There are some types in Rust that implement Copy by default: If Foo implemented the Copy trait, the two previous code snippets would compile and each variable ( a, b and c in the first, as well as a, b and the f parameter of bar in the second) would hold distinct, but identical instances of Foo. This trait marks that the type should be copied, rather than moved. src/direction.rs # pub enum Direction Īn exception to this rule is if the type implements the Copy trait (remember # from earlier?). Let’s create our project using Rust’s build system and package manager, Cargo. You can find the code for the game on GitHub, where I would also be happy to address issues or make corrections to this post. I’ve also more or less thrashed the game out without much thought for code quality, just as a learning exercise more than anything else. I’ve been learning it on and off in my spare time for the past year or so. I should preface this post by stating that I am by no means an expert in Rust. We’ll use the terminal as the UI and the keyboard for input. In this post, we’ll explore a step by step implementation of Snake, the simple but addictive game found preloaded on old Nokia phones. The trade-off with Rust is in its complexity, however it has a reasonably steep learning curve, particularly with regards to its unique memory management model known as ownership. It competes in the same kind of space occupied by C and C++, offering similar performance, but it is also known for safety, reliability and productivity. Rust offers a plethora of features you’d expect from a modern language and addresses pain points that are present in many others. Since 2016, Rust has been voted the “most loved programming language” every year in the Stack Overflow Developer Survey by what appears to be a growing margin, and after checking it out for myself, it’s pretty clear why.
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