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            <ol class="chapter"><li class="affix"><a href="README.html">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" class="active"><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="working-with-unsafe.html#working-with-unsafe" id="working-with-unsafe"><h1>Working with Unsafe</h1></a>
<p>Rust generally only gives us the tools to talk about Unsafe Rust in a scoped and
binary manner. Unfortunately, reality is significantly more complicated than
that. For instance, consider the following toy function:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
fn index(idx: usize, arr: &amp;[u8]) -&gt; Option&lt;u8&gt; {
    if idx &lt; arr.len() {
        unsafe {
            Some(*arr.get_unchecked(idx))
        }
    } else {
        None
    }
}
#}</code></pre></pre>
<p>This function is safe and correct. We check that the index is in bounds, and if it
is, index into the array in an unchecked manner. But even in such a trivial
function, the scope of the unsafe block is questionable. Consider changing the
<code>&lt;</code> to a <code>&lt;=</code>:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
fn index(idx: usize, arr: &amp;[u8]) -&gt; Option&lt;u8&gt; {
    if idx &lt;= arr.len() {
        unsafe {
            Some(*arr.get_unchecked(idx))
        }
    } else {
        None
    }
}
#}</code></pre></pre>
<p>This program is now unsound, and yet <em>we only modified safe code</em>. This is the
fundamental problem of safety: it's non-local. The soundness of our unsafe
operations necessarily depends on the state established by otherwise
&quot;safe&quot; operations.</p>
<p>Safety is modular in the sense that opting into unsafety doesn't require you
to consider arbitrary other kinds of badness. For instance, doing an unchecked
index into a slice doesn't mean you suddenly need to worry about the slice being
null or containing uninitialized memory. Nothing fundamentally changes. However
safety <em>isn't</em> modular in the sense that programs are inherently stateful and
your unsafe operations may depend on arbitrary other state.</p>
<p>This non-locality gets much worse when we incorporate actual persistent state.
Consider a simple implementation of <code>Vec</code>:</p>
<pre><pre class="playpen"><code class="language-rust">use std::ptr;

// Note: This definition is naive. See the chapter on implementing Vec.
pub struct Vec&lt;T&gt; {
    ptr: *mut T,
    len: usize,
    cap: usize,
}

// Note this implementation does not correctly handle zero-sized types.
// See the chapter on implementing Vec.
impl&lt;T&gt; Vec&lt;T&gt; {
    pub fn push(&amp;mut self, elem: T) {
        if self.len == self.cap {
            // not important for this example
            self.reallocate();
        }
        unsafe {
            ptr::write(self.ptr.offset(self.len as isize), elem);
            self.len += 1;
        }
    }
    # fn reallocate(&amp;mut self) { }
}

# fn main() {}
</code></pre></pre>
<p>This code is simple enough to reasonably audit and informally verify. Now consider
adding the following method:</p>
<pre><code class="language-rust ignore">fn make_room(&amp;mut self) {
    // grow the capacity
    self.cap += 1;
}
</code></pre>
<p>This code is 100% Safe Rust but it is also completely unsound. Changing the
capacity violates the invariants of Vec (that <code>cap</code> reflects the allocated space
in the Vec). This is not something the rest of Vec can guard against. It <em>has</em>
to trust the capacity field because there's no way to verify it.</p>
<p>Because it relies on invariants of a struct field, this <code>unsafe</code> code
does more than pollute a whole function: it pollutes a whole <em>module</em>.
Generally, the only bullet-proof way to limit the scope of unsafe code is at the
module boundary with privacy.</p>
<p>However this works <em>perfectly</em>. The existence of <code>make_room</code> is <em>not</em> a
problem for the soundness of Vec because we didn't mark it as public. Only the
module that defines this function can call it. Also, <code>make_room</code> directly
accesses the private fields of Vec, so it can only be written in the same module
as Vec.</p>
<p>It is therefore possible for us to write a completely safe abstraction that
relies on complex invariants. This is <em>critical</em> to the relationship between
Safe Rust and Unsafe Rust.</p>
<p>We have already seen that Unsafe code must trust <em>some</em> Safe code, but shouldn't
trust <em>generic</em> Safe code. Privacy is important to unsafe code for similar reasons:
it prevents us from having to trust all the safe code in the universe from messing
with our trusted state.</p>
<p>Safety lives!</p>

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