Rust for JavaScript peeps
People seem to like Rust a lot! But if you're coming from JavaScript, not everything may make a lot of sense at first. But no problem; this guide is for you!
Probably the first question is: "What is Rust?" You may have heard it being described as: "A systems programming language", or "A modern alternative to C++". And while I don't think those descriptions are wrong, I don't think they tell the full story either.
The way I think about Rust is as a language with a wide range of applications. On the one end we have a language with a package manager, which makes it convenient to write web applications, create data processing pipelines, and create user interfaces. But on the other end we have a language that can precisely manipulate memory layout, call into kernel APIs, and even write inline assembly — the things for which in JavaScript you'd need to write native C++ extensions.
In this guide we'll be focusing on the bits which are most similar to JavaScript: writing classes, functions, and control flow. The idea is that if we can get you to a spot where you're comfortable, you can use that as a starting point to dive deeper into Rust, and gradually learn more about what the language has to offer.
Alright. So you want to write Rust? Step one is to get yourself a working environment. This means installing tools. Here's an overview of what you need (more or less in-order):
rustup: this is like nvm
for Node, but officially
supported and really well done! It helps you install and manage Rust compiler
versions.
Installing Rustup also installs a valid compiler toolchain, which gives you 3 new commands in total
$ rustup
: runs "rustup" to manage your compiler toolchain$ rustc
: which is the Rust compiler. You'll never need to call this because of:$ cargo
:cargo
is to Rust, whatnpm
is to Node. It builds, compiles, installs and more. Getting to knowcargo
well is usually time well-spent!
cargo-edit
provides essential
extensions to cargo
. In particular: it allows you to run cargo add
which
works similar to npm install
. In rust-lingo, "packages" are called "crates".
cargo install
works similar to npm install -g
. And when you run
cargo add
only your Cargo.toml
file (Rust's package.json
file) is updated
with the right versions. Run cargo build
or cargo check
to actually download
and compile dependencies.
You can install cargo-edit
by running:
$ cargo install cargo-edit
rustfmt
is Rust's version of
prettier
. Everyone uses it, and even
if the default config might take some getting used to, it's what everyone uses.
It's a binary component that hooks into the compiler, so it needs to be
installed with rustup
:
$ rustup component add rustfmt
This should take a few seconds on a fast connection. Whenever you update your
rust version, rustfmt
will also be updated.
Important commands are:
$ cargo fmt # runs rustfmt to format your code
$ cargo fmt -- --check # do a dry-run, outputting a diff of changes that would be made
$ cargo fmt -- --edition=2018 # pass this flag if you're doing stuff with async/await
clippy is a "linting" tool for Rust,
similar to standard
's style lints.
cargo fmt
takes care of formatting. rustc
takes care of correctness. But
clippy
is in charge of helping you write "idiomatic" Rust.
This doesn't mean every lint in Clippy is perfect. But when you're getting started it can be suuuper helpful to run!
Rust has a language-server implementation in the form of
rust-analyzer
. This provides
IDE support for just about any editor. If you're not sure which editor to start with:
consider using VSCode! - It has really good integration with language servers, and should
make it easy to get started writing Rust.
Cargo ships with a cargo test
command, which will run both doctests and files
under test/
. The Rust book has a whole chapter dedicated to
testing
you should read on this. But to get you started, you can copy this boilerplate into
any file into your src/
directory, and cargo test
will pick it up:
#[cfg(test)]
mod test {
use super::*;
#[test]
fn smoke_test() {
assert_eq!(1, 1);
}
}
This creates a module within your file which only compiles when cargo test
is
run. It imports all functions and types from the outer scope to the mod test
scope, and then defines a single test smoke_test
which is executed. You can
add more test by writing more #[test]
functions.
You can create new projects using cargo new
or cargo init
. new
creates a
new directory, init
outputs files in the current directory. It's pretty basic,
but it's useful to get started with. If you want to write a library you can pass
either command the --lib
flag. By default you'll create binaries (applications
with a main
function that can be run).
There's also the newer
cargo-generate
project.
This is a more powerful version of the built-in cargo
commands, and allows you
to pick from templates. You may not need this if you're just messing around, but
it's probably good to be aware of.
cargo publish
works like npm publish
. The central repository is called
crates.io and is very similar to NPM. Importantly it's not
owned by a scummy for-profit company, but is instead part of the Rust project.
If you've built something nice in Rust, consider going ahead and publishing it to Crates.io. All that's needed is a GitHub account to sign up, and you're good to go!
Most docs in JS seem to either be written in a README.md, or as part of some
special website. In Rust documentation is generated automatically using rustdoc
.
You can run rustdoc
through $ cargo doc
. Every package on crates.io also has
documentation generated for you on docs.rs. It's even
versioned, so you can check out older documentation too. For example: you can
find async-std
's docs under docs.rs/async-std.
Writing docs in Rust is by using "doc comments" (///
instead of the regular
//
comments). You'll see a bunch in the rest of this guide. Important
documentation commands are:
$ cargo doc # generate docs
$ cargo doc --open # generate docs and then open them
$ rustup doc --std # open the stdlib docs offline
$ rustup doc --book # open the "Rust Programming Language" offline
It can sometimes be tedious to run cargo check
after every change. Which is
why cargo-watch
exists. You can
install it by running:
$ cargo install cargo-watch
Important cargo-watch
commands are:
$ cargo watch # Run "cargo check" on every change
$ cargo watch -x "test" # Run "cargo test" on every change
Before we continue, let's establish some quick terminology:
- Struct: like an "object" in JS. It can both be a data-only type. But can also work like a "class" with methods (both inherent and static).
- Vec: like a JS "array".
- Slice: like a "view" into a
TypedArray
in JS. You can't grow them, but you can create a "view of a view" (slice of a slice). - Traits: essentially the answer to the question: "what if a class could inherit from multiple other classes". Traits are also referred to as "mixins" in other languages. They don't allocate any data, but only provide methods and type definitions related to those methods.
Aside of the obvious type system stuff, I think there are a few core differences between Rust and JS:
In Rust everything is object-oriented. Imports are always done through namespaces, and namespaces kind of behave like structs.
// println comes from the "std" namespace -- print something to the screen.
std::println!("hello world");
// Call the "new" method from the `HashMap` type from the `std::collections`
// namespace
let hashmap = std::collections::HashMap::new();
Structs don't have "constructor" methods the way JS do; instead you define a
method that returns Self
(which is a shorthand for the name of the struct).
/// How to instantiate:
/// ```js
/// let rect = new Rectangle(5, 10);
/// ```
class Rectangle {
constructor(height, width) {
this.height = height;
this.width = width;
}
}
/// How to instantiate:
/// ```rs
/// let rect = Rectangle::new(5, 10);
/// ```
pub struct Rectangle {
height: usize,
width: usize,
}
impl Rectangle {
/// Create a new instance.
pub fn new(height: usize, width: usize) -> Self {
Self { height, width }
}
}
Everything is an expression. Which is to say: blocks suddenly have a lot more meaning, and you can do some fun substitutions.
These are all equivalent:
let y = 1 + 1;
let x = y * y;
if x == 4 {
println!("hello world");
}
// If we omit the `;` from a statement, it becomes the return value of the
// block it's in.
let x = {
let y = 1 + 1;
y * y
};
if x == 4 {
println!("hello world");
}
// Expressions means that you can inline almost anything. Don't actually do this
// please.
if {
let y = 1 + 1;
y * y
} == 4 {
println!("hello world");
}
There are 3 kinds of self: self
, &self
, &mut self
.
pub struct Rectangle {
height: usize,
width: usize,
}
impl Rectangle {
pub fn new(height: usize, width: usize) -> Self {
Self { height, width }
}
/// Get the height
///
/// We want to reference the value as read-only,
/// so we use `&self` for shared access.
pub fn height(&self) -> usize {
self.height
}
/// Set the height
///
/// We want to reference the value as "writable", so we use
/// `&mut self` for exclusive access.
pub fn set_height(&mut self, height: usize) -> usize {
self.height = height
}
/// Get the height + width as a tuple.
///
/// We want to "consume" the current struct, and return its internal parts.
/// So instead of taking a reference, we take an owned value `self` after
/// which the struct can no longer be used, and return a tuple (anonymous
/// struct) containing its internals.
pub fn parts(self) -> (usize, usize) {
(self.height, self.width)
}
}
This is the core of everything around the borrow checker. If you have exclusive access to a variable, nobody else can have access to that variable too and you can mutate it. If you have shared access to a variable, others may too, but you're not allowed to update the value. That's how data races are prevented!
There's some escape hatches using RefCell
, Mutex
and other things to get
around this; but they apply clever tricks internally to uphold the same
guarantees at runtime rather than compile-time. Less efficient, but same rules!
That's it! Everything else is basically an application of these rules.
In JavaScript you can use null
to show that a value hasn't been initialized
yet. Rust doesn't have null
, instead you need to manually mark values which
can be uninitialized by using the Option
type. This is generally how you do it
in JavaScript:
let cat = {
name: "chashu",
favorite_food: null // we can initialize a key as "null"
}
cat.favorite_food = "tuna"; // ... and then later assign values to them.
In Rust we need to go through the Option
type for this.
// Define our the shape of our type.
struct Cat {
name: String,
favorite_food: Option<String>,
}
// Create a new instance of our type. Note that it needs to be mutable
// so we can change values on it later.
let mut cat = Cat {
name: "Chashu".to_string(),
favorite_food: None // this is short for `Option::None`
};
// ... and then we assign a value here.
cat.favorite_food = Some("tuna".to_string()); // this is short for `Option::Some`
This is our first look at enums: types which encapsulate a piece of state. Here
we see the enum Option
, which can either be None
to mark no value has been
set, or Some
which contains an inner value.
Rust not only has if/else
for control flow, it also has a concept of match
. This is somewhat similar to JavaScript's switch
statement. Let's translate some JavaScript control flow to Rust:
let num = 1
switch (num) {
case 0:
break; // handle case 0
case 1:
break; // handle case 1
default:
throw new Error('oops')
}
And converting this to Rust we could write it as:
let num = 1;
match num {
0 => todo!("handle case 0"),
1 => todo!("handle case 1"),
_ => panic!("oops"),
}
This creates a case for 0
, for 1
, and provides a fallback case for all other
numbers. If we didn't add the fallback case the compiler would not let us compile!
Match blocks are useful to quickly match on patterns. We can compare numbers to
other numbers, but also strings with each other, and importantly: compare enum
variants. Say we wanted to check whether the Option
we defined earlier was a
Some
variant, or a None
variant we could write it like this:
struct Cat {
name: String,
favorite_food: Option<String>,
}
fn has_favorite_food(cat: Cat) -> bool {
match cat.favorite_food {
Some(_) => true, // return `true` if our cat has a favorite food
None => false, // return `false` if no favorite food has been provided
}
}
This looks whether our Option
is Some
or None
, and returns a different
bool depending on the case. We're not using the return
keyword for this
because match
statements are expressions too, so simply by omitting the
semicolon the booleans becomes the return values for our function.
Say we wanted to do something with the string within Some
, we could give it a
variable name. We could for example print different messages depending on the
inner value.
match cat.favorite_food {
Some(s) => println!("our favorite food is: {}", s),
None => println!("we have no favorite food yet :("),
}
match
statements are really common in Rust (more common than switch
statements in JavaScript), so it's worth playing around with them to see what
you can do. Can you make a match statement work for different string values?
What about defining enums? What if an enum contains another enum, can you match
on that?
What we saw with Rust's Option
is that we can have two variants: Some
and
None
. This is kind of like a small state machine. Probably the simplest example
of a state machine in Rust is if we write our own version for bool
. We know
this can be in one of two states: true
and false
. We could write it as an enum
like so:
// our bool enum, we're using uppercase names because the lowercase
// names are keywords
enum Bool {
True,
False,
}
Now booleans in Rust are a bit special, and not actually implemented like an
enum. But Option
is, and the definition of it is this:
enum Option<T> {
None,
Some(T),
}
There's some new syntax here <T>
, which means this type is generic. But all
you need to know about this now is that we can store a different type (like
String
) inside of it. Bool
doesn't store any values, so it doesn't need any
generics.
If Option
is Rust's enum to handle null
, then Result
is Rust's enum to
handle Error
. Instead of Some
and None
, it returns Ok
and Error
. The
definition for Result
is:
enum Result<T, E> {
Ok(T),
Err(E),
}
This might look pretty overwhelming: we now have two generic arguments! But
you don't need to worry too much about this yet. For now all you need to
remember is that Ok
can return a value, and Err
can return a different
value. For a practical example, let's read a file using Node.js:
const fs = require('fs')
// try to read a file
try {
let file = fs.readFileSync("./README.md")
console.log(`read ${file.length} chars`)
} catch(e) {
console.error(e) // handle error
}
And translating this to Rust we can write it using fs::read_to_string
:
use std::fs;
fn main() {
match fs::read_to_string("./README.md") {
Ok(file) => println!("read {} chars", file.len()),
Err(e) => eprintln!("{}", e), // handle error
};
}
Overall error handling with Rust's match
can feel pretty similar to
JavaScript's try...catch
. The main difference you'll notice is that functions
which can error in Rust will always return Result
in their signature.
In JavaScript we can catch errors using try...catch
. And from within catch
blocks we can throw
errors again:
let file
try {
file = readFileSync(path)
} catch (e) {
throw e
}
// use `file` here
If we don't wrap our functions in try...catch
blocks, errors will be
automatically re-thrown from the calling function until we hit another
try...catch
block or the root of the program.
function inner(path) {
let buf = fs.readFileSync(path)
buf.length
}
function outer() {
try {
inner("README.md")
inner("uh-oh")
} catch (e) {
console.error(e)
}
}
outer()
Re-throwing errors is pretty common in JavaScript: you (or the framework you
use) usually has some top-level try...catch
block that catches all errors from
within the framework. It's enough to use throw
somewhere within your user
code, and it'll be picked up by the framework.
As we mentioned: in Rust functions which can error must return Result
, and we
can handle Result
using match
. We can write a re-throw in Rust like this:
let file = match fs::read_to_string(path) {
Ok(file) => file,
Err(e) => return Err(e),
};
This will either assign the Ok
value to the variable file
(of type String
)
so we can continue to use it in our function. Or if we have an Err
we
immediately return
from our function using Err
. However if we had to write
this everytime we wanted to re-throw an error, it'd be a lot of code to write. So
for that Rust has the "try" operator: ?
. With it we can replace the match { return }
block with a call to ?
like so:
let file = fs::read_to_string(path)?;
This isn't quite as easy to write as JavaScript's automatic rethrowing. But it can
be helpful in debugging and reading code, as every call which could throw an error
is neatly marked with ?
.
You may be aware that Rust has support for async/.await
much like JavaScript
has. Since this is a guide for folks coming from JavaScript who are new to Rust,
my advice is this: become comfortable with the basics of non-async Rust before
using async Rust. Async Rust is very much a work-in-progress. A lot of things
don't work yet, or can yield errors which require contextual knowledge. We've
come a long way, but we have a long way to go still.
With that warning out of the way, let's quickly cover some of the basics!
In JavaScript async/await
is used to write async code which reads much like
synchronous code. For example we can rewrite our file reading example from
synchronous to asynchronous like so:
const fs = require('fs/promises')
(async function () {
try {
let file = await fs.readFile("./README.md")
console.log(`read ${file.length} chars`)
} catch(e) {
console.error(e)
}
})()
Here we see we can rewrite our synchronous call to be asynchronous by importing
the "promise" version of readFile
. And then we can call it from within an
async function by adding the await
call in front of it.
Unlike Node.js, Rust doesn't have asynchronous IO bindings built-in yet. So we
have to import a third-party library from crates.io which provides those
bindings for us. The async-std
library was designed as a drop-in asynchronous replacement for the stdlib (I'm a
co-author), so let's use that for our example:
use async_std::fs;
#[async_std::main]
async fn main() {
match fs::read_to_string("./README.md").await {
Ok(file) => println!("read {} chars", file.len()),
Err(e) => eprintln!("{}", e),
};
}
Much like JavaScript, we import an async version of fs
, wrap our code in an
async
function, and then call it with .await
. Just like the try operator
(?
), so too does await
go at the end of the call.
Internally JavaScript's async/await
, and Rust's async/.await
are implemented
fairly similarly: JavaScript's async
desugars to "Promises" and "generators".
Rust's async
desugars to "Futures" and "generators". The main difference
between the two systems though is that JavaScript's "Promises" start executing
the moment they're created, while Rust's Futures only start when they're
.await
ed.
In that sense a Rust Future is more similar to a JavaScript "thenable". While a JavaScript Promise is more similar to a Rust Task.
Instead of using opts
or default values, most things use builders instead.
Kind of the way superagent
works:
let opts = {
method: 'GET',
headers: {
'X-API-Key': 'foobar',
'Accept': 'application/json'
}
};
try {
let res = await fetch('/api/pet', opts);
} catch(err) {
throw err
}
superagent.post('/api/pet')
.set('X-API-Key', '<secret>')
.set('Accept', 'application/json')
.end((err, res) => {
// Calling the end function will send the request
});
We can do the same in Rust. Here is an example using the
surf
HTTP client:
let res = surf::post("/api/pet")
.header("X-API-Key", "<secret>")
.header("Accept", "application/json")
.await?; // Calling .await will send the request
Internally builders generally take self
and return self
as the output so
you can chain the methods together.
Hopefully, this is somewhat useful for JS peeps looking at Rust. There's a lot more that should be written here, but hopefully, this is somewhat helpful!
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