I'm having trouble giving a struct a member variable that is a reference to another type. Here is my struct and implementation:
struct Player<'a> {
current_cell: &'a Cell,
}
impl<'a> Player<'a> {
pub fn new(starting_cell: &'a Cell) -> Player<'a> {
Player { current_cell: starting_cell }
}
}
The player has a reference to the current Cell
that they are in. Here is my Game
struct and its implementation:
struct Game {
is_running: bool,
cells: Vec<Cell>,
}
impl Game {
pub fn new() -> Game {
let cells = construct_cells();
let player = Player::new(cells[0]);
Game {
is_running: false,
cells: cells,
}
}
}
cells
is a vector of Cell
s. When I create the game, I create a vector of cells in construct_cells()
and then I start the player at the first cell. The error I am getting is:
expected &Cell, found struct `Cell`
I can see that I'm not passing a reference when I create the Player
, but if I change the parameter to &cells[0]
then it yells at me for borrowing the entire vector and then trying to use it again when I create the Game
struct. So what's going on? How do I just give the player a reference to a Cell
?
Element access: reference operator [g] – Returns a reference to the element at position 'g' in the vector. at(g) – Returns a reference to the element at position 'g' in the vector. front() – Returns a reference to the first element in the vector. back() – Returns a reference to the last element in the vector.
Use std::find_if() with std::distance() This is a recommended approach to finding an element in a vector if the search needs to satisfy a specific logic eg, finding an index of element in the vector that is a prime number using prime number logic.
A vector<int> is not same as int[] (to the compiler). vector<int> is non-array, non-reference, and non-pointer - it is being passed by value, and hence it will call copy-constructor. So, you must use vector<int>& (preferably with const , if function isn't modifying it) to pass it as a reference.
Despite appearances, storing the reference to an object stored in a mutable vector is not safe. Vectors can grow; once a vector's length matches its capacity, it can only grow by allocating a larger array and moving all objects inside it to the new location. Existing references to its elements would be left dangling, so Rust doesn't allow that. (Also, a vector can be shrunk or cleared, in which case any references to its elements will obviously point to deallocated memory.) The same problem would exist with a C++ std::vector
.
There are several ways around it. One is to switch from a direct reference to Cell
to a safe back-reference that consists of a back-pointer to the Game
and an index to the vector element:
struct Player<'a> {
game: &'a Game,
cell_idx: usize,
}
impl<'a> Player<'a> {
pub fn new(game: &'a Game, cell_idx: usize) -> Player<'a> {
Player { game, cell_idx }
}
pub fn current_cell_name(&self) -> &str {
&self.game.cells[self.cell_idx].name
}
}
Compilable example at the playground.
That has the downside that it doesn't allow adding cells except by appending them, because it would invalidate players' indices. It also requires bounds-checking on every access to a cell property by Player
. But Rust is a systems language that has references and smart pointers - can we do better?
The alternative is to invest a bit of additional effort to make sure that Cell
objects aren't affected by vector reallocations. In C++ one would achieve that by using a vector of pointers-to-cell instead of a vector of cells, which in Rust one would use by storing Box<Cell>
in the vector. But that wouldn't be enough to satisfy the borrow checker because shrinking or dropping the vector would still invalidate the cells.
This can be fixed using a reference-counted pointer, which will allow the cell to both survive the vector growing (because it is allocated on the heap) and shrinking so it no longer includes it (because it is not owned exclusively by the vector):
struct Game {
is_running: bool,
cells: Vec<Rc<Cell>>,
}
impl Game {
fn construct_cells() -> Vec<Rc<Cell>> {
["a", "b", "c"]
.iter()
.map(|n| {
Rc::new(Cell {
name: n.to_string(),
})
})
.collect()
}
pub fn new() -> Game {
let cells = Game::construct_cells();
Game {
is_running: false,
cells,
}
}
// we could also have methods that remove cells, etc.
fn add_cell(&mut self, cell: Cell) {
self.cells.push(Rc::new(cell));
}
}
At the cost of an additional allocation for each Cell
(and an additional pointer dereference from Game
to each cell), this allows an implementation of Player
more efficient than index:
struct Player {
cell: Rc<Cell>,
}
impl Player {
pub fn new(cell: &Rc<Cell>) -> Player {
Player {
cell: Rc::clone(cell),
}
}
pub fn current_cell_name(&self) -> &str {
&self.cell.name
}
}
Again, compilable example at the playground.
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