sync</a></li><li><a href="atomics.html"><strong aria-hidden="true">8.3.</strong> Atomics</a></li></ol></li><li><a href="vec.html"><strong aria-hidden="true">9.</strong> Implementing Vec</a></li><li><ol class="section"><li><a href="vec-layout.html"><strong aria-hidden="true">9.1.</strong> Layout</a></li><li><a href="vec-alloc.html"><strong aria-hidden="true">9.2.</strong> Allocating</a></li><li><a href="vec-push-pop.html"><strong aria-hidden="true">9.3.</strong> Push and Pop</a></li><li><a href="vec-dealloc.html"><strong aria-hidden="true">9.4.</strong> Deallocating</a></li><li><a href="vec-deref.html"><strong aria-hidden="true">9.5.</strong> Deref</a></li><li><a href="vec-insert-remove.html"><strong aria-hidden="true">9.6.</strong> Insert and Remove</a></li><li><a href="vec-into-iter.html"><strong aria-hidden="true">9.7.</strong> IntoIter</a></li><li><a href="vec-raw.html"><strong aria-hidden="true">9.8.</strong> RawVec</a></li><li><a href="vec-drain.html"><strong aria-hidden="true">9.9.</strong> Drain</a></li><li><a href="vec-zsts.html"><strong aria-hidden="true">9.10.</strong> Handling Zero-Sized Types</a></li><li><a href="vec-final.html"><strong aria-hidden="true">9.11.</strong> Final Code</a></li></ol></li><li><a href="arc-and-mutex.html"><strong aria-hidden="true">10.</strong> Implementing Arc and Mutex</a></li><li><a href="ffi.html"><strong aria-hidden="true">11.</strong> FFI</a></li></ol>
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                        <a class="header" href="README.html#the-rustonomicon" id="the-rustonomicon"><h1>The Rustonomicon</h1></a>
<a class="header" href="README.html#the-dark-arts-of-advanced-and-unsafe-rust-programming" id="the-dark-arts-of-advanced-and-unsafe-rust-programming"><h4>The Dark Arts of Advanced and Unsafe Rust Programming</h4></a>
<a class="header" href="README.html#note-this-is-a-draft-document-that-discusses-several-unstable-aspects-of-rust-and-may-contain-serious-errors-or-outdated-information" id="note-this-is-a-draft-document-that-discusses-several-unstable-aspects-of-rust-and-may-contain-serious-errors-or-outdated-information"><h1>NOTE: This is a draft document that discusses several unstable aspects of Rust, and may contain serious errors or outdated information.</h1></a>
<blockquote>
<p>Instead of the programs I had hoped for, there came only a shuddering blackness
and ineffable loneliness; and I saw at last a fearful truth which no one had
ever dared to breathe before — the unwhisperable secret of secrets — The fact
that this language of stone and stridor is not a sentient perpetuation of Rust
as London is of Old London and Paris of Old Paris, but that it is in fact
quite unsafe, its sprawling body imperfectly embalmed and infested with queer
animate things which have nothing to do with it as it was in compilation.</p>
</blockquote>
<p>This book digs into all the awful details that are necessary to understand in
order to write correct Unsafe Rust programs. Due to the nature of this problem,
it may lead to unleashing untold horrors that shatter your psyche into a billion
infinitesimal fragments of despair.</p>
<p>Should you wish a long and happy career of writing Rust programs, you should
turn back now and forget you ever saw this book. It is not necessary. However
if you intend to write unsafe code — or just want to dig into the guts of the
language — this book contains lots of useful information.</p>
<p>Unlike <em><a href="../book/index.html">The Rust Programming Language</a></em>, we will be assuming considerable
prior knowledge. In particular, you should be comfortable with basic systems
programming and Rust. If you don't feel comfortable with these topics, you
should consider <a href="../book/index.html">reading The Book</a> first. That said, we won't assume you
have read it, and we will take care to occasionally give a refresher on the
basics where appropriate. You can skip straight to this book if you want;
just know that we won't be explaining everything from the ground up.</p>
<p>We're going to dig into exception-safety, pointer aliasing, memory models,
compiler and hardware implementation details, and even some type-theory.
Much text will be devoted to exotic corner cases that no one <em>should</em> ever have
to care about, but suddenly become important because we wrote <code>unsafe</code>.</p>
<p>We will also be spending a lot of time talking about the different kinds of
safety and guarantees that programs could care about.</p>

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