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<ol class="chapter"><li class="chapter-item expanded "><a href="Chapter_0.html"><strong aria-hidden="true">1.</strong> Updates</a></li><li class="chapter-item expanded "><a href="Chapter_1.html"><strong aria-hidden="true">2.</strong> Introduction</a></li><li class="chapter-item expanded "><a href="Chapter_2.html"><strong aria-hidden="true">3.</strong> Who am I?</a></li><li class="chapter-item expanded "><a href="Chapter_3.html"><strong aria-hidden="true">4.</strong> Writing Rust in Easy English</a></li><li class="chapter-item expanded "><a href="Chapter_4.html"><strong aria-hidden="true">5.</strong> Rust Playground</a></li><li class="chapter-item expanded "><a href="Chapter_5.html"><strong aria-hidden="true">6.</strong> 🚧 and ⚠️</a></li><li class="chapter-item expanded "><a href="Chapter_6.html"><strong aria-hidden="true">7.</strong> Comments</a></li><li class="chapter-item expanded "><a href="Chapter_7.html"><strong aria-hidden="true">8.</strong> Types</a></li><li class="chapter-item expanded "><a href="Chapter_8.html"><strong aria-hidden="true">9.</strong> Type inference</a></li><li class="chapter-item expanded "><a href="Chapter_9.html"><strong aria-hidden="true">10.</strong> Printing 'hello, world!'</a></li><li class="chapter-item expanded "><a href="Chapter_10.html"><strong aria-hidden="true">11.</strong> Display and debug</a></li><li class="chapter-item expanded "><a href="Chapter_11.html"><strong aria-hidden="true">12.</strong> Mutability (changing)</a></li><li class="chapter-item expanded "><a href="Chapter_12.html"><strong aria-hidden="true">13.</strong> The stack, the heap, and pointers</a></li><li class="chapter-item expanded "><a href="Chapter_13.html"><strong aria-hidden="true">14.</strong> More about printing</a></li><li class="chapter-item expanded "><a href="Chapter_14.html"><strong aria-hidden="true">15.</strong> Strings</a></li><li class="chapter-item expanded "><a href="Chapter_15.html"><strong aria-hidden="true">16.</strong> const and static</a></li><li class="chapter-item expanded "><a href="Chapter_16.html"><strong aria-hidden="true">17.</strong> More on references</a></li><li class="chapter-item expanded "><a href="Chapter_17.html"><strong aria-hidden="true">18.</strong> Mutable references</a></li><li class="chapter-item expanded "><a href="Chapter_18.html"><strong aria-hidden="true">19.</strong> Giving references to functions</a></li><li class="chapter-item expanded "><a href="Chapter_19.html"><strong aria-hidden="true">20.</strong> Copy types</a></li><li class="chapter-item expanded "><a href="Chapter_20.html"><strong aria-hidden="true">21.</strong> Collection types</a></li><li class="chapter-item expanded "><a href="Chapter_21.html"><strong aria-hidden="true">22.</strong> Vectors</a></li><li class="chapter-item expanded "><a href="Chapter_22.html"><strong aria-hidden="true">23.</strong> Tuples</a></li><li class="chapter-item expanded "><a href="Chapter_23.html"><strong aria-hidden="true">24.</strong> Control flow</a></li><li class="chapter-item expanded "><a href="Chapter_24.html"><strong aria-hidden="true">25.</strong> Structs</a></li><li class="chapter-item expanded "><a href="Chapter_25.html"><strong aria-hidden="true">26.</strong> Enums</a></li><li class="chapter-item expanded "><a href="Chapter_26.html"><strong aria-hidden="true">27.</strong> Loops</a></li><li class="chapter-item expanded "><a href="Chapter_27.html"><strong aria-hidden="true">28.</strong> Implementing structs and enums</a></li><li class="chapter-item expanded "><a href="Chapter_28.html"><strong aria-hidden="true">29.</strong> Destructuring</a></li><li class="chapter-item expanded "><a href="Chapter_29.html"><strong aria-hidden="true">30.</strong> References and the dot operator</a></li><li class="chapter-item expanded "><a href="Chapter_30.html"><strong aria-hidden="true">31.</strong> Generics</a></li><li class="chapter-item expanded "><a href="Chapter_31.html"><strong aria-hidden="true">32.</strong> Option and Result</a></li><li class="chapter-item expanded "><a href="Chapter_32.html"><strong aria-h
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<h2 id="cow"><a class="header" href="#cow">Cow</a></h2>
<p>Cow is a very convenient enum. It means &quot;clone on write&quot; and lets you return a <code>&amp;str</code> if you don't need a <code>String</code>, and a <code>String</code> if you need it. (It can also do the same with arrays vs. Vecs, etc.)</p>
<p>To understand it, let's look at the signature. It says:</p>
<pre><pre class="playground"><code class="language-rust">pub enum Cow&lt;'a, B&gt;
where
B: 'a + ToOwned + ?Sized,
{
Borrowed(&amp;'a B),
Owned(&lt;B as ToOwned&gt;::Owned),
}
fn main() {}
</code></pre></pre>
<p>You know right away that <code>'a</code> means it works with references. The <code>ToOwned</code> trait means that it is a type that can be turned into an owned type. For example, <code>str</code> is usually a reference (<code>&amp;str</code>) and you can turn it into an owned <code>String</code>.</p>
<p>Next is <code>?Sized</code>. This means &quot;maybe Sized, but maybe not&quot;. Almost every type in Rust is Sized, but types like <code>str</code> are not. That is why we need a <code>&amp;</code> for a <code>str</code>, because the compiler doesn't know the size. So if you want a trait that can use something like a <code>str</code>, you add <code>?Sized.</code></p>
<p>Next are the <code>enum</code> variants. They are <code>Borrowed</code> and <code>Owned</code>.</p>
<p>Imagine that you have a function that returns <code>Cow&lt;'static, str&gt;</code>. If you tell the function to return <code>&quot;My message&quot;.into()</code>, it will look at the type: &quot;My message&quot; is a <code>str</code>. This is a <code>Borrowed</code> type, so it chooses <code>Borrowed(&amp;'a B)</code>. So it becomes <code>Cow::Borrowed(&amp;'static str)</code>.</p>
<p>And if you give it a <code>format!(&quot;{}&quot;, &quot;My message&quot;).into()</code> then it will look at the type. This time it is a <code>String</code>, because <code>format!</code> makes a <code>String</code>. So this time it will select &quot;Owned&quot;.</p>
<p>Here is an example to test <code>Cow</code>. We will put a number into a function that returns a <code>Cow&lt;'static, str&gt;</code>. Depending on the number, it will create a <code>&amp;str</code> or a <code>String</code>. Then it uses <code>.into()</code> to turn it into a <code>Cow</code>. When you do that, it will choose either <code>Cow::Borrowed</code> or <code>Cow::Owned</code>. Then we will match to see which one it chose.</p>
<pre><pre class="playground"><code class="language-rust">use std::borrow::Cow;
fn modulo_3(input: u8) -&gt; Cow&lt;'static, str&gt; {
match input % 3 {
0 =&gt; &quot;Remainder is 0&quot;.into(),
1 =&gt; &quot;Remainder is 1&quot;.into(),
remainder =&gt; format!(&quot;Remainder is {}&quot;, remainder).into(),
}
}
fn main() {
for number in 1..=6 {
match modulo_3(number) {
Cow::Borrowed(message) =&gt; println!(&quot;{} went in. The Cow is borrowed with this message: {}&quot;, number, message),
Cow::Owned(message) =&gt; println!(&quot;{} went in. The Cow is owned with this message: {}&quot;, number, message),
}
}
}
</code></pre></pre>
<p>This prints:</p>
<pre><code class="language-text">1 went in. The Cow is borrowed with this message: Remainder is 1
2 went in. The Cow is owned with this message: Remainder is 2
3 went in. The Cow is borrowed with this message: Remainder is 0
4 went in. The Cow is borrowed with this message: Remainder is 1
5 went in. The Cow is owned with this message: Remainder is 2
6 went in. The Cow is borrowed with this message: Remainder is 0
</code></pre>
<p><code>Cow</code> has some other methods like <code>into_owned</code> or <code>into_borrowed</code> so you can change it if you need to.</p>
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