Bonus: Ownership, Borrowing & Lifetimes
Data Ownership
Data is always owned. References are a way to lease out access to the owned data, and lifetimes help you (and the compiler) to keep track of this lease.
#![allow(unused_variables)] fn main() { /// The application state object. #[derive(Clone)] pub struct State { pub db: PgPool, pub client: Client, pub config: Arc<Config>, } }
Let's have a look at our API code and how we lease out access to our config data (see server/src/api.rs
).
Embedding a Lifetime
Remember that with references, you are dealing with data that is owned by something else.
struct DBInfo<'a> { name: &'a str, tables: u64, } fn build_info<'a>(name: &'a str, db: &mut PgConn) -> DBInfo<'a> { // Do some work, get some info. let tables = get_table_count(db); DBInfo{name, tables} } fn main() { let my_db_name = String::from("oxidize"); // Build our info struct. let info = build_info(&my_db_name, get_db()); // Report our info. metrics.report_info(info); // <-- the lifetime 'a is still alive here. // ... do more cool stuff. }
Why is this significant?
- Your code doesn't have to check to see if
info.name
is nil/null/void ... because that doesn't exist in Rust. - For as long as
'a
is alive and well, that reference tomy_db_name
stands. Can not be mutated. Can not be destroyed. - No garbage collector needed.
Remember, lifetime rules apply to &
references. Not to the various pointer types in Rust (Box, Rc, Arc etc), though you could still pass around references to them if needed.
Mutability & Exclusive References
In Rust, we have references &
(shared) and we have mutable references &mut
(exclusive).
This, combined with Rust's lifetime system, ensures that we don't have pointers retained in random parts of our app which might be making subtle changes to values behind the scenes.
Let's look at client/src/state.rs
for some examples on handling mutability.