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            <ol class="chapter"><li class="affix"><a href="README.html">Introduction</a></li><li><a href="getting-started.html"><strong aria-hidden="true">1.</strong> Getting Started</a></li><li><a href="guessing-game.html"><strong aria-hidden="true">2.</strong> Tutorial: Guessing Game</a></li><li><a href="syntax-and-semantics.html"><strong aria-hidden="true">3.</strong> Syntax and Semantics</a></li><li><ol class="section"><li><a href="variable-bindings.html"><strong aria-hidden="true">3.1.</strong> Variable Bindings</a></li><li><a href="functions.html"><strong aria-hidden="true">3.2.</strong> Functions</a></li><li><a href="primitive-types.html"><strong aria-hidden="true">3.3.</strong> Primitive Types</a></li><li><a href="comments.html"><strong aria-hidden="true">3.4.</strong> Comments</a></li><li><a href="if.html"><strong aria-hidden="true">3.5.</strong> if</a></li><li><a href="loops.html"><strong aria-hidden="true">3.6.</strong> Loops</a></li><li><a href="vectors.html"><strong aria-hidden="true">3.7.</strong> Vectors</a></li><li><a href="ownership.html"><strong aria-hidden="true">3.8.</strong> Ownership</a></li><li><a href="references-and-borrowing.html"><strong aria-hidden="true">3.9.</strong> References and Borrowing</a></li><li><a href="lifetimes.html"><strong aria-hidden="true">3.10.</strong> Lifetimes</a></li><li><a href="mutability.html"><strong aria-hidden="true">3.11.</strong> Mutability</a></li><li><a href="structs.html"><strong aria-hidden="true">3.12.</strong> Structs</a></li><li><a href="enums.html"><strong aria-hidden="true">3.13.</strong> Enums</a></li><li><a href="match.html"><strong aria-hidden="true">3.14.</strong> Match</a></li><li><a href="patterns.html"><strong aria-hidden="true">3.15.</strong> Patterns</a></li><li><a href="method-syntax.html"><strong aria-hidden="true">3.16.</strong> Method Syntax</a></li><li><a href="strings.html" class="active"><strong aria-hidden="true">3.17.</strong> Strings</a></li><li><a href="generics.html"><strong aria-hidden="true">3.18.</strong> Generics</a></li><li><a href="traits.html"><strong aria-hidden="true">3.19.</strong> Traits</a></li><li><a href="drop.html"><strong aria-hidden="true">3.20.</strong> Drop</a></li><li><a href="if-let.html"><strong aria-hidden="true">3.21.</strong> if let</a></li><li><a href="trait-objects.html"><strong aria-hidden="true">3.22.</strong> Trait Objects</a></li><li><a href="closures.html"><strong aria-hidden="true">3.23.</strong> Closures</a></li><li><a href="ufcs.html"><strong aria-hidden="true">3.24.</strong> Universal Function Call Syntax</a></li><li><a href="crates-and-modules.html"><strong aria-hidden="true">3.25.</strong> Crates and Modules</a></li><li><a href="const-and-static.html"><strong aria-hidden="true">3.26.</strong> const and static</a></li><li><a href="attributes.html"><strong aria-hidden="true">3.27.</strong> Attributes</a></li><li><a href="type-aliases.html"><strong aria-hidden="true">3.28.</strong> type aliases</a></li><li><a href="casting-between-types.html"><strong aria-hidden="true">3.29.</strong> Casting between types</a></li><li><a href="associated-types.html"><strong aria-hidden="true">3.30.</strong> Associated Types</a></li><li><a href="unsized-types.html"><strong aria-hidden="true">3.31.</strong> Unsized Types</a></li><li><a href="operators-and-overloading.html"><strong aria-hidden="true">3.32.</strong> Operators and Overloading</a></li><li><a href="deref-coercions.html"><strong aria-hidden="true">3.33.</strong> Deref coercions</a></li><li><a href="macros.html"><strong aria-hidden="true">3.34.</strong> Macros</a></li><li><a href="raw-pointers.html"><strong aria-hidden="true">3.35.</strong> Raw Pointers</a></li><li><a href="unsafe.html"><strong aria-hidden="true">3.36.</strong> unsafe</a></li></ol></li><li><a href="effective-rust.html"><strong aria-hidden="true">4.</strong> Effective Rust</a></li><li><ol class="section"><li><a href="the-stack-and-the-heap.html"><strong aria-hidden="true">4.1.</strong> The Stack and the Heap</a></li><li><a href="testing.html"><strong aria-hidden="true">4.2.</strong> Testing</a></li><li><a href="conditional-compilation.html"><strong aria-hidden="true">4.3.</strong> Conditional Compilation</a></li><li><a href="documentation.html"><strong aria-hidden="true">4.4.</strong> Documentation</a></li><li><a href="iterators.html"><strong aria-hidden="true">4.5.</strong> Iterators</a></li><li><a href="concurrency.html"><strong aria-hidden="true">4.6.</strong> Concurrency</a></li><li><a href="error-handling.html"><strong aria-hidden="true">4.7.</strong> Error Handling</a></li><li><a href="choosing-your-guarantees.html"><strong aria-hidden="true">4.8.</strong> Choosing your Guarantees</a></li><li><a href="ffi.html"><strong aria-hidden="true">4.9.</strong> FFI</a></li><li><a href="borrow-and-asref.html"><strong aria-hidden="true">4.10.</strong> Borrow and AsRef</a></li><li><a href="release-channels.html"><strong aria-hidden="true">4.11.</strong> Release Channels</a></li><li><a href="using-rust-without-the-standard-library.html"><strong aria-hidden="true">4.12.</strong> Using Rust without the standard library</a></li><li><a href="procedural-macros.html"><strong aria-hidden="true">4.13.</strong> Procedural Macros (and custom derive)</a></li></ol></li><li><a href="glossary.html"><strong aria-hidden="true">5.</strong> Glossary</a></li><li><a href="syntax-index.html"><strong aria-hidden="true">6.</strong> Syntax Index</a></li><li><a href="bibliography.html"><strong aria-hidden="true">7.</strong> Bibliography</a></li></ol>
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                        <h1 class="menu-title">The Rust Programming Language</h1>

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                        <a class="header" href="strings.html#strings" id="strings"><h1>Strings</h1></a>
<p>Strings are an important concept for any programmer to master. Rust’s string
handling system is a bit different from other languages, due to its systems
focus. Any time you have a data structure of variable size, things can get
tricky, and strings are a re-sizable data structure. That being said, Rust’s
strings also work differently than in some other systems languages, such as C.</p>
<p>Let’s dig into the details. A ‘string’ is a sequence of Unicode scalar values
encoded as a stream of UTF-8 bytes. All strings are guaranteed to be a valid
encoding of UTF-8 sequences. Additionally, unlike some systems languages,
strings are not NUL-terminated and can contain NUL bytes.</p>
<p>Rust has two main types of strings: <code>&amp;str</code> and <code>String</code>. Let’s talk about
<code>&amp;str</code> first. These are called ‘string slices’. A string slice has a fixed
size, and cannot be mutated. It is a reference to a sequence of UTF-8 bytes.</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let greeting = &quot;Hello there.&quot;; // greeting: &amp;'static str
#}</code></pre></pre>
<p><code>&quot;Hello there.&quot;</code> is a string literal and its type is <code>&amp;'static str</code>. A string
literal is a string slice that is statically allocated, meaning that it’s saved
inside our compiled program, and exists for the entire duration it runs. The
<code>greeting</code> binding is a reference to this statically allocated string. Any
function expecting a string slice will also accept a string literal.</p>
<p>String literals can span multiple lines. There are two forms. The first will
include the newline and the leading spaces:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let s = &quot;foo
    bar&quot;;

assert_eq!(&quot;foo\n    bar&quot;, s);
#}</code></pre></pre>
<p>The second, with a <code>\</code>, trims the spaces and the newline:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let s = &quot;foo\
    bar&quot;;

assert_eq!(&quot;foobar&quot;, s);
#}</code></pre></pre>
<p>Note that you normally cannot access a <code>str</code> directly, but only through a <code>&amp;str</code>
reference. This is because <code>str</code> is an unsized type which requires additional
runtime information to be usable. For more information see the chapter on
<a href="unsized-types.html">unsized types</a>.</p>
<p>Rust has more than only <code>&amp;str</code>s though. A <code>String</code> is a heap-allocated string.
This string is growable, and is also guaranteed to be UTF-8. <code>String</code>s are
commonly created by converting from a string slice using the <code>to_string</code>
method.</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let mut s = &quot;Hello&quot;.to_string(); // mut s: String
println!(&quot;{}&quot;, s);

s.push_str(&quot;, world.&quot;);
println!(&quot;{}&quot;, s);
#}</code></pre></pre>
<p><code>String</code>s will coerce into <code>&amp;str</code> with an <code>&amp;</code>:</p>
<pre><pre class="playpen"><code class="language-rust">fn takes_slice(slice: &amp;str) {
    println!(&quot;Got: {}&quot;, slice);
}

fn main() {
    let s = &quot;Hello&quot;.to_string();
    takes_slice(&amp;s);
}
</code></pre></pre>
<p>This coercion does not happen for functions that accept one of <code>&amp;str</code>’s traits
instead of <code>&amp;str</code>. For example, <a href="../../std/net/struct.TcpStream.html#method.connect"><code>TcpStream::connect</code></a> has a parameter
of type <code>ToSocketAddrs</code>. A <code>&amp;str</code> is okay but a <code>String</code> must be explicitly
converted using <code>&amp;*</code>.</p>
<pre><pre class="playpen"><code class="language-rust no_run">
# #![allow(unused_variables)]
#fn main() {
use std::net::TcpStream;

TcpStream::connect(&quot;192.168.0.1:3000&quot;); // Parameter is of type &amp;str.

let addr_string = &quot;192.168.0.1:3000&quot;.to_string();
TcpStream::connect(&amp;*addr_string); // Convert `addr_string` to &amp;str.
#}</code></pre></pre>
<p>Viewing a <code>String</code> as a <code>&amp;str</code> is cheap, but converting the <code>&amp;str</code> to a
<code>String</code> involves allocating memory. No reason to do that unless you have to!</p>
<a class="header" href="strings.html#indexing" id="indexing"><h2>Indexing</h2></a>
<p>Because strings are valid UTF-8, they do not support indexing:</p>
<pre><code class="language-rust ignore">let s = &quot;hello&quot;;

println!(&quot;The first letter of s is {}&quot;, s[0]); // ERROR!!!
</code></pre>
<p>Usually, access to a vector with <code>[]</code> is very fast. But, because each character
in a UTF-8 encoded string can be multiple bytes, you have to walk over the
string to find the nᵗʰ letter of a string. This is a significantly more
expensive operation, and we don’t want to be misleading. Furthermore, ‘letter’
isn’t something defined in Unicode, exactly. We can choose to look at a string as
individual bytes, or as codepoints:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let hachiko = &quot;忠犬ハチ公&quot;;

for b in hachiko.as_bytes() {
    print!(&quot;{}, &quot;, b);
}

println!(&quot;&quot;);

for c in hachiko.chars() {
    print!(&quot;{}, &quot;, c);
}

println!(&quot;&quot;);
#}</code></pre></pre>
<p>This prints:</p>
<pre><code class="language-text">229, 191, 160, 231, 138, 172, 227, 131, 143, 227, 131, 129, 229, 133, 172,
忠, 犬, ハ, チ, 公,
</code></pre>
<p>As you can see, there are more bytes than <code>char</code>s.</p>
<p>You can get something similar to an index like this:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
# let hachiko = &quot;忠犬ハチ公&quot;;
let dog = hachiko.chars().nth(1); // Kinda like `hachiko[1]`.
#}</code></pre></pre>
<p>This emphasizes that we have to walk from the beginning of the list of <code>chars</code>.</p>
<a class="header" href="strings.html#slicing" id="slicing"><h2>Slicing</h2></a>
<p>You can get a slice of a string with the slicing syntax:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let dog = &quot;hachiko&quot;;
let hachi = &amp;dog[0..5];
#}</code></pre></pre>
<p>But note that these are <em>byte</em> offsets, not <em>character</em> offsets. So
this will fail at runtime:</p>
<pre><pre class="playpen"><code class="language-rust should_panic">
# #![allow(unused_variables)]
#fn main() {
let dog = &quot;忠犬ハチ公&quot;;
let hachi = &amp;dog[0..2];
#}</code></pre></pre>
<p>with this error:</p>
<pre><code class="language-text">thread 'main' panicked at 'byte index 2 is not a char boundary; it is inside '忠'
(bytes 0..3) of `忠犬ハチ公`'
</code></pre>
<a class="header" href="strings.html#concatenation" id="concatenation"><h2>Concatenation</h2></a>
<p>If you have a <code>String</code>, you can concatenate a <code>&amp;str</code> to the end of it:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let hello = &quot;Hello &quot;.to_string();
let world = &quot;world!&quot;;

let hello_world = hello + world;
#}</code></pre></pre>
<p>But if you have two <code>String</code>s, you need an <code>&amp;</code>:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let hello = &quot;Hello &quot;.to_string();
let world = &quot;world!&quot;.to_string();

let hello_world = hello + &amp;world;
#}</code></pre></pre>
<p>This is because <code>&amp;String</code> can automatically coerce to a <code>&amp;str</code>. This is a
feature called ‘<a href="deref-coercions.html"><code>Deref</code> coercions</a>’.</p>

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