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<ol class="chapter"><li class="chapter-item expanded "><a href="Chapter_0.html"><strong aria-hidden="true">1.</strong> Update</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-hi
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<h2 id="rc"><a class="header" href="#rc">Rc</a></h2>
<p>Rc means &quot;reference counter&quot;. You know that in Rust, every variable can only have one owner. That is why this doesn't work:</p>
<pre><pre class="playground"><code class="language-rust">fn takes_a_string(input: String) {
println!(&quot;It is: {}&quot;, input)
}
fn also_takes_a_string(input: String) {
println!(&quot;It is: {}&quot;, input)
}
fn main() {
let user_name = String::from(&quot;User MacUserson&quot;);
takes_a_string(user_name);
also_takes_a_string(user_name); // ⚠️
}
</code></pre></pre>
<p>After <code>takes_a_string</code> takes <code>user_name</code>, you can't use it anymore. Here that is no problem: you can just give it <code>user_name.clone()</code>. But sometimes a variable is part of a struct, and maybe you can't clone the struct. Or maybe the <code>String</code> is really long and you don't want to clone it. These are some reasons for <code>Rc</code>, which lets you have more than one owner. An <code>Rc</code> is like a good office worker: <code>Rc</code> writes down who has ownership, and how many. Then once the number of owners goes down to 0, the variable can disappear.</p>
<p>Here's how you use an <code>Rc</code>. First imagine two structs: one called <code>City</code>, and another called <code>CityData</code>. <code>City</code> has information for one city, and <code>CityData</code> puts all the cities together in <code>Vec</code>s.</p>
<pre><pre class="playground"><code class="language-rust">#[derive(Debug)]
struct City {
name: String,
population: u32,
city_history: String,
}
#[derive(Debug)]
struct CityData {
names: Vec&lt;String&gt;,
histories: Vec&lt;String&gt;,
}
fn main() {
let calgary = City {
name: &quot;Calgary&quot;.to_string(),
population: 1_200_000,
// Pretend that this string is very very long
city_history: &quot;Calgary began as a fort called Fort Calgary that...&quot;.to_string(),
};
let canada_cities = CityData {
names: vec![calgary.name], // This is using calgary.name, which is short
histories: vec![calgary.city_history], // But this String is very long
};
println!(&quot;Calgary's history is: {}&quot;, calgary.city_history); // ⚠️
}
</code></pre></pre>
<p>Of course, it doesn't work because <code>canada_cities</code> now owns the data and <code>calgary</code> doesn't. It says:</p>
<pre><code class="language-text">error[E0382]: borrow of moved value: `calgary.city_history`
--&gt; src\main.rs:27:42
|
24 | histories: vec![calgary.city_history], // But this String is very long
| -------------------- value moved here
...
27 | println!(&quot;Calgary's history is: {}&quot;, calgary.city_history); // ⚠️
| ^^^^^^^^^^^^^^^^^^^^ value borrowed here after move
|
= note: move occurs because `calgary.city_history` has type `std::string::String`, which does not implement the `Copy` trait
</code></pre>
<p>We can clone the name: <code>names: vec![calgary.name.clone()]</code> but we don't want to clone the <code>city_history</code>, which is long. So we can use an <code>Rc</code>.</p>
<p>Add the <code>use</code> declaration:</p>
<pre><pre class="playground"><code class="language-rust">use std::rc::Rc;
fn main() {}
</code></pre></pre>
<p>Then put <code>Rc</code> around <code>String</code>.</p>
<pre><pre class="playground"><code class="language-rust">use std::rc::Rc;
#[derive(Debug)]
struct City {
name: String,
population: u32,
city_history: Rc&lt;String&gt;,
}
#[derive(Debug)]
struct CityData {
names: Vec&lt;String&gt;,
histories: Vec&lt;Rc&lt;String&gt;&gt;,
}
fn main() {}
</code></pre></pre>
<p>To add a new reference, you have to <code>clone</code> the <code>Rc</code>. But hold on, didn't we want to avoid using <code>.clone()</code>? Not exactly: we didn't want to clone the whole String. But a clone of an <code>Rc</code> just clones the pointer - it's basically free. It's like putting a name sticker on a box of books to show that two people own it, instead of making a whole new box.</p>
<p>You can clone an <code>Rc</code> called <code>item</code> with <code>item.clone()</code> or with <code>Rc::clone(&amp;item)</code>. So calgary.city_history has 2 owners. We can check the number of owners with <code>Rc::strong_count(&amp;item)</code>. Also let's add a new owner. Now our code looks like this:</p>
<pre><pre class="playground"><code class="language-rust">use std::rc::Rc;
#[derive(Debug)]
struct City {
name: String,
population: u32,
city_history: Rc&lt;String&gt;, // String inside an Rc
}
#[derive(Debug)]
struct CityData {
names: Vec&lt;String&gt;,
histories: Vec&lt;Rc&lt;String&gt;&gt;, // A Vec of Strings inside Rcs
}
fn main() {
let calgary = City {
name: &quot;Calgary&quot;.to_string(),
population: 1_200_000,
// Pretend that this string is very very long
city_history: Rc::new(&quot;Calgary began as a fort called Fort Calgary that...&quot;.to_string()), // Rc::new() to make the Rc
};
let canada_cities = CityData {
names: vec![calgary.name],
histories: vec![calgary.city_history.clone()], // .clone() to increase the count
};
println!(&quot;Calgary's history is: {}&quot;, calgary.city_history);
println!(&quot;{}&quot;, Rc::strong_count(&amp;calgary.city_history));
let new_owner = calgary.city_history.clone();
}
</code></pre></pre>
<p>This prints <code>2</code>. And <code>new_owner</code> is now an <code>Rc&lt;String&gt;</code>. Now if we use <code>println!(&quot;{}&quot;, Rc::strong_count(&amp;calgary.city_history));</code>, we get <code>3</code>.</p>
<p>So if there are strong pointers, are there weak pointers? Yes, there are. Weak pointers are useful because if two <code>Rc</code>s point at each other, they can't die. This is called a &quot;reference cycle&quot;. If item 1 has an Rc to item 2, and item 2 has an Rc to item 1, they can't get to 0. In this case you want to use weak references. Then <code>Rc</code> will count the references, but if it only has weak references then it can die. You use <code>Rc::downgrade(&amp;item)</code> instead of <code>Rc::clone(&amp;item)</code> to make weak references. Also, you use <code>Rc::weak_count(&amp;item)</code> to see the weak count.</p>
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