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            <ul class="chapter"><li><a 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 &amp; 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"><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" class="active"><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&lt;T&gt;</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&lt;T&gt;</code>, the Reference Counted Smart Pointer</a></li><li><a href="ch15-05-interior-mutability.html"><strong>15.5.</strong> <code>RefCell&lt;T&gt;</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 &amp; 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>
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                    <h1 class="menu-title">The Rust Programming Language</h1>

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                    <a class="header" href="ch07-03-importing-names-with-use.html#importing-names" id="importing-names"><h2>Importing Names</h2></a>
<p>We’ve covered how to call functions defined within a module using the module
name as part of the call, as in the call to the <code>nested_modules</code> function shown
here in Listing 7-6:</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre><pre class="playpen"><code class="language-rust">pub mod a {
    pub mod series {
        pub mod of {
            pub fn nested_modules() {}
        }
    }
}

fn main() {
    a::series::of::nested_modules();
}
</code></pre></pre>
<p><span class="caption">Listing 7-6: Calling a function by fully specifying its
enclosing module’s path</span></p>
<p>As you can see, referring to the fully qualified name can get quite lengthy.
Fortunately, Rust has a keyword to make these calls more concise.</p>
<a class="header" href="ch07-03-importing-names-with-use.html#concise-imports-with-use" id="concise-imports-with-use"><h3>Concise Imports with <code>use</code></h3></a>
<p>Rust’s <code>use</code> keyword shortens lengthy function calls by bringing the modules of
the function you want to call into scope. Here’s an example of bringing the
<code>a::series::of</code> module into a binary crate’s root scope:</p>
<p><span class="filename">Filename: src/main.rs</span></p>
<pre><pre class="playpen"><code class="language-rust">pub mod a {
    pub mod series {
        pub mod of {
            pub fn nested_modules() {}
        }
    }
}

use a::series::of;

fn main() {
    of::nested_modules();
}
</code></pre></pre>
<p>The line <code>use a::series::of;</code> means that rather than using the full
<code>a::series::of</code> path wherever we want to refer to the <code>of</code> module, we can use
<code>of</code>.</p>
<p>The <code>use</code> keyword brings only what we’ve specified into scope: it does not
bring children of modules into scope. That’s why we still have to use
<code>of::nested_modules</code> when we want to call the <code>nested_modules</code> function.</p>
<p>We could have chosen to bring the function into scope by instead specifying the
function in the <code>use</code> as follows:</p>
<pre><pre class="playpen"><code class="language-rust">pub mod a {
    pub mod series {
        pub mod of {
            pub fn nested_modules() {}
        }
    }
}

use a::series::of::nested_modules;

fn main() {
    nested_modules();
}
</code></pre></pre>
<p>Doing so allows us to exclude all the modules and reference the function
directly.</p>
<p>Because enums also form a sort of namespace like modules, we can import an
enum’s variants with <code>use</code> as well. For any kind of <code>use</code> statement, if you’re
importing multiple items from one namespace, you can list them using curly
braces and commas in the last position, like so:</p>
<pre><pre class="playpen"><code class="language-rust">enum TrafficLight {
    Red,
    Yellow,
    Green,
}

use TrafficLight::{Red, Yellow};

fn main() {
    let red = Red;
    let yellow = Yellow;
    let green = TrafficLight::Green;
}
</code></pre></pre>
<p>We're still specifying the <code>TrafficLight</code> namespace for the <code>Green</code> variant
because we didn't include <code>Green</code> in the <code>use</code> statement.</p>
<a class="header" href="ch07-03-importing-names-with-use.html#glob-imports-with-" id="glob-imports-with-"><h3>Glob Imports with <code>*</code></h3></a>
<p>To import all the items in a namespace at once, we can use the <code>*</code> syntax. For
example:</p>
<pre><pre class="playpen"><code class="language-rust">enum TrafficLight {
    Red,
    Yellow,
    Green,
}

use TrafficLight::*;

fn main() {
    let red = Red;
    let yellow = Yellow;
    let green = Green;
}
</code></pre></pre>
<p>The <code>*</code> is called a <em>glob</em>, and it will import all items visible inside the
namespace. You should use globs sparingly: they are convenient, but this might
also pull in more items than you expected and cause naming conflicts.</p>
<a class="header" href="ch07-03-importing-names-with-use.html#using-super-to-access-a-parent-module" id="using-super-to-access-a-parent-module"><h3>Using <code>super</code> to Access a Parent Module</h3></a>
<p>As we saw at the beginning of this chapter, when you create a library crate,
Cargo makes a <code>tests</code> module for you. Let’s go into more detail about that now.
In your <code>communicator</code> project, open <em>src/lib.rs</em>:</p>
<p><span class="filename">Filename: src/lib.rs</span></p>
<pre><code class="language-rust ignore">pub mod client;

pub mod network;

#[cfg(test)]
mod tests {
    #[test]
    fn it_works() {
    }
}
</code></pre>
<p>Chapter 11 explains more about testing, but parts of this example should make
sense now: we have a module named <code>tests</code> that lives next to our other modules
and contains one function named <code>it_works</code>. Even though there are special
annotations, the <code>tests</code> module is just another module! So our module hierarchy
looks like this:</p>
<pre><code class="language-text">communicator
 ├── client
 ├── network
 |   └── client
 └── tests
</code></pre>
<p>Tests are for exercising the code within our library, so let’s try to call our
<code>client::connect</code> function from this <code>it_works</code> function, even though we won’t
be checking any functionality right now:</p>
<p><span class="filename">Filename: src/lib.rs</span></p>
<pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)]
#fn main() {
#[cfg(test)]
mod tests {
    #[test]
    fn it_works() {
        client::connect();
    }
}

#}</code></pre></pre>
<p>Run the tests by invoking the <code>cargo test</code> command:</p>
<pre><code class="language-text">$ cargo test
   Compiling communicator v0.1.0 (file:///projects/communicator)
error[E0433]: failed to resolve. Use of undeclared type or module `client`
 --&gt; src/lib.rs:9:9
  |
9 |         client::connect();
  |         ^^^^^^^^^^^^^^^ Use of undeclared type or module `client`
</code></pre>
<p>The compilation failed, but why? We don’t need to place <code>communicator::</code> in
front of the function like we did in <em>src/main.rs</em> because we are definitely
within the <code>communicator</code> library crate here. The reason is that paths are
always relative to the current module, which here is <code>tests</code>. The only
exception is in a <code>use</code> statement, where paths are relative to the crate root
by default. Our <code>tests</code> module needs the <code>client</code> module in its scope!</p>
<p>So how do we get back up one module in the module hierarchy to call the
<code>client::connect</code> function in the <code>tests</code> module? In the <code>tests</code> module, we can
either use leading colons to let Rust know that we want to start from the root
and list the whole path, like this:</p>
<pre><code class="language-rust ignore">::client::connect();
</code></pre>
<p>Or, we can use <code>super</code> to move up one module in the hierarchy from our current
module, like this:</p>
<pre><code class="language-rust ignore">super::client::connect();
</code></pre>
<p>These two options don’t look that different in this example, but if you’re
deeper in a module hierarchy, starting from the root every time would make your
code lengthy. In those cases, using <code>super</code> to get from the current module to
sibling modules is a good shortcut. Plus, if you’ve specified the path from the
root in many places in your code and then you rearrange your modules by moving
a subtree to another place, you’d end up needing to update the path in several
places, which would be tedious.</p>
<p>It would also be annoying to have to type <code>super::</code> in each test, but you’ve
already seen the tool for that solution: <code>use</code>! The <code>super::</code> functionality
changes the path you give to <code>use</code> so it is relative to the parent module
instead of to the root module.</p>
<p>For these reasons, in the <code>tests</code> module especially, <code>use super::something</code> is
usually the best solution. So now our test looks like this:</p>
<p><span class="filename">Filename: src/lib.rs</span></p>
<pre><pre class="playpen"><code class="language-rust"># #![allow(unused_variables)]
#fn main() {
#[cfg(test)]
mod tests {
    use super::client;

    #[test]
    fn it_works() {
        client::connect();
    }
}

#}</code></pre></pre>
<p>When we run <code>cargo test</code> again, the test will pass and the first part of the
test result output will be the following:</p>
<pre><code class="language-text">$ cargo test
   Compiling communicator v0.1.0 (file:///projects/communicator)
     Running target/debug/communicator-92007ddb5330fa5a

running 1 test
test tests::it_works ... ok

test result: ok. 1 passed; 0 failed; 0 ignored; 0 measured
</code></pre>
<a class="header" href="ch07-03-importing-names-with-use.html#summary" id="summary"><h2>Summary</h2></a>
<p>Now you know some new techniques for organizing your code! Use these techniques
to group related functionality together, keep files from becoming too long, and
present a tidy public API to your library users.</p>
<p>Next, we’ll look at some collection data structures in the standard library
that you can use in your nice, neat code!</p>

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