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Index
inside front cover
Rust in Action
Copyright
dedication
contents
front matter
preface
acknowledgments
about this book
Who should read this book
How this book is organized: A roadmap
About the code
liveBook discussion forum
Other online resources
about the author
about the cover illustration
1 Introducing Rust
1.1 Where is Rust used?
1.2 Advocating for Rust at work
1.3 A taste of the language
1.3.1 Cheating your way to “Hello, world!”
1.3.2 Your first Rust program
1.4 Downloading the book’s source code
1.5 What does Rust look and feel like?
1.6 What is Rust?
1.6.1 Goal of Rust: Safety
1.6.2 Goal of Rust: Productivity
1.6.3 Goal of Rust: Control
1.7 Rust’s big features
1.7.1 Performance
1.7.2 Concurrency
1.7.3 Memory efficiency
1.8 Downsides of Rust
1.8.1 Cyclic data structures
1.8.2 Compile times
1.8.3 Strictness
1.8.4 Size of the language
1.8.5 Hype
1.9 TLS security case studies
1.9.1 Heartbleed
1.9.2 Goto fail;
1.10 Where does Rust fit best?
1.10.1 Command-line utilities
1.10.2 Data processing
1.10.3 Extending applications
1.10.4 Resource-constrained environments
1.10.5 Server-side applications
1.10.6 Desktop applications
1.10.7 Desktop
1.10.8 Mobile
1.10.9 Web
1.10.10 Systems programming
1.11 Rust’s hidden feature: Its community
1.12 Rust phrase book
Summary
Part 1 Rust language distinctives
2 Language foundations
2.1 Creating a running program
2.1.1 Compiling single files with rustc
2.1.2 Compiling Rust projects with cargo
2.2 A glance at Rust’s syntax
2.2.1 Defining variables and calling functions
2.3 Numbers
2.3.1 Integers and decimal (floating-point) numbers
2.3.2 Integers with base 2, base 8, and base 16 notation
2.3.3 Comparing numbers
2.3.4 Rational, complex numbers, and other numeric types
2.4 Flow control
2.4.1 For: The central pillar of iteration
2.4.2 Continue: Skipping the rest of the current iteration
2.4.3 While: Looping until a condition changes its state
2.4.4 Loop: The basis for Rust’s looping constructs
2.4.5 Break: Aborting a loop
2.4.6 If, if else, and else: Conditional branching
2.4.7 Match: Type-aware pattern matching
2.5 Defining functions
2.6 Using references
2.7 Project: Rendering the Mandelbrot set
2.8 Advanced function definitions
2.8.1 Explicit lifetime annotations
2.8.2 Generic functions
2.9 Creating grep-lite
2.10 Making lists of things with arrays, slices, and vectors
2.10.1 Arrays
2.10.2 Slices
2.10.3 Vectors
2.11 Including third-party code
2.11.1 Adding support for regular expressions
2.11.2 Generating the third-party crate documentation locally
2.11.3 Managing Rust toolchains with rustup
2.12 Supporting command-line arguments
2.13 Reading from files
2.14 Reading from stdin
Summary
3 Compound data types
3.1 Using plain functions to experiment with an API
3.2 Modeling files with struct
3.3 Adding methods to a struct with impl
3.3.1 Simplifying object creation by implementing new()
3.4 Returning errors
3.4.1 Modifying a known global variable
3.4.2 Making use of the Result return type
3.5 Defining and making use of an enum
3.5.1 Using an enum to manage internal state
3.6 Defining common behavior with traits
3.6.1 Creating a Read trait
3.6.2 Implementing std::fmt::Display for your own types
3.7 Exposing your types to the world
3.7.1 Protecting private data
3.8 Creating inline documentation for your projects
3.8.1 Using rustdoc to render docs for a single source file
3.8.2 Using cargo to render docs for a crate and its dependencies
Summary
4 Lifetimes, ownership, and borrowing
4.1 Implementing a mock CubeSat ground station
4.1.1 Encountering our first lifetime issue
4.1.2 Special behavior of primitive types
4.2 Guide to the figures in this chapter
4.3 What is an owner? Does it have any responsibilities?
4.4 How ownership moves
4.5 Resolving ownership issues
4.5.1 Use references where full ownership is not required
4.5.2 Use fewer long-lived values
4.5.3 Duplicate the value
4.5.4 Wrap data within specialty types
Summary
Part 2 Demystifying systems programming
5 Data in depth
5.1 Bit patterns and types
5.2 Life of an integer
5.2.1 Understanding endianness
5.3 Representing decimal numbers
5.4 Floating-point numbers
5.4.1 Looking inside an f32
5.4.2 Isolating the sign bit
5.4.3 Isolating the exponent
5.4.4 Isolate the mantissa
5.4.5 Dissecting a floating-point number
5.5 Fixed-point number formats
5.6 Generating random probabilities from random bytes
5.7 Implementing a CPU to establish that functions are also data
5.7.1 CPU RIA/1: The Adder
5.7.2 Full code listing for CPU RIA/1: The Adder
5.7.3 CPU RIA/2: The Multiplier
5.7.4 CPU RIA/3: The Caller
5.7.5 CPU 4: Adding the rest
Summary
6 Memory
6.1 Pointers
6.2 Exploring Rust’s reference and pointer types
6.2.1 Raw pointers in Rust
6.2.2 Rust’s pointer ecosystem
6.2.3 Smart pointer building blocks
6.3 Providing programs with memory for their data
6.3.1 The stack
6.3.2 The heap
6.3.3 What is dynamic memory allocation?
6.3.4 Analyzing the impact of dynamic memory allocation
6.4 Virtual memory
6.4.1 Background
6.4.2 Step 1: Having a process scan its own memory
6.4.3 Translating virtual addresses to physical addresses
6.4.4 Step 2: Working with the OS to scan an address space
6.4.5 Step 3: Reading from and writing to process memory
Summary
7 Files and storage
7.1 What is a file format?
7.2 Creating your own file formats for data storage
7.2.1 Writing data to disk with serde and the bincode format
7.3 Implementing a hexdump clone
7.4 File operations in Rust
7.4.1 Opening a file in Rust and controlling its file mode
7.4.2 Interacting with the filesystem in a type-safe manner with std::fs::Path
7.5 Implementing a key-value store with a log-structured, append-only storage architecture
7.5.1 The key-value model
7.5.2 Introducing actionkv v1: An in-memory key-value store with a command-line interface
7.6 Actionkv v1: The front-end code
7.6.1 Tailoring what is compiled with conditional compilation
7.7 Understanding the core of actionkv: The libactionkv crate
7.7.1 Initializing the ActionKV struct
7.7.2 Processing an individual record
7.7.3 Writing multi-byte binary data to disk in a guaranteed byte order
7.7.4 Validating I/O errors with checksums
7.7.5 Inserting a new key-value pair into an existing database
7.7.6 The full code listing for actionkv
7.7.7 Working with keys and values with HashMap and BTreeMap
7.7.8 Creating a HashMap and populating it with values
7.7.9 Retrieving values from HashMap and BTreeMap
7.7.10 How to decide between HashMap and BTreeMap
7.7.11 Adding a database index to actionkv v2.0
Summary
8 Networking
8.1 All of networking in seven paragraphs
8.2 Generating an HTTP GET request with reqwest
8.3 Trait objects
8.3.1 What do trait objects enable?
8.3.2 What is a trait object?
8.3.3 Creating a tiny role-playing game: The rpg project
8.4 TCP
8.4.1 What is a port number?
8.4.2 Converting a hostname to an IP address
8.5 Ergonomic error handling for libraries
8.5.1 Issue: Unable to return multiple error types
8.5.2 Wrapping downstream errors by defining our own error type
8.5.3 Cheating with unwrap() and expect()
8.6 MAC addresses
8.6.1 Generating MAC addresses
8.7 Implementing state machines with Rust’s enums
8.8 Raw TCP
8.9 Creating a virtual networking device
8.10 “Raw” HTTP
Summary
9 Time and timekeeping
9.1 Background
9.2 Sources of time
9.3 Definitions
9.4 Encoding time
9.4.1 Representing time zones
9.5 clock v0.1.0: Teaching an application how to tell the time
9.6 clock v0.1.1: Formatting timestamps to comply with ISO 8601 and email standards
9.6.1 Refactoring the clock v0.1.0 code to support a wider architecture
9.6.2 Formatting the time
9.6.3 Providing a full command-line interface
9.6.4 clock v0.1.1: Full project
9.7 clock v0.1.2: Setting the time
9.7.1 Common behavior
9.7.2 Setting the time for operating systems that use libc
9.7.3 Setting the time on MS Windows
9.7.4 clock v0.1.2: The full code listing
9.8 Improving error handling
9.9 clock v0.1.3: Resolving differences between clocks with the Network Time Protocol (NTP)
9.9.1 Sending NTP requests and interpreting responses
9.9.2 Adjusting the local time as a result of the server’s response
9.9.3 Converting between time representations that use different precisions and epochs
9.9.4 clock v0.1.3: The full code listing
Summary
10 Processes, threads, and containers
10.1 Anonymous functions
10.2 Spawning threads
10.2.1 Introduction to closures
10.2.2 Spawning a thread
10.2.3 Effect of spawning a few threads
10.2.4 Effect of spawning many threads
10.2.5 Reproducing the results
10.2.6 Shared variables
10.3 Differences between closures and functions
10.4 Procedurally generated avatars from a multithreaded parser and code generator
10.4.1 How to run render-hex and its intended output
10.4.2 Single-threaded render-hex overview
10.4.3 Spawning a thread per logical task
10.4.4 Using a thread pool and task queue
10.5 Concurrency and task virtualization
10.5.1 Threads
10.5.2 What is a context switch?
10.5.3 Processes
10.5.4 WebAssembly
10.5.5 Containers
10.5.6 Why use an operating system (OS) at all?
Summary
11 Kernel
11.1 A fledgling operating system (FledgeOS)
11.1.1 Setting up a development environment for developing an OS kernel
11.1.2 Verifying the development environment
11.2 Fledgeos-0: Getting something working
11.2.1 First boot
11.2.2 Compilation instructions
11.2.3 Source code listings
11.2.4 Panic handling
11.2.5 Writing to the screen with VGA-compatible text mode
11.2.6 _start(): The main() function for FledgeOS
11.3 fledgeos-1: Avoiding a busy loop
11.3.1 Being power conscious by interacting with the CPU directly
11.3.2 fledgeos-1 source code
11.4 fledgeos-2: Custom exception handling
11.4.1 Handling exceptions properly, almost
11.4.2 fledgeos-2 source code
11.5 fledgeos-3: Text output
11.5.1 Writing colored text to the screen
11.5.2 Controlling the in-memory representation of enums
11.5.3 Why use enums?
11.5.4 Creating a type that can print to the VGA frame buffer
11.5.5 Printing to the screen
11.5.6 fledgeos-3 source code
11.6 fledgeos-4: Custom panic handling
11.6.1 Implementing a panic handler that reports the error to the user
11.6.2 Reimplementing panic() by making use of core::fmt::Write
11.6.3 Implementing core::fmt::Write
11.6.4 fledge-4 source code
Summary
12 Signals, interrupts, and exceptions
12.1 Glossary
12.1.1 Signals vs. interrupts
12.2 How interrupts affect applications
12.3 Software interrupts
12.4 Hardware interrupts
12.5 Signal handling
12.5.1 Default behavior
12.5.2 Suspend and resume a program’s operation
12.5.3 Listing all signals supported by the OS
12.6 Handling signals with custom actions
12.6.1 Global variables in Rust
12.6.2 Using a global variable to indicate that shutdown has been initiated
12.7 Sending application-defined signals
12.7.1 Understanding function pointers and their syntax
12.8 Ignoring signals
12.9 Shutting down from deeply nested call stacks
12.9.1 Introducing the sjlj project
12.9.2 Setting up intrinsics in a program
12.9.3 Casting a pointer to another type
12.9.4 Compiling the sjlj project
12.9.5 sjlj project source code
12.10 A note on applying these techniques to platforms without signals
12.11 Revising exceptions
Summary
index
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