Guessing Game
Let’s jump into Rust by working through a hands-on project together! This
chapter introduces you to a few common Rust concepts by showing you how to use
them in a real program. You’ll learn about let
, match
, methods, associated
functions, using external crates, and more! The following chapters will explore
these ideas in more detail. In this chapter, you’ll practice the fundamentals.
We’ll implement a classic beginner programming problem: a guessing game. Here’s how it works: the program will generate a random integer between 1 and 100. It will then prompt the player to enter a guess. After entering a guess, it will indicate whether the guess is too low or too high. If the guess is correct, the game will print congratulations and exit.
Setting Up a New Project
To set up a new project, go to the projects directory that you created in Chapter 1, and make a new project using Cargo, like so:
$ cargo new guessing_game --bin
$ cd guessing_game
The first command, cargo new
, takes the name of the project (guessing_game
)
as the first argument. The --bin
flag tells Cargo to make a binary project,
similar to the one in Chapter 1. The second command changes to the new
project’s directory.
Look at the generated Cargo.toml file:
Filename: Cargo.toml
[package]
name = "guessing_game"
version = "0.1.0"
authors = ["Your Name <you@example.com>"]
[dependencies]
If the author information that Cargo obtained from your environment is not correct, fix that in the file and save it again.
As you saw in Chapter 1, cargo new
generates a “Hello, world!” program for
you. Check out the src/main.rs file:
Filename: src/main.rs
fn main() {
println!("Hello, world!");
}
Now let’s compile this “Hello, world!” program and run it in the same step
using the cargo run
command:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Running `target/debug/guessing_game`
Hello, world!
The run
command comes in handy when you need to rapidly iterate on a project,
and this game is such a project: we want to quickly test each iteration
before moving on to the next one.
Reopen the src/main.rs file. You’ll be writing all the code in this file.
Processing a Guess
The first part of the program will ask for user input, process that input, and check that the input is in the expected form. To start, we’ll allow the player to input a guess. Enter the code in Listing 2-1 into src/main.rs.
This code contains a lot of information, so let’s go over it bit by bit. To
obtain user input and then print the result as output, we need to import the
io
(input/output) library from the standard library (which is known as std
):
use std::io;
By default, Rust imports only a few types into every program in the
prelude. If a type you want to use isn’t in the
prelude, you have to import that type into your program explicitly with a use
statement. Using the std::io
library provides you with a number of useful
io
-related features, including the functionality to accept user input.
As you saw in Chapter 1, the main
function is the entry point into the
program:
fn main() {
The fn
syntax declares a new function, the ()
indicate there are no
parameters, and {
starts the body of the function.
As you also learned in Chapter 1, println!
is a macro that prints a string to
the screen:
println!("Guess the number!");
println!("Please input your guess.");
This code is just printing a prompt stating what the game is and requesting input from the user.
Storing Values with Variables
Next, we’ll create a place to store the user input, like this:
let mut guess = String::new();
Now the program is getting interesting! There’s a lot going on in this little
line. Notice that this is a let
statement, which is used to create
variables. Here’s another example:
let foo = bar;
This line will create a new variable named foo
and bind it to the value
bar
. In Rust, variables are immutable by default. The following example shows
how to use mut
before the variable name to make a variable mutable:
let foo = 5; // immutable
let mut bar = 5; // mutable
Note: The
//
syntax starts a comment that continues until the end of the line. Rust ignores everything in comments.
Now you know that let mut guess
will introduce a mutable variable named
guess
. On the other side of the equal sign (=
) is the value that guess
is
bound to, which is the result of calling String::new
, a function that returns
a new instance of a String
. String
is a string
type provided by the standard library that is a growable, UTF-8 encoded bit of
text.
The ::
syntax in the ::new
line indicates that new
is an associated
function of the String
type. An associated function is implemented on a type,
in this case String
, rather than on a particular instance of a String
. Some
languages call this a static method.
This new
function creates a new, empty String
. You’ll find a new
function
on many types, because it’s a common name for a function that makes a new value
of some kind.
To summarize, the let mut guess = String::new();
line has created a mutable
variable that is currently bound to a new, empty instance of a String
. Whew!
Recall that we included the input/output functionality from the standard
library with use std::io;
on the first line of the program. Now we’ll call an
associated function, stdin
, on io
:
io::stdin().read_line(&mut guess)
.expect("Failed to read line");
If we didn’t have the use std::io
line at the beginning of the program, we
could have written this function call as std::io::stdin
. The stdin
function
returns an instance of std::io::Stdin
, which is a
type that represents a handle to the standard input for your terminal.
The next part of the code, .read_line(&mut guess)
, calls the
read_line
method on the standard input handle to
get input from the user. We’re also passing one argument to read_line
: &mut guess
.
The job of read_line
is to take whatever the user types into standard input
and place that into a string, so it takes that string as an argument. The
string argument needs to be mutable so the method can change the string’s
content by adding the user input.
The &
indicates that this argument is a reference, which gives you a way to
let multiple parts of your code access one piece of data without needing to
copy that data into memory multiple times. References are a complex feature,
and one of Rust’s major advantages is how safe and easy it is to use
references. You don’t need to know a lot of those details to finish this
program: Chapter 4 will explain references more thoroughly. For now, all you
need to know is that like variables, references are immutable by default.
Hence, we need to write &mut guess
rather than &guess
to make it mutable.
We’re not quite done with this line of code. Although it’s a single line of text, it’s only the first part of the single logical line of code. The second part is this method:
.expect("Failed to read line");
When you call a method with the .foo()
syntax, it’s often wise to introduce a
newline and other whitespace to help break up long lines. We could have
written this code as:
io::stdin().read_line(&mut guess).expect("Failed to read line");
However, one long line is difficult to read, so it’s best to divide it, two lines for two method calls. Now let’s discuss what this line does.
Handling Potential Failure with the Result
Type
As mentioned earlier, read_line
puts what the user types into the string we’re
passing it, but it also returns a value—in this case, an
io::Result
. Rust has a number of types named
Result
in its standard library: a generic Result
as
well as specific versions for submodules, such as io::Result
.
The Result
types are enumerations, often referred
to as enums. An enumeration is a type that can have a fixed set of values,
and those values are called the enum’s variants. Chapter 6 will cover enums
in more detail.
For Result
, the variants are Ok
or Err
. Ok
indicates the operation was
successful, and inside the Ok
variant is the successfully generated value.
Err
means the operation failed, and Err
contains information about how or
why the operation failed.
The purpose of these Result
types is to encode error handling information.
Values of the Result
type, like any type, have methods defined on them. An
instance of io::Result
has an expect
method that
you can call. If this instance of io::Result
is an Err
value, expect
will
cause the program to crash and display the message that you passed as an
argument to expect
. If the read_line
method returns an Err
, it would
likely be the result of an error coming from the underlying operating system.
If this instance of io::Result
is an Ok
value, expect
will take the
return value that Ok
is holding and return just that value to you so you
could use it. In this case, that value is the number of characters the user
entered into standard input.
If we don’t call expect
, the program will compile, but we’ll get a warning:
$ cargo build
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
src/main.rs:10:5: 10:39 warning: unused result which must be used,
#[warn(unused_must_use)] on by default
src/main.rs:10 io::stdin().read_line(&mut guess);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rust warns that we haven’t used the Result
value returned from read_line
,
indicating that the program hasn’t handled a possible error. The right way to
suppress the warning is to actually write error handling, but since we just
want to crash this program when a problem occurs, we can use expect
. You’ll
learn about recovering from errors in Chapter 9.
Printing Values with println!
Placeholders
Aside from the closing curly brace, there’s only one more line to discuss in the code added so far, which is the following:
println!("You guessed: {}", guess);
This line prints out the string we saved the user’s input in. The set of {}
is a placeholder that holds a value in place. You can print more than one value
using {}
: the first set of {}
holds the first value listed after the format
string, the second set holds the second value, and so on. Printing out multiple
values in one call to println!
would look like this:
let x = 5;
let y = 10;
println!("x = {} and y = {}", x, y);
This code would print out x = 5 and y = 10
.
Testing the First Part
Let’s test the first part of the guessing game. You can run it using cargo run
:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Running `target/debug/guessing_game`
Guess the number!
Please input your guess.
6
You guessed: 6
At this point, the first part of the game is done: we’re getting input from the keyboard and then printing it.
Generating a Secret Number
Next, we need to generate a secret number that the user will try to guess. The
secret number should be different every time so the game is fun to play more
than once. Let’s use a random number between 1 and 100 so the game isn’t too
difficult. Rust doesn’t yet include random number functionality in its standard
library. However, the Rust team does provide a rand
crate.
Using a Crate to Get More Functionality
Remember that a crate is a package of Rust code. The project we’ve been
building is a binary crate, which is an executable. The rand
crate is a
library crate, which contains code intended to be used in other programs.
Cargo’s use of external crates is where it really shines. Before we can write
code that uses rand
, we need to modify the Cargo.toml file to include the
rand
crate as a dependency. Open that file now and add the following line to
the bottom beneath the [dependencies]
section header that Cargo created for
you:
Filename: Cargo.toml
[dependencies]
rand = "0.3.14"
In the Cargo.toml file, everything that follows a header is part of a section
that continues until another section starts. The [dependencies]
section is
where you tell Cargo which external crates your project depends on and which
versions of those crates you require. In this case, we’ll specify the rand
crate with the semantic version specifier 0.3.14
. Cargo understands Semantic
Versioning (sometimes called SemVer), which is a
standard for writing version numbers. The number 0.3.14
is actually shorthand
for ^0.3.14
, which means “any version that has a public API compatible with
version 0.3.14.”
Now, without changing any of the code, let’s build the project, as shown in Listing 2-2:
You may see different version numbers (but they will all be compatible with the code, thanks to SemVer!), and the lines may be in a different order.
Now that we have an external dependency, Cargo fetches the latest versions of everything from the registry, which is a copy of data from Crates.io. Crates.io is where people in the Rust ecosystem post their open source Rust projects for others to use.
After updating the registry, Cargo checks the [dependencies]
section and
downloads any you don’t have yet. In this case, although we only listed rand
as a dependency, Cargo also grabbed a copy of libc
, because rand
depends on
libc
to work. After downloading them, Rust compiles them and then compiles
the project with the dependencies available.
If you immediately run cargo build
again without making any changes, you won’t
get any output. Cargo knows it has already downloaded and compiled the
dependencies, and you haven't changed anything about them in your Cargo.toml
file. Cargo also knows that you haven't changed anything about your code, so it
doesn't recompile that either. With nothing to do, it simply exits. If you open
up the src/main.rs file, make a trivial change, then save it and build again,
you’ll only see one line of output:
$ cargo build
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
This line shows Cargo only updates the build with your tiny change to the src/main.rs file. Your dependencies haven't changed, so Cargo knows it can reuse what it has already downloaded and compiled for those. It just rebuilds your part of the code.
The Cargo.lock File Ensures Reproducible Builds
Cargo has a mechanism that ensures you can rebuild the same artifact every time
you or anyone else builds your code: Cargo will use only the versions of the
dependencies you specified until you indicate otherwise. For example, what
happens if next week version v0.3.15
of the rand
crate comes out and
contains an important bug fix but also contains a regression that will break
your code?
The answer to this problem is the Cargo.lock file, which was created the
first time you ran cargo build
and is now in your guessing_game directory.
When you build a project for the first time, Cargo figures out all the
versions of the dependencies that fit the criteria and then writes them to
the Cargo.lock file. When you build your project in the future, Cargo will
see that the Cargo.lock file exists and use the versions specified there
rather than doing all the work of figuring out versions again. This lets you
have a reproducible build automatically. In other words, your project will
remain at 0.3.14
until you explicitly upgrade, thanks to the Cargo.lock
file.
Updating a Crate to Get a New Version
When you do want to update a crate, Cargo provides another command, update
,
which will:
- Ignore the Cargo.lock file and figure out all the latest versions that fit your specifications in Cargo.toml.
- If that works, Cargo will write those versions to the Cargo.lock file.
But by default, Cargo will only look for versions larger than 0.3.0
and
smaller than 0.4.0
. If the rand
crate has released two new versions,
0.3.15
and 0.4.0
, you would see the following if you ran cargo update
:
$ cargo update
Updating registry `https://github.com/rust-lang/crates.io-index`
Updating rand v0.3.14 -> v0.3.15
At this point, you would also notice a change in your Cargo.lock file noting
that the version of the rand
crate you are now using is 0.3.15
.
If you wanted to use rand
version 0.4.0
or any version in the 0.4.x
series, you’d have to update the Cargo.toml file to look like this instead:
[dependencies]
rand = "0.4.0"
The next time you run cargo build
, Cargo will update the registry of crates
available and reevaluate your rand
requirements according to the new version
you specified.
There’s a lot more to say about Cargo and its ecosystem that Chapter 14 will discuss, but for now, that’s all you need to know. Cargo makes it very easy to reuse libraries, so Rustaceans are able to write smaller projects that are assembled from a number of packages.
Generating a Random Number
Let’s start using rand
. The next step is to update src/main.rs, as shown
in Listing 2-3:
We’re adding a extern crate rand;
line to the top that lets Rust know we’ll be
using that external dependency. This also does the equivalent of calling use rand
, so now we can call anything in the rand
crate by prefixing it with
rand::
.
Next, we’re adding another use
line: use rand::Rng
. Rng
is a trait that
defines methods that random number generators implement, and this trait must be
in scope for us to use those methods. Chapter 10 will cover traits in detail.
Also, we’re adding two more lines in the middle. The rand::thread_rng
function
will give us the particular random number generator that we’re going to use:
one that is local to the current thread of execution and seeded by the
operating system. Next, we call the gen_range
method on the random number
generator. This method is defined by the Rng
trait that we brought into
scope with the use rand::Rng
statement. The gen_range
method takes two
numbers as arguments and generates a random number between them. It’s inclusive
on the lower bound but exclusive on the upper bound, so we need to specify 1
and 101
to request a number between 1 and 100.
Knowing which traits to import and which functions and methods to use from a
crate isn’t something that you’ll just know. Instructions for using a crate
are in each crate’s documentation. Another neat feature of Cargo is that you
can run the cargo doc --open
command that will build documentation provided
by all of your dependencies locally and open it in your browser. If you’re
interested in other functionality in the rand
crate, for example, run cargo doc --open
and click rand
in the sidebar on the left.
The second line that we added to the code prints the secret number. This is useful while we’re developing the program to be able to test it, but we’ll delete it from the final version. It’s not much of a game if the program prints the answer as soon as it starts!
Try running the program a few times:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Running `target/debug/guessing_game`
Guess the number!
The secret number is: 7
Please input your guess.
4
You guessed: 4
$ cargo run
Running `target/debug/guessing_game`
Guess the number!
The secret number is: 83
Please input your guess.
5
You guessed: 5
You should get different random numbers, and they should all be numbers between 1 and 100. Great job!
Comparing the Guess to the Secret Number
Now that we have user input and a random number, we can compare them. That step is shown in Listing 2-4:
The first new bit here is another use
, bringing a type called
std::cmp::Ordering
into scope from the standard library. Ordering
is
another enum, like Result
, but the variants for Ordering
are Less
,
Greater
, and Equal
. These are the three outcomes that are possible when you
compare two values.
Then we add five new lines at the bottom that use the Ordering
type:
match guess.cmp(&secret_number) {
Ordering::Less => println!("Too small!"),
Ordering::Greater => println!("Too big!"),
Ordering::Equal => println!("You win!"),
}
The cmp
method compares two values and can be called on anything that can be
compared. It takes a reference to whatever you want to compare with: here it’s
comparing the guess
to the secret_number
. cmp
returns a variant of the
Ordering
enum we imported with the use
statement. We use a
match
expression to decide what to do next based on
which variant of Ordering
was returned from the call to cmp
with the values
in guess
and secret_number
.
A match
expression is made up of arms. An arm consists of a pattern and
the code that should be run if the value given to the beginning of the match
expression fits that arm’s pattern. Rust takes the value given to match
and
looks through each arm’s pattern in turn. The match
construct and patterns
are powerful features in Rust that let you express a variety of situations your
code might encounter and helps ensure that you handle them all. These features
will be covered in detail in Chapter 6 and Chapter 19, respectively.
Let’s walk through an example of what would happen with the match
expression
used here. Say that the user has guessed 50, and the randomly generated secret
number this time is 38. When the code compares 50 to 38, the cmp
method will
return Ordering::Greater
, because 50 is greater than 38. Ordering::Greater
is the value that the match
expression gets. It looks at the first arm’s
pattern, Ordering::Less
, but the value Ordering::Greater
does not match
Ordering::Less
. So it ignores the code in that arm and moves to the next arm.
The next arm’s pattern, Ordering::Greater
, does match
Ordering::Greater
! The associated code in that arm will execute and print
Too big!
to the screen. The match
expression ends because it has no need to
look at the last arm in this particular scenario.
However, the code in Listing 2-4 won’t compile yet. Let’s try it:
$ cargo build
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
error[E0308]: mismatched types
--> src/main.rs:23:21
|
23 | match guess.cmp(&secret_number) {
| ^^^^^^^^^^^^^^ expected struct `std::string::String`, found integral variable
|
= note: expected type `&std::string::String`
= note: found type `&{integer}`
error: aborting due to previous error
Could not compile `guessing_game`.
The core of the error states that there are mismatched types. Rust has a
strong, static type system. However, it also has type inference. When we wrote
let guess = String::new()
, Rust was able to infer that guess
should be a
String
and didn’t make us write the type. The secret_number
, on the other
hand, is a number type. A few number types can have a value between 1 and 100:
i32
, a 32-bit number; u32
, an unsigned 32-bit number; i64
, a 64-bit
number; as well as others. Rust defaults to an i32
, which is the type of
secret_number
unless we add type information elsewhere that would cause Rust
to infer a different numerical type. The reason for the error is that Rust will
not compare a string and a number type.
Ultimately, we want to convert the String
the program reads as input into a
real number type so we can compare it to the guess numerically. We can do
that by adding the following two lines to the main
function body:
Filename: src/main.rs
extern crate rand;
use std::io;
use std::cmp::Ordering;
use rand::Rng;
fn main() {
println!("Guess the number!");
let secret_number = rand::thread_rng().gen_range(1, 101);
println!("The secret number is: {}", secret_number);
println!("Please input your guess.");
let mut guess = String::new();
io::stdin().read_line(&mut guess)
.expect("Failed to read line");
let guess: u32 = guess.trim().parse()
.expect("Please type a number!");
println!("You guessed: {}", guess);
match guess.cmp(&secret_number) {
Ordering::Less => println!("Too small!"),
Ordering::Greater => println!("Too big!"),
Ordering::Equal => println!("You win!"),
}
}
The two new lines are:
let guess: u32 = guess.trim().parse()
.expect("Please type a number!");
We create a variable named guess
. But wait, doesn’t the program
already have a variable named guess
? It does, but Rust allows us to
shadow the previous value of guess
with a new one. This feature is often
used in similar situations in which you want to convert a value from one type
to another type. Shadowing lets us reuse the guess
variable name rather than
forcing us to create two unique variables, like guess_str
and guess
for
example. (Chapter 3 covers shadowing in more detail.)
We bind guess
to the expression guess.trim().parse()
. The guess
in the
expression refers to the original guess
that was a String
with the input in
it. The trim
method on a String
instance will eliminate any whitespace at
the beginning and end. u32
can only contain numerical characters, but the
user must press the Return key to satisfy read_line
. When the user presses
Return, a newline character is added to the string. For example, if the user
types 5 and presses return, guess
looks like this: 5\n
. The \n
represents
“newline,” the return key. The trim
method eliminates \n
, resulting in just
5
.
The parse
method on strings parses a string into some
kind of number. Because this method can parse a variety of number types, we
need to tell Rust the exact number type we want by using let guess: u32
. The
colon (:
) after guess
tells Rust we’ll annotate the variable’s type. Rust
has a few built-in number types; the u32
seen here is an unsigned, 32-bit
integer. It’s a good default choice for a small positive number. You’ll learn
about other number types in Chapter 3. Additionally, the u32
annotation in
this example program and the comparison with secret_number
means that Rust
will infer that secret_number
should be a u32
as well. So now the
comparison will be between two values of the same type!
The call to parse
could easily cause an error. If, for example, the string
contained A👍%
, there would be no way to convert that to a number. Because it
might fail, the parse
method returns a Result
type, much like the
read_line
method does as discussed earlier in “Handling Potential Failure
with the Result Type” on page XX. We’ll treat this Result
the same way by
using the expect
method again. If parse
returns an Err
Result
variant
because it couldn’t create a number from the string, the expect
call will
crash the game and print the message we give it. If parse
can successfully
convert the string to a number, it will return the Ok
variant of Result
,
and expect
will return the number that we want from the Ok
value.
Let’s run the program now!
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Running `target/guessing_game`
Guess the number!
The secret number is: 58
Please input your guess.
76
You guessed: 76
Too big!
Nice! Even though spaces were added before the guess, the program still figured out that the user guessed 76. Run the program a few times to verify the different behavior with different kinds of input: guess the number correctly, guess a number that is too high, and guess a number that is too low.
We have most of the game working now, but the user can make only one guess. Let’s change that by adding a loop!
Allowing Multiple Guesses with Looping
The loop
keyword gives us an infinite loop. Add that now to give users more
chances at guessing the number:
Filename: src/main.rs
extern crate rand;
use std::io;
use std::cmp::Ordering;
use rand::Rng;
fn main() {
println!("Guess the number!");
let secret_number = rand::thread_rng().gen_range(1, 101);
println!("The secret number is: {}", secret_number);
loop {
println!("Please input your guess.");
let mut guess = String::new();
io::stdin().read_line(&mut guess)
.expect("Failed to read line");
let guess: u32 = guess.trim().parse()
.expect("Please type a number!");
println!("You guessed: {}", guess);
match guess.cmp(&secret_number) {
Ordering::Less => println!("Too small!"),
Ordering::Greater => println!("Too big!"),
Ordering::Equal => println!("You win!"),
}
}
}
As you can see, we’ve moved everything into a loop from the guess input prompt onward. Be sure to indent those lines another four spaces each, and run the program again. Notice that there is a new problem because the program is doing exactly what we told it to do: ask for another guess forever! It doesn’t seem like the user can quit!
The user could always halt the program by using the keyboard shortcut Ctrl-C
.
But there’s another way to escape this insatiable monster that we mentioned in
the parse
discussion in “Comparing the Guesses” on page XX: if the user
enters a non-number answer, the program will crash. The user can take advantage
of that in order to quit, as shown here:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Running `target/guessing_game`
Guess the number!
The secret number is: 59
Please input your guess.
45
You guessed: 45
Too small!
Please input your guess.
60
You guessed: 60
Too big!
Please input your guess.
59
You guessed: 59
You win!
Please input your guess.
quit
thread 'main' panicked at 'Please type a number!: ParseIntError { kind: InvalidDigit }', src/libcore/result.rs:785
note: Run with `RUST_BACKTRACE=1` for a backtrace.
error: Process didn't exit successfully: `target/debug/guess` (exit code: 101)
Typing quit
actually quits the game, but so will any other non-number input.
However, this is suboptimal to say the least. We want the game to automatically
stop when the correct number is guessed.
Quitting After a Correct Guess
Let’s program the game to quit when the user wins by adding a break
:
Filename: src/main.rs
extern crate rand;
use std::io;
use std::cmp::Ordering;
use rand::Rng;
fn main() {
println!("Guess the number!");
let secret_number = rand::thread_rng().gen_range(1, 101);
println!("The secret number is: {}", secret_number);
loop {
println!("Please input your guess.");
let mut guess = String::new();
io::stdin().read_line(&mut guess)
.expect("Failed to read line");
let guess: u32 = guess.trim().parse()
.expect("Please type a number!");
println!("You guessed: {}", guess);
match guess.cmp(&secret_number) {
Ordering::Less => println!("Too small!"),
Ordering::Greater => println!("Too big!"),
Ordering::Equal => {
println!("You win!");
break;
}
}
}
}
By adding the break
line after You win!
, the program will exit the loop
when the user guesses the secret number correctly. Exiting the loop also means
exiting the program, because the loop is the last part of main
.
Handling Invalid Input
To further refine the game’s behavior, rather than crashing the program when
the user inputs a non-number, let’s make the game ignore a non-number so the
user can continue guessing. We can do that by altering the line where guess
is
converted from a String
to a u32
:
let guess: u32 = match guess.trim().parse() {
Ok(num) => num,
Err(_) => continue,
};
Switching from an expect
call to a match
expression is how you generally
move from crash on error to actually handling the error. Remember that parse
returns a Result
type, and Result
is an enum that has the variants Ok
or
Err
. We’re using a match
expression here, like we did with the Ordering
result of the cmp
method.
If parse
is able to successfully turn the string into a number, it will return
an Ok
value that contains the resulting number. That Ok
value will match the
first arm’s pattern, and the match
expression will just return the num
value
that parse
produced and put inside the Ok
value. That number will end up
right where we want it in the new guess
variable we’re creating.
If parse
is not able to turn the string into a number, it will return an
Err
value that contains more information about the error. The Err
value
does not match the Ok(num)
pattern in the first match
arm, but it does match
the Err(_)
pattern in the second arm. The _
is a catchall value; in this
example, we’re saying we want to match all Err
values, no matter what
information they have inside them. So the program will execute the second arm’s
code, continue
, which means to go to the next iteration of the loop
and ask
for another guess. So effectively, the program ignores all errors that parse
might encounter!
Now everything in the program should work as expected. Let’s try it by running
cargo run
:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Running `target/guessing_game`
Guess the number!
The secret number is: 61
Please input your guess.
10
You guessed: 10
Too small!
Please input your guess.
99
You guessed: 99
Too big!
Please input your guess.
foo
Please input your guess.
61
You guessed: 61
You win!
Awesome! With one tiny final tweak, we will finish the guessing game: recall
that the program is still printing out the secret number. That worked well for
testing, but it ruins the game. Let’s delete the println!
that outputs the
secret number. Listing 2-5 shows the final code:
Summary
At this point, you’ve successfully built the guessing game! Congratulations!
This project was a hands-on way to introduce you to many new Rust concepts:
let
, match
, methods, associated functions, using external crates, and more.
In the next few chapters, you’ll learn about these concepts in more detail.
Chapter 3 covers concepts that most programming languages have, such as
variables, data types, and functions, and shows how to use them in Rust.
Chapter 4 explores ownership, which is a Rust feature that is most different
from other languages. Chapter 5 discusses structs and method syntax, and
Chapter 6 endeavors to explain enums.