<!DOCTYPE HTML> <html lang="en"> <head> <meta charset="UTF-8"> <title>Defining and Instantiating Structs - The Rust Programming Language</title> <meta content="text/html; charset=utf-8" http-equiv="Content-Type"> <meta name="description" content=""> <meta name="viewport" content="width=device-width, initial-scale=1"> <base href=""> <link rel="stylesheet" href="book.css"> <link href='https://fonts.googleapis.com/css?family=Open+Sans:300italic,400italic,600italic,700italic,800italic,400,300,600,700,800' rel='stylesheet' type='text/css'> <link rel="shortcut icon" href="favicon.png"> <!-- Font Awesome --> <link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/font-awesome/4.3.0/css/font-awesome.min.css"> <link rel="stylesheet" href="highlight.css"> <link rel="stylesheet" href="tomorrow-night.css"> <style> .page-wrapper.has-warning > .nav-chapters { /* add height for warning content & margin */ top: 120px; } p.warning { background-color: rgb(242, 222, 222); border-bottom-color: 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href="ch01-00-introduction.html"><strong>1.</strong> Introduction</a></li><li><ul class="section"><li><a href="ch01-01-installation.html"><strong>1.1.</strong> Installation</a></li><li><a href="ch01-02-hello-world.html"><strong>1.2.</strong> Hello, World!</a></li></ul></li><li><a href="ch02-00-guessing-game-tutorial.html"><strong>2.</strong> Guessing Game Tutorial</a></li><li><a href="ch03-00-common-programming-concepts.html"><strong>3.</strong> Common Programming Concepts</a></li><li><ul class="section"><li><a href="ch03-01-variables-and-mutability.html"><strong>3.1.</strong> Variables and Mutability</a></li><li><a href="ch03-02-data-types.html"><strong>3.2.</strong> Data Types</a></li><li><a href="ch03-03-how-functions-work.html"><strong>3.3.</strong> How Functions Work</a></li><li><a href="ch03-04-comments.html"><strong>3.4.</strong> Comments</a></li><li><a href="ch03-05-control-flow.html"><strong>3.5.</strong> Control Flow</a></li></ul></li><li><a href="ch04-00-understanding-ownership.html"><strong>4.</strong> Understanding Ownership</a></li><li><ul class="section"><li><a href="ch04-01-what-is-ownership.html"><strong>4.1.</strong> What is Ownership?</a></li><li><a href="ch04-02-references-and-borrowing.html"><strong>4.2.</strong> References & Borrowing</a></li><li><a href="ch04-03-slices.html"><strong>4.3.</strong> Slices</a></li></ul></li><li><a href="ch05-00-structs.html"><strong>5.</strong> Using Structs to Structure Related Data</a></li><li><ul class="section"><li><a href="ch05-01-defining-structs.html" class="active"><strong>5.1.</strong> Defining and Instantiating Structs</a></li><li><a href="ch05-02-example-structs.html"><strong>5.2.</strong> An Example Program Using Structs</a></li><li><a href="ch05-03-method-syntax.html"><strong>5.3.</strong> Method Syntax</a></li></ul></li><li><a href="ch06-00-enums.html"><strong>6.</strong> Enums and Pattern Matching</a></li><li><ul class="section"><li><a href="ch06-01-defining-an-enum.html"><strong>6.1.</strong> Defining an Enum</a></li><li><a href="ch06-02-match.html"><strong>6.2.</strong> The <code>match</code> Control Flow Operator</a></li><li><a href="ch06-03-if-let.html"><strong>6.3.</strong> Concise Control Flow with <code>if let</code></a></li></ul></li><li><a href="ch07-00-modules.html"><strong>7.</strong> Modules</a></li><li><ul class="section"><li><a href="ch07-01-mod-and-the-filesystem.html"><strong>7.1.</strong> <code>mod</code> and the Filesystem</a></li><li><a href="ch07-02-controlling-visibility-with-pub.html"><strong>7.2.</strong> Controlling Visibility with <code>pub</code></a></li><li><a href="ch07-03-importing-names-with-use.html"><strong>7.3.</strong> Importing Names with <code>use</code></a></li></ul></li><li><a href="ch08-00-common-collections.html"><strong>8.</strong> Common Collections</a></li><li><ul class="section"><li><a href="ch08-01-vectors.html"><strong>8.1.</strong> Vectors</a></li><li><a href="ch08-02-strings.html"><strong>8.2.</strong> Strings</a></li><li><a href="ch08-03-hash-maps.html"><strong>8.3.</strong> Hash Maps</a></li></ul></li><li><a href="ch09-00-error-handling.html"><strong>9.</strong> Error Handling</a></li><li><ul class="section"><li><a href="ch09-01-unrecoverable-errors-with-panic.html"><strong>9.1.</strong> Unrecoverable Errors with <code>panic!</code></a></li><li><a href="ch09-02-recoverable-errors-with-result.html"><strong>9.2.</strong> Recoverable Errors with <code>Result</code></a></li><li><a href="ch09-03-to-panic-or-not-to-panic.html"><strong>9.3.</strong> To <code>panic!</code> or Not To <code>panic!</code></a></li></ul></li><li><a href="ch10-00-generics.html"><strong>10.</strong> Generic Types, Traits, and Lifetimes</a></li><li><ul class="section"><li><a href="ch10-01-syntax.html"><strong>10.1.</strong> Generic Data Types</a></li><li><a href="ch10-02-traits.html"><strong>10.2.</strong> Traits: Defining Shared Behavior</a></li><li><a href="ch10-03-lifetime-syntax.html"><strong>10.3.</strong> Validating References with Lifetimes</a></li></ul></li><li><a href="ch11-00-testing.html"><strong>11.</strong> Testing</a></li><li><ul class="section"><li><a href="ch11-01-writing-tests.html"><strong>11.1.</strong> Writing tests</a></li><li><a href="ch11-02-running-tests.html"><strong>11.2.</strong> Running tests</a></li><li><a href="ch11-03-test-organization.html"><strong>11.3.</strong> Test Organization</a></li></ul></li><li><a href="ch12-00-an-io-project.html"><strong>12.</strong> An I/O Project</a></li><li><ul class="section"><li><a href="ch12-01-accepting-command-line-arguments.html"><strong>12.1.</strong> Accepting Command Line Arguments</a></li><li><a href="ch12-02-reading-a-file.html"><strong>12.2.</strong> Reading a File</a></li><li><a href="ch12-03-improving-error-handling-and-modularity.html"><strong>12.3.</strong> Improving Error Handling and Modularity</a></li><li><a href="ch12-04-testing-the-librarys-functionality.html"><strong>12.4.</strong> Testing the Library's Functionality</a></li><li><a href="ch12-05-working-with-environment-variables.html"><strong>12.5.</strong> Working with Environment Variables</a></li><li><a href="ch12-06-writing-to-stderr-instead-of-stdout.html"><strong>12.6.</strong> Writing to <code>stderr</code> instead of <code>stdout</code></a></li></ul></li><li><a href="ch13-00-functional-features.html"><strong>13.</strong> Functional Language Features in Rust</a></li><li><ul class="section"><li><a href="ch13-01-closures.html"><strong>13.1.</strong> Closures</a></li><li><a href="ch13-02-iterators.html"><strong>13.2.</strong> Iterators</a></li><li><a href="ch13-03-improving-our-io-project.html"><strong>13.3.</strong> Improving our I/O Project</a></li><li><a href="ch13-04-performance.html"><strong>13.4.</strong> Performance</a></li></ul></li><li><a href="ch14-00-more-about-cargo.html"><strong>14.</strong> More about Cargo and Crates.io</a></li><li><ul class="section"><li><a href="ch14-01-release-profiles.html"><strong>14.1.</strong> Release Profiles</a></li><li><a href="ch14-02-publishing-to-crates-io.html"><strong>14.2.</strong> Publishing a Crate to Crates.io</a></li><li><a href="ch14-03-cargo-workspaces.html"><strong>14.3.</strong> Cargo Workspaces</a></li><li><a href="ch14-04-installing-binaries.html"><strong>14.4.</strong> Installing Binaries from Crates.io with <code>cargo install</code></a></li><li><a href="ch14-05-extending-cargo.html"><strong>14.5.</strong> Extending Cargo with Custom Commands</a></li></ul></li><li><a href="ch15-00-smart-pointers.html"><strong>15.</strong> Smart Pointers</a></li><li><ul class="section"><li><a href="ch15-01-box.html"><strong>15.1.</strong> <code>Box<T></code> Points to Data on the Heap and Has a Known Size</a></li><li><a href="ch15-02-deref.html"><strong>15.2.</strong> The <code>Deref</code> Trait Allows Access to the Data Through a Reference</a></li><li><a href="ch15-03-drop.html"><strong>15.3.</strong> The <code>Drop</code> Trait Runs Code on Cleanup</a></li><li><a href="ch15-04-rc.html"><strong>15.4.</strong> <code>Rc<T></code>, the Reference Counted Smart Pointer</a></li><li><a href="ch15-05-interior-mutability.html"><strong>15.5.</strong> <code>RefCell<T></code> and the Interior Mutability Pattern</a></li><li><a href="ch15-06-reference-cycles.html"><strong>15.6.</strong> Creating Reference Cycles and Leaking Memory is Safe</a></li></ul></li><li><a href="ch16-00-concurrency.html"><strong>16.</strong> Fearless Concurrency</a></li><li><ul class="section"><li><a href="ch16-01-threads.html"><strong>16.1.</strong> Threads</a></li><li><a href="ch16-02-message-passing.html"><strong>16.2.</strong> Message Passing</a></li><li><a href="ch16-03-shared-state.html"><strong>16.3.</strong> Shared State</a></li><li><a href="ch16-04-extensible-concurrency-sync-and-send.html"><strong>16.4.</strong> Extensible Concurrency: <code>Sync</code> and <code>Send</code></a></li></ul></li><li><a href="ch17-00-oop.html"><strong>17.</strong> Is Rust an Object-Oriented Programming Language?</a></li><li><ul class="section"><li><a href="ch17-01-what-is-oo.html"><strong>17.1.</strong> What Does Object-Oriented Mean?</a></li><li><a href="ch17-02-trait-objects.html"><strong>17.2.</strong> Trait Objects for Using Values of Different Types</a></li><li><a href="ch17-03-oo-design-patterns.html"><strong>17.3.</strong> Object-Oriented Design Pattern Implementations</a></li></ul></li><li><a href="ch18-00-patterns.html"><strong>18.</strong> Patterns Match the Structure of Values</a></li><li><ul class="section"><li><a href="ch18-01-all-the-places-for-patterns.html"><strong>18.1.</strong> All the Places Patterns May be Used</a></li><li><a href="ch18-02-refutability.html"><strong>18.2.</strong> Refutability: Whether a Pattern Might Fail to Match</a></li><li><a href="ch18-03-pattern-syntax.html"><strong>18.3.</strong> All the Pattern Syntax</a></li></ul></li><li><a href="ch19-00-advanced-features.html"><strong>19.</strong> Advanced Features</a></li><li><ul class="section"><li><a href="ch19-01-unsafe-rust.html"><strong>19.1.</strong> Unsafe Rust</a></li><li><a href="ch19-02-advanced-lifetimes.html"><strong>19.2.</strong> Advanced Lifetimes</a></li><li><a href="ch19-03-advanced-traits.html"><strong>19.3.</strong> Advanced Traits</a></li><li><a href="ch19-04-advanced-types.html"><strong>19.4.</strong> Advanced Types</a></li><li><a href="ch19-05-advanced-functions-and-closures.html"><strong>19.5.</strong> Advanced Functions & Closures</a></li></ul></li><li><a href="ch20-00-final-project-a-web-server.html"><strong>20.</strong> Final Project: Building a Multithreaded Web Server</a></li><li><ul class="section"><li><a href="ch20-01-single-threaded.html"><strong>20.1.</strong> A Single Threaded Web Server</a></li><li><a href="ch20-02-slow-requests.html"><strong>20.2.</strong> How Slow Requests Affect Throughput</a></li><li><a href="ch20-03-designing-the-interface.html"><strong>20.3.</strong> Designing the Thread Pool Interface</a></li><li><a href="ch20-04-storing-threads.html"><strong>20.4.</strong> Creating the Thread Pool and Storing Threads</a></li><li><a href="ch20-05-sending-requests-via-channels.html"><strong>20.5.</strong> Sending Requests to Threads Via Channels</a></li><li><a href="ch20-06-graceful-shutdown-and-cleanup.html"><strong>20.6.</strong> Graceful Shutdown and Cleanup</a></li></ul></li><li><a href="appendix-00.html"><strong>21.</strong> Appendix</a></li><li><ul class="section"><li><a href="appendix-01-keywords.html"><strong>21.1.</strong> A - Keywords</a></li><li><a href="appendix-02-operators.html"><strong>21.2.</strong> B - Operators</a></li><li><strong>21.3.</strong> C - Derivable Traits</li><li><strong>21.4.</strong> D - Nightly Rust</li><li><strong>21.5.</strong> E - Macros</li><li><strong>21.6.</strong> F - Translations</li><li><a href="appendix-07-newest-features.html"><strong>21.7.</strong> G - Newest Features</a></li></ul></li></ul> </div> <div id="page-wrapper" class="page-wrapper has-warning"> <div class="page"> <header><p class="warning">You are reading a <strong>draft</strong> of the next edition of TRPL. For more, go <a href="../index.html">here</a>.</p></header> <div id="menu-bar" class="menu-bar"> <div class="left-buttons"> <i id="sidebar-toggle" class="fa fa-bars"></i> <i id="theme-toggle" class="fa fa-paint-brush"></i> </div> <h1 class="menu-title">The Rust Programming Language</h1> <div class="right-buttons"> <i id="print-button" class="fa fa-print" title="Print this book"></i> </div> </div> <div id="content" class="content"> <a class="header" href="ch05-01-defining-structs.html#defining-and-instantiating-structs" id="defining-and-instantiating-structs"><h2>Defining and Instantiating Structs</h2></a> <p>Structs are similar to tuples, which were discussed in Chapter 3. Like tuples, the pieces of a struct can be different types. Unlike tuples, we name each piece of data so it’s clear what the values mean. As a result of these names, structs are more flexible than tuples: we don’t have to rely on the order of the data to specify or access the values of an instance.</p> <p>To define a struct, we enter the keyword <code>struct</code> and name the entire struct. A struct’s name should describe the significance of the pieces of data being grouped together. Then, inside curly braces, we define the names and types of the pieces of data, which we call <em>fields</em>. For example, Listing 5-1 shows a struct to store information about a user account:</p> <pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)] #fn main() { struct User { username: String, email: String, sign_in_count: u64, active: bool, } #}</code></pre></pre> <p><span class="caption">Listing 5-1: A <code>User</code> struct definition</span></p> <p>To use a struct after we’ve defined it, we create an <em>instance</em> of that struct by specifying concrete values for each of the fields. We create an instance by stating the name of the struct, and then add curly braces containing <code>key: value</code> pairs where the keys are the names of the fields and the values are the data we want to store in those fields. We don’t have to specify the fields in the same order in which we declared them in the struct. In other words, the struct definition is like a general template for the type, and instances fill in that template with particular data to create values of the type. For example, we can declare a particular user as shown in Listing 5-2:</p> <pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)] #fn main() { # struct User { # username: String, # email: String, # sign_in_count: u64, # active: bool, # } # let user1 = User { email: String::from("someone@example.com"), username: String::from("someusername123"), active: true, sign_in_count: 1, }; #}</code></pre></pre> <p><span class="caption">Listing 5-2: Creating an instance of the <code>User</code> struct</span></p> <p>To get a specific value from a struct, we can use dot notation. If we wanted just this user’s email address, we can use <code>user1.email</code> wherever we want to use this value. To change a value in a struct, if the instance is mutable, we can use the dot notation and assign into a particular field, such as <code>user1.email = String::from("someone-else@example.com");</code>.</p> <a class="header" href="ch05-01-defining-structs.html#field-init-shorthand-when-variables-have-the-same-name-as-fields" id="field-init-shorthand-when-variables-have-the-same-name-as-fields"><h3>Field Init Shorthand when Variables Have the Same Name as Fields</h3></a> <p>If you have variables with the same names as struct fields, you can use <em>field init shorthand</em>. This can make functions that create new instances of structs more concise. The function named <code>build_user</code> shown here in Listing 5-3 has parameters named <code>email</code> and <code>username</code>. The function creates and returns a <code>User</code> instance:</p> <pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)] #fn main() { # struct User { # username: String, # email: String, # sign_in_count: u64, # active: bool, # } # fn build_user(email: String, username: String) -> User { User { email: email, username: username, active: true, sign_in_count: 1, } } #}</code></pre></pre> <p><span class="caption">Listing 5-3: A <code>build_user</code> function that takes an email and username and returns a <code>User</code> instance</span></p> <p>Because the parameter names <code>email</code> and <code>username</code> are the same as the <code>User</code> struct's field names <code>email</code> and <code>username</code>, we can write <code>build_user</code> without the repetition of <code>email</code> and <code>username</code> as shown in Listing 5-4. This version of <code>build_user</code> behaves the same way as the one in Listing 5-3. The field init syntax can make cases like this shorter to write, especially when structs have many fields.</p> <pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)] #fn main() { # struct User { # username: String, # email: String, # sign_in_count: u64, # active: bool, # } # fn build_user(email: String, username: String) -> User { User { email, username, active: true, sign_in_count: 1, } } #}</code></pre></pre> <p><span class="caption">Listing 5-4: A <code>build_user</code> function that uses field init syntax since the <code>email</code> and <code>username</code> parameters have the same name as struct fields</span></p> <a class="header" href="ch05-01-defining-structs.html#creating-instances-from-other-instances-with-struct-update-syntax" id="creating-instances-from-other-instances-with-struct-update-syntax"><h3>Creating Instances From Other Instances With Struct Update Syntax</h3></a> <p>It's often useful to create a new instance from an old instance, using most of the old instance's values but changing some. Listing 5-5 shows an example of creating a new <code>User</code> instance in <code>user2</code> by setting the values of <code>email</code> and <code>username</code> but using the same values for the rest of the fields from the <code>user1</code> instance we created in Listing 5-2:</p> <pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)] #fn main() { # struct User { # username: String, # email: String, # sign_in_count: u64, # active: bool, # } # # let user1 = User { # email: String::from("someone@example.com"), # username: String::from("someusername123"), # active: true, # sign_in_count: 1, # }; # let user2 = User { email: String::from("another@example.com"), username: String::from("anotherusername567"), active: user1.active, sign_in_count: user1.sign_in_count, }; #}</code></pre></pre> <p><span class="caption">Listing 5-5: Creating a new <code>User</code> instance, <code>user2</code>, and setting some fields to the values of the same fields from <code>user1</code></span></p> <p>The <em>struct update syntax</em> achieves the same effect as the code in Listing 5-5 using less code. The struct update syntax uses <code>..</code> to specify that the remaining fields not set explicitly should have the same value as the fields in the given instance. The code in Listing 5-6 also creates an instance in <code>user2</code> that has a different value for <code>email</code> and <code>username</code> but has the same values for the <code>active</code> and <code>sign_in_count</code> fields that <code>user1</code> has:</p> <pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)] #fn main() { # struct User { # username: String, # email: String, # sign_in_count: u64, # active: bool, # } # # let user1 = User { # email: String::from("someone@example.com"), # username: String::from("someusername123"), # active: true, # sign_in_count: 1, # }; # let user2 = User { email: String::from("another@example.com"), username: String::from("anotherusername567"), ..user1 }; #}</code></pre></pre> <p><span class="caption">Listing5-6: Using struct update syntax to set a new <code>email</code> and <code>username</code> values for a <code>User</code> instance but use the rest of the values from the fields of the instance in the <code>user1</code> variable</span></p> <a class="header" href="ch05-01-defining-structs.html#tuple-structs-without-named-fields-to-create-different-types" id="tuple-structs-without-named-fields-to-create-different-types"><h3>Tuple Structs without Named Fields to Create Different Types</h3></a> <p>We can also define structs that look similar to tuples, called <em>tuple structs</em>, that have the added meaning the struct name provides, but don't have names associated with their fields, just the types of the fields. The definition of a tuple struct still starts with the <code>struct</code> keyword and the struct name, which are followed by the types in the tuple. For example, here are definitions and usages of tuple structs named <code>Color</code> and <code>Point</code>:</p> <pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)] #fn main() { struct Color(i32, i32, i32); struct Point(i32, i32, i32); let black = Color(0, 0, 0); let origin = Point(0, 0, 0); #}</code></pre></pre> <p>Note that the <code>black</code> and <code>origin</code> values are different types, since they're instances of different tuple structs. Each struct we define is its own type, even though the fields within the struct have the same types. Otherwise, tuple struct instances behave like tuples, which we covered in Chapter 3.</p> <a class="header" href="ch05-01-defining-structs.html#unit-like-structs-without-any-fields" id="unit-like-structs-without-any-fields"><h3>Unit-Like Structs without Any Fields</h3></a> <p>We can also define structs that don't have any fields! These are called <em>unit-like structs</em> since they behave similarly to <code>()</code>, the unit type. Unit-like structs can be useful in situations such as when you need to implement a trait on some type, but you don't have any data that you want to store in the type itself. We'll be discussing traits in Chapter 10.</p> <blockquote> <a class="header" href="ch05-01-defining-structs.html#ownership-of-struct-data" id="ownership-of-struct-data"><h3>Ownership of Struct Data</h3></a> <p>In the <code>User</code> struct definition in Listing 5-1, we used the owned <code>String</code> type rather than the <code>&str</code> string slice type. This is a deliberate choice because we want instances of this struct to own all of its data and for that data to be valid for as long as the entire struct is valid.</p> <p>It’s possible for structs to store references to data owned by something else, but to do so requires the use of <em>lifetimes</em>, a Rust feature that is discussed in Chapter 10. Lifetimes ensure that the data referenced by a struct is valid for as long as the struct is. Let’s say you try to store a reference in a struct without specifying lifetimes, like this:</p> <p><span class="filename">Filename: src/main.rs</span></p> <pre><code class="language-rust ignore">struct User { username: &str, email: &str, sign_in_count: u64, active: bool, } fn main() { let user1 = User { email: "someone@example.com", username: "someusername123", active: true, sign_in_count: 1, }; } </code></pre> <p>The compiler will complain that it needs lifetime specifiers:</p> <pre><code class="language-text">error[E0106]: missing lifetime specifier --> | 2 | username: &str, | ^ expected lifetime parameter error[E0106]: missing lifetime specifier --> | 3 | email: &str, | ^ expected lifetime parameter </code></pre> <p>We’ll discuss how to fix these errors so you can store references in structs in Chapter 10, but for now, we’ll fix errors like these using owned types like <code>String</code> instead of references like <code>&str</code>.</p> </blockquote> </div> <!-- Mobile navigation buttons --> <a href="ch05-00-structs.html" class="mobile-nav-chapters previous"> <i class="fa fa-angle-left"></i> </a> <a href="ch05-02-example-structs.html" class="mobile-nav-chapters next"> <i class="fa fa-angle-right"></i> </a> </div> <a href="ch05-00-structs.html" class="nav-chapters previous" title="You can navigate through the chapters using the arrow keys"> <i class="fa fa-angle-left"></i> </a> <a href="ch05-02-example-structs.html" class="nav-chapters next" title="You can navigate through the chapters using the arrow keys"> <i class="fa fa-angle-right"></i> </a> </div> <!-- Local fallback for Font Awesome --> <script> if ($(".fa").css("font-family") !== "FontAwesome") { $('<link rel="stylesheet" type="text/css" href="_FontAwesome/css/font-awesome.css">').prependTo('head'); } </script> <!-- Livereload script (if served using the cli tool) --> <script src="highlight.js"></script> <script src="book.js"></script> </body> </html>